Fatal error? *Solved*

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crazytieguy
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Fatal error? *Solved*

Post by crazytieguy »

I am attempting to create a new map, but have encountered a critical error in the process. See for yourself...

Image

What should I do?

I encountered these errors during munging:

Code: Select all

C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TTJ\TTJg_con.lua:119: `}' expected (to close `{' at line 108) near `AddUnitClass'
ERROR[scriptmunge scripts\TTJ\TTJg_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TTJ\TTJg_con.lua]:Could not read input file. [continuing]
   2 Errors    0 Warnings
And this is my LUA...

Code: Select all

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

	--  Empire Attacking (attacker is always #1)
    local ALL = 2
    local IMP = 1
    --  These variables do not change
    local ATT = 1
    local DEF = 2
    
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(40)
	SetMaxPlayerFlyHeight(40)


	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\\tat.lvl;tat2gcw")
    ReadDataFile("SIDE\\all.lvl",
                    "all_inf_rifleman",
                    "all_inf_rocketeer",
                    "all_inf_sniper",
                    "all_inf_engineer",
                    "all_inf_officer",
                    "all_inf_wookiee",
                    "all_hero_hansolo_tat")
                    
    ReadDataFile("SIDE\\imp.lvl",
                    "imp_inf_rifleman",
                    "imp_inf_rocketeer",
                    "imp_inf_engineer",
                    "imp_inf_sniper",
                    "imp_inf_officer",
                    "imp_inf_dark_trooper",
                    "imp_hero_bobafett")

    ReadDataFile("dc:SIDE\\jaw.lvl",
		    "jaw_inf_rifleman",
		    "jaw_inf_rocketeer",
		    "jaw_inf_engineer",
		    "jaw_inf_sniper",
		    "jaw_inf_officer",
		    "jaw_inf_special",
		    "jaw_hero_chiefjawa")

	ReadDataFile("SIDE\\tur.lvl",
						"tur_bldg_tat_barge",	
						"tur_bldg_laser")	
 
	SetupTeams{
		all = {
			team = ALL,
			units = 20,
			reinforcements = 150,
			soldier	= { "all_inf_rifleman",9, 25},
			assault	= { "imp_inf_rifleman",9,25},
			engineer = { "all_inf_rocketeer",1,4},
			sniper	= { "imp_inf_rocketeer",1,4},
			officer	= { "all_inf_engineer",1,4},
			special	= { "imp_inf_engineer",1,4},
    AddUnitClass(ALL,"all_inf_sniper",   1,4)
    AddUnitClass(ALL,"imp_inf_sniper",   1,4)
    AddUnitClass(ALL,"all_inf_officer",   1,4)
    AddUnitClass(ALL,"imp_inf_officer",   1,4)
    AddUnitClass(ALL,"all_inf_wookiee",   1,4)
    AddUnitClass(ALL,"imp_inf_dark_trooper",   1,4)

		},
		imp = {
			team = IMP,
			units = 20,
			reinforcements = 150,
			soldier	= { "jaw_inf_rifleman",9, 25},
			assault	= { "jaw_inf_rocketeer",1,4},
			engineer = { "jaw_inf_engineer",1,4},
			sniper	= { "jaw_inf_sniper",1,4},
			officer	= { "jaw_inf_officer",1,4},
			special	= { "jaw_inf_special",1,4},
		},
	}
    
    SetHeroClass(ALL, "all_hero_hansolo_tat")
    SetHeroClass(IMP, "jaw_hero_chiefjawa")

    --  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- 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:TTJ\\TTJ.lvl", "TTJ_conquest")
    SetDenseEnvironment("false")


    --  Sound Stats
    
    voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
    
    voiceQuick = OpenAudioStream("sound\\global.lvl",  "all_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl",  "imp_unit_vo_quick", voiceQuick)    
    
    OpenAudioStream("sound\\global.lvl",  "gcw_music")
    OpenAudioStream("sound\\tat.lvl",  "tat2")
    OpenAudioStream("sound\\tat.lvl",  "tat2")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

    SetOutOfBoundsVoiceOver(2, "Allleaving")
    SetOutOfBoundsVoiceOver(1, "Impleaving")

    SetAmbientMusic(ALL, 1.0, "all_tat_amb_start",  0,1)
    SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
    SetAmbientMusic(ALL, 0.2, "all_tat_amb_end",    2,1)
    SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start",  0,1)
    SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
    SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end",    2,1)

    SetVictoryMusic(ALL, "all_tat_amb_victory")
    SetDefeatMusic (ALL, "all_tat_amb_defeat")
    SetVictoryMusic(IMP, "imp_tat_amb_victory")
    SetDefeatMusic (IMP, "imp_tat_amb_defeat")

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

    --  Camera Stats
    --Tat2 Mos Eisley
	AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
	AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
	AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
	AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
	AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
This is BFront2.log:

Code: Select all

Opened logfile BFront2.log  2007-01-17 1545
ingame stream    movies\crawl.mvs
prev =     none     iLastPage =     nil
prev =     texture     iLastPage =     1
prev =     texture     iLastPage =     2
prev =     texture     iLastPage =     3
ifs_legal.Exit

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadProfile
ifs_saveop_DoOps     LoadProfile
num, Selection =    1    table: 03CE120C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    1
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
play movie    BS2         200    ,    300         510    x    400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment BS20.000000ly

+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    2
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    3
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    4
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    5
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    6
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    7
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    9
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    10
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    13
EraSelection.subst =     c    era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    14
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    15
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    17
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    19
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    20
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    21
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    22
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    24
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    25
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    26
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    29
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    30
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    31
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    40
EraSelection.subst =     c    era_c
EraSelection.subst =     c    era_c
num, Selection =    1    table: 03CE120C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    52
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
play movie    BS2         200    ,    300         510    x    400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment BS20.000000ly

this.CurButton =    nil
cur_button =    nil
this.CurButton =    nil
cur_button =    nil
this.CurButton =    nil
cur_button =    nil
this.CurButton =    check_mode2
cur_button =    nil
this.CurButton =    check_mode3
cur_button =    nil
this.CurButton =    check_era1
cur_button =    nil
bEra_CloneWar =     nil     bEra_Galactic =     1
clonewar_visable =     true     galactic_visable =     true
Adding map:     TTJg_con     idx:     1
this.CurButton =    _map_add
cur_button =    nil
this.CurButton =    Launch
cur_button =    nil

Message Severity: 3
.\Source\LuaHelper.cpp(112)
OpenScript(TTJg_con): script (6eca9c19) not found

Message Severity: 5
.\Source\GameState.cpp(1283)
Could not open MISSION\TTJg_con.lvl
Any ideas?
Last edited by crazytieguy on Sun Jan 21, 2007 5:38 pm, edited 1 time in total.
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

RE: Fatal error?

Post by Penguin »

Heres your problem

Code: Select all

   SetupTeams{
      all = {
         team = ALL,
         units = 20,
         reinforcements = 150,
         soldier   = { "all_inf_rifleman",9, 25},
         assault   = { "imp_inf_rifleman",9,25},
         engineer = { "all_inf_rocketeer",1,4},
         sniper   = { "imp_inf_rocketeer",1,4},
         officer   = { "all_inf_engineer",1,4},
         special   = { "imp_inf_engineer",1,4},
    AddUnitClass(ALL,"all_inf_sniper",   1,4)
    AddUnitClass(ALL,"imp_inf_sniper",   1,4)
    AddUnitClass(ALL,"all_inf_officer",   1,4)
    AddUnitClass(ALL,"imp_inf_officer",   1,4)
    AddUnitClass(ALL,"all_inf_wookiee",   1,4)
    AddUnitClass(ALL,"imp_inf_dark_trooper",   1,4) 
[/b]
Darth_Z13
Jedi High Council
Jedi High Council
Posts: 2275
Joined: Sat Jun 17, 2006 9:51 am
xbox live or psn: Xanthius Wylon
Location: Canada

Re: Fatal error?

Post by Darth_Z13 »

crazytieguy wrote:

Code: Select all

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

	--  Empire Attacking (attacker is always #1)
    local ALL = 2
    local IMP = 1
    --  These variables do not change
    local ATT = 1
    local DEF = 2
    
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(40)
	SetMaxPlayerFlyHeight(40)


	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\\tat.lvl;tat2gcw")
    ReadDataFile("SIDE\\all.lvl",
                    "all_inf_rifleman",
                    "all_inf_rocketeer",
                    "all_inf_sniper",
                    "all_inf_engineer",
                    "all_inf_officer",
                    "all_inf_wookiee",
                    "all_hero_hansolo_tat")
                    
    ReadDataFile("SIDE\\imp.lvl",
                    "imp_inf_rifleman",
                    "imp_inf_rocketeer",
                    "imp_inf_engineer",
                    "imp_inf_sniper",
                    "imp_inf_officer",
                    "imp_inf_dark_trooper",
                    "imp_hero_bobafett")

    ReadDataFile("dc:SIDE\\jaw.lvl",
		    "jaw_inf_rifleman",
		    "jaw_inf_rocketeer",
		    "jaw_inf_engineer",
		    "jaw_inf_sniper",
		    "jaw_inf_officer",
		    "jaw_inf_special",
		    "jaw_hero_chiefjawa")

	ReadDataFile("SIDE\\tur.lvl",
						"tur_bldg_tat_barge",	
						"tur_bldg_laser")	
 
	SetupTeams{
		all = {
			team = ALL,
			units = 20,
			reinforcements = 150,
			soldier	= { "all_inf_rifleman",9, 25},
			assault	= { "imp_inf_rifleman",9,25},
			engineer = { "all_inf_rocketeer",1,4},
			sniper	= { "imp_inf_rocketeer",1,4},
			officer	= { "all_inf_engineer",1,4},
			special	= { "imp_inf_engineer",1,4},
    AddUnitClass(ALL,"all_inf_sniper",   1,4)
    AddUnitClass(ALL,"imp_inf_sniper",   1,4)
    AddUnitClass(ALL,"all_inf_officer",   1,4)
    AddUnitClass(ALL,"imp_inf_officer",   1,4)
    AddUnitClass(ALL,"all_inf_wookiee",   1,4)
    AddUnitClass(ALL,"imp_inf_dark_trooper",   1,4)

		},
		imp = {
			team = IMP,
			units = 20,
			reinforcements = 150,
			soldier	= { "jaw_inf_rifleman",9, 25},
			assault	= { "jaw_inf_rocketeer",1,4},
			engineer = { "jaw_inf_engineer",1,4},
			sniper	= { "jaw_inf_sniper",1,4},
			officer	= { "jaw_inf_officer",1,4},
			special	= { "jaw_inf_special",1,4},
		},
	}
    
    SetHeroClass(ALL, "all_hero_hansolo_tat")
    SetHeroClass(IMP, "jaw_hero_chiefjawa")

    --  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- 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:TTJ\\TTJ.lvl", "TTJ_conquest")
    SetDenseEnvironment("false")


    --  Sound Stats
    
    voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
    
    voiceQuick = OpenAudioStream("sound\\global.lvl",  "all_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl",  "imp_unit_vo_quick", voiceQuick)    
    
    OpenAudioStream("sound\\global.lvl",  "gcw_music")
    OpenAudioStream("sound\\tat.lvl",  "tat2")
    OpenAudioStream("sound\\tat.lvl",  "tat2")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

    SetOutOfBoundsVoiceOver(2, "Allleaving")
    SetOutOfBoundsVoiceOver(1, "Impleaving")

    SetAmbientMusic(ALL, 1.0, "all_tat_amb_start",  0,1)
    SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
    SetAmbientMusic(ALL, 0.2, "all_tat_amb_end",    2,1)
    SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start",  0,1)
    SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
    SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end",    2,1)

    SetVictoryMusic(ALL, "all_tat_amb_victory")
    SetDefeatMusic (ALL, "all_tat_amb_defeat")
    SetVictoryMusic(IMP, "imp_tat_amb_victory")
    SetDefeatMusic (IMP, "imp_tat_amb_defeat")

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

    --  Camera Stats
    --Tat2 Mos Eisley
	AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
	AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
	AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
	AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
	AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
It's your LUA. When you use the AddUnitClass command you have to end your SetupUnits section and then start a new one. It should look like this:

Code: Select all

	SetupTeams{
		all = {
			team = ALL,
			units = 20,
			reinforcements = 150,
			soldier	= { "all_inf_rifleman",9, 25},
			assault	= { "imp_inf_rifleman",9,25},
			engineer = { "all_inf_rocketeer",1,4},
			sniper	= { "imp_inf_rocketeer",1,4},
			officer	= { "all_inf_engineer",1,4},
			special	= { "imp_inf_engineer",1,4},
    AddUnitClass(ALL,"all_inf_sniper",   1,4)
    AddUnitClass(ALL,"imp_inf_sniper",   1,4)
    AddUnitClass(ALL,"all_inf_officer",   1,4)
    AddUnitClass(ALL,"imp_inf_officer",   1,4)
    AddUnitClass(ALL,"all_inf_wookiee",   1,4)
    AddUnitClass(ALL,"imp_inf_dark_trooper",  1,4)
		},
	}

	SetupTeams{
		imp = {
			team = IMP,
			units = 20,
			reinforcements = 150,
			soldier	= { "jaw_inf_rifleman",9, 25},
			assault	= { "jaw_inf_rocketeer",1,4},
			engineer = { "jaw_inf_engineer",1,4},
			sniper	= { "jaw_inf_sniper",1,4},
			officer	= { "jaw_inf_officer",1,4},
			special	= { "jaw_inf_special",1,4},
		},
	}
crazytieguy
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Post by crazytieguy »

Thanks!
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