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Weird error messages [Solved]

Posted: Tue May 12, 2009 9:25 pm
by agzilla123
Hidden/Spoiler:
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\aax.lvl
uf_updateClassIndex(): Added class: aax_inf_ep2clonetrooper

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "aax_inf_ep2clonetrooper" (check the side's .req file)
uf_updateClassIndex(): Added class: aax_inf_ep2clonesergant

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "aax_inf_ep2clonesergant" (check the side's .req file)
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_officer
uf_updateClassIndex(): Added class: cis_inf_droideka
uf_updateClassIndex(): Added class: cis_hero_darthmaul
uf_updateClassIndex(): Added class: rep_hero_anakin
utility_functions2: ReadDataFile(): This map's code, mode: aax aax_conquest
As you can all see, the error messages say to check the .req file. So, I checked it, but found nothing, so I checked the script, and, once again, found nothing. Right now, both of the units (aax_inf_clonetrooper and aax_inf_clonesergant) are not appearing in game. Does anybody have any suggestions for me?

Here are the two .lua files. First the regular soldier .reqs:
aax_inf_clonesergant
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"aax_inf_ep2clonesergant"
}
}
aax_inf_clonetrooper
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"aax_inf_ep2clonetrooper"
}
}
Here is the side .req:
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"aax_inf_ep2clonetrooper"
"aax_inf_ep2clonesergant"
}
}
I simply cannot figure out what to do, as everything I have tried to do based on what these error messages said has failed. So, I am wondering if I am interpreting them in the right way.

Any help would be appreciated.

Re: Weird error messages

Posted: Tue May 12, 2009 10:55 pm
by RogueKnight
Can you post your LUA?

Re: Weird error messages

Posted: Wed May 13, 2009 9:23 am
by Xavious
The names called for in the side's req need to match the req names of the units.

Re: Weird error messages

Posted: Wed May 13, 2009 9:27 am
by RogueKnight
Xavious wrote:The names called for in the side's req need to match the req names of the units.
Unless I'm missing something, it appears to me that they do.

Re: Weird error messages

Posted: Wed May 13, 2009 9:31 am
by Xavious
He named his unit's req "aax_inf_clonetrooper," when in the side's req, he called for "aax_inf_ep2clonetrooper."

Re: Weird error messages

Posted: Wed May 13, 2009 6:41 pm
by agzilla123
Xavious wrote:He named his unit's req "aax_inf_clonetrooper," when in the side's req, he called for "aax_inf_ep2clonetrooper."
Sorry, this was my bad. I have the units named everywhere in my files aax_inf_ep2clonetrooper or sergant. I just forgot to put that in in the beggining. Once again, my bad.

Here is my .lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")

ReadDataFile ("dc:SIDE\\aax.lvl",
"aax_inf_ep2clonetrooper",
"aax_inf_ep2clonesergant")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "aax_inf_ep2clonetrooper",9, 25},
assault = { "aax_inf_ep2clonesergant",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:AAX\\AAX.lvl", "AAX_conquest")
ReadDataFile("dc:AAX\\AAX.lvl", "AAX_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
Any help would be appreciated.

Re: Weird error messages

Posted: Wed May 13, 2009 6:53 pm
by RogueKnight
well, did naming the units .req correctly fix it?

Re: Weird error messages

Posted: Thu May 14, 2009 8:53 am
by MercuryNoodles
I have the units named everywhere in my files aax_inf_ep2clonetrooper or sergant.
If you mean exactly what you wrote, and I'm reading this right, then you may still need to match up the filenames. The name in the side req is the filename of the unit req, and the name in the unit req is the filename of the odf you mean to use. I just want to be sure we're on the same page with this.


Also, have you tried cleaning and remunging? The severity three, I believe, would be the cause of the other two errors, and often indicates a bad munge.

Re: Weird error messages

Posted: Thu May 14, 2009 10:13 pm
by [RDH]Zerted
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\aax.lvl
That is your problem. Your aax.lvl file doesn't exist. Ignore everything else in the log.

Re: Weird error messages

Posted: Fri May 15, 2009 9:24 pm
by agzilla123
I have been a bit busy lately and have not had loads of time to check on my threads, so sorry for the late reply.

How exactly do I create one then, as in my _LVL_PC file (the one that goes in your Star Wars Battlefront 2 addon folder), I have a file in _LVL_PC/AAX called AAX.lvl. However, this is not the same as aax.lvl, so is this what the problem is?

If it is, how would i fix it?

Any help would be appreciated.

Re: Weird error messages

Posted: Fri May 15, 2009 10:06 pm
by RogueKnight
[RDH]Zerted wrote:
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\aax.lvl
That is your problem. Your aax.lvl file doesn't exist. Ignore everything else in the log.
*headdesk* how did I not catch that!
How exactly do I create one then, as in my _LVL_PC file (the one that goes in your Star Wars Battlefront 2 addon folder), I have a file in _LVL_PC/AAX called aax.lvl. However, this is not the same as aax.lvl, so is this what the problem is
Um..... not entirely sure what you mean there, but it would help to have the right lvl file....

Re: Weird error messages

Posted: Fri May 15, 2009 10:10 pm
by agzilla123
Woops, again, my bad here everyone.

I edited my post before this one to change it how it should be. The file in _LVL_PC/AAX is AAX.lvl.

If this is wrong, then how exactly do I fix it?


Any help would be appreciated.

Re: Weird error messages

Posted: Fri May 15, 2009 10:13 pm
by RogueKnight
agzilla123 wrote:Woops, again, my bad here everyone.

I edited my post before this one to change it how it should be. The file in _LVL_PC/AAX is AAX.lvl.

If this is wrong, then how exactly do I fix it?


Any help would be appreciated.
Just curious, is your side's req names AAX, and folder named AAX, capitalized?

It may not be the problem, but its worth a shot.

Re: Weird error messages

Posted: Fri May 15, 2009 10:18 pm
by AQT
That AAX.lvl in _LVL_PC\AAX is just your world/map. Did you remember to make an AAX folder in _BUILD\Sides copying over the Munged folder and the munge and clean batch files from the ALL folder?

Re: Weird error messages

Posted: Mon May 18, 2009 8:10 pm
by agzilla123
Once again, I am sorry for the late reply, as I have been very busy lately.

As it turns out, you were right AQT. I did what you said and the units I was trying to add appeared. It is strange that I didn't remember that this needed to be done from my other side that I was making.

I would not have figured out how to solve this problem by myself, so I thank everyone who helped me to solve it.

This thread can now be locked.

Thanks again. :mrgreen: