Help needed with campaign script

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FelixXxX
Private Third Class
Posts: 56
Joined: Mon Mar 02, 2009 11:04 pm
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Location: Bespin

Help needed with campaign script

Post by FelixXxX »

Hello and scince my last fail at mission scripting i have tried again but with the help of the mission scriptor. When i load the map in the campaign mode i can spawn but no one else can execpt for team 3 which is unconviently (accident i swear moderators please don't lock this) called Diet Dr. Pepper because it is my new assualt droid unit only. They only spawn. Also the missions don't start. Ill post my lua and error log. NOTE: the map does not crash
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("Ambush")
ScriptCB_SetGameRules("campaign")

-- REP Attacking (attacker is always #1)
CIS = 2
REP = 1
-- These variables do not change
ATT = 1
DEF = 2
Diet Dr. Pepper = 3
function ScriptPostLoad()
KillObject("cp3_c")
SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, true)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")

onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
start_timer = CreateTimer("start_timer")
SetTimerValue(start_timer, 3)
StartTimer(start_timer)
begin_objectives = OnTimerElapse(
function()
BeginObjectives()
ReleaseTimerElapse(begin_objectives)
end,
start_timer
)
end
end)

--objective1: Capture the Cis lookout post!
Objective1CP = CommandPost:New{name = "cp2_c"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.1", popupText = "level.000.campaign.rep.1_popup", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)

Objective1:AddHint("level.geo1.hints.capture_cp")

Objective1.OnStart = function(self)
AICanCaptureCP("cp2_c", ATT, true)
AICanCaptureCP("cp2_c", DEF, true)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50, "cp2_c")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50, "cp2_c")
att_obj1_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end

Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(att_obj1_aigoal2)
DeleteAIGoal(def_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal2)
SetProperty("cp2_c", "Team", 1)
SetProperty("cp2_c", "CaptureRegion", "")
RespawnObject ("cp3_c")

end





--objective: Kill the escaping droids!
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.000.campaign.rep.2", popupText = "level.000.campaign.rep.2_popup"}

Dclass = TargetType:New{classname = "Battledroid", killLimit = 15}
Objective2:AddTarget(Dclass)

Objective2.OnStart = function(self)
Objective2.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "cp3_c")
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "cp3_c")
end

Objective2.OnComplete = function(self)
DeleteAIGoal(Objective2.Dclass_cpGoal1)
DeleteAIGoal(Objective2.Dclass_cpGoal2)
end
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(500)
SetMaxPlayerFlyHeight (500)

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("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rifleman1",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_marine",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


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

-- 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:000\\000.lvl", "000_c")
ReadDataFile("dc:000\\000.lvl", "000_c")
SetDenseEnvironment("false")

SetupTeams{
rep = {
team = REP,
units = 15,
reinforcements = 30,
soldier = { "rep_inf_ep2_rifleman1",1, 9},
assault = { "rep_inf_ep2_rifleman",1, 9},

},
cis = {
team = CIS,
units = 7,
reinforcements = -1,
soldier = { "cis_inf_marine",1, 7},
assault = { "cis_inf_rifleman",1, 3},
}
}

SetTeamName (3, "CIS")
AddUnitClass (3, "cis_inf_rocketeer", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)







-- 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")
AddDeathRegion("deathregion")


--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
Hidden/Spoiler:
Opened logfile BFront2.log 2009-04-09 1507
shell_interface: Entered
shell_interface: Reading in custom strings
ifs_era_handler - Entered
ifs_era_handler - Exited
custom_GetSPMissionList()
custom_GetMPMissionList()
custom_EraButtonList(): Building era button table
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Building era table
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Building game mode table
custom_GetGMapModes(): Finished building game mode table Known Modes: 38
custom_GetMPGameModeList(): Building game mode list table
custom_GetMPGameModeList(): Finished building game mode list table List Length: 39
custom_SetMovieLocation()
custom_AddEraBoxes()
custom_SetMovieLocation()
custom_AddEraBoxes()
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
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
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode10
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 03CC116C
The key, value is: mode_xl_c 1
The key, value is: era_c 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: 000<A>_<B>
The key, value is: bSelected 1
The key, value is: mode_c_c 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 03CC66CC
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: 000c_c idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Reading in custom strings
ifs_sideselect_fnBuildScreen()
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "rep_weap_inf_dc15carbine" missing high res geometry "rep_1st_weap_inf_pistol_bump"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ecfd05fd: trying to replace "bes1_bldg_console_a" with "bes1_bldg_console_a3"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=5b046eec: trying to replace "bes1_bldg_console_b" with "bes1_bldg_console_b1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3f2512b3: trying to replace "bes1_bldg_platform_lrg" with "bes1_bldg_platform_lrg1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=5e0473a5: trying to replace "bes1_bldg_console_b" with "bes1_bldg_console_b2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=eafd02d7: trying to replace "bes1_bldg_console_a" with "bes1_bldg_console_a1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ebfd046a: trying to replace "bes1_bldg_console_a" with "bes1_bldg_console_a2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\CommandPost.cpp(493)
Command Post missing capture region "cp3_c_capture"
uf_updateClassIndex(): Added class: rep_inf_ep2_rifleman1
uf_updateClassIndex(): Added class: rep_inf_ep2_rifleman
uf_updateClassIndex(): Added class: cis_inf_marine
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_rocketeer

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 232

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 236

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 240

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 244

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 248

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 252

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 256

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 260

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 264

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 268

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 272

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 276

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 280

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 284

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 288

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 292

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 296

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 300

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 304

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 308

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 312

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 316

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 320

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 324

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 328

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 332

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 336

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 340

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 344

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 348

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 352

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 356

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 360

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 364

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 368

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 372

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 376

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 380

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(2264)
ShowPopup() has been depricated. Please remove all references to it in code

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `BeginObjectives' (a nil value)
stack traceback:
(none): in function <(none):48>
Also when it says noexistant cp1-cp4 i renamed the cp's to cp1_c in the campaign part of my map to avoid confusion also it says cp4 even though cp4 is Diet Dr. Pepper_cp1_c (please dont lock) the droids still spawn there only my team and the DEF enemy not their ally's don't spawn. Also the killobject ("cp3") is for another objective. Thanks for helping
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
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Location: Indiana

Re: Help needed with campaign script

Post by Teancum »

You probably knew I was going to say it, but fill that SoldierAnimation pool. Easier to do it now.
Xavious
Sith Master
Sith Master
Posts: 2783
Joined: Mon Jun 12, 2006 3:46 pm

Re: Help needed with campaign script

Post by Xavious »

Your missions aren't starting because you never told them to. Add this

Code: Select all

function StartObjectives() 
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4.0 }
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:Start()
after you define your last objective. (Put it in between the two "ends.") Also be sure to add new missions to the sequence here if you create more, otherwise they won't work.

As for your team 2 not spawning, I'm not sure, but you might have to set up their goals. Try adding this line underneath function ScriptPostLoad()

Code: Select all

AddAIGoal(2, "Deathmatch", 100)
User avatar
FelixXxX
Private Third Class
Posts: 56
Joined: Mon Mar 02, 2009 11:04 pm
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Location: Bespin

Re: Help needed with campaign script

Post by FelixXxX »

Ok they are still not spawning and when i tried what Xavious said it still did not start the objectives also could someone tell me how to raise the memory pool size of the things that need to be raised please here is my lua and error log
Hidden/Spoiler:
Opened logfile BFront2.log 2009-04-09 2154
shell_interface: Entered
shell_interface: Reading in custom strings
ifs_era_handler - Entered
ifs_era_handler - Exited
custom_GetSPMissionList()
custom_GetMPMissionList()
custom_EraButtonList(): Building era button table
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Building era table
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Building game mode table
custom_GetGMapModes(): Finished building game mode table Known Modes: 38
custom_GetMPGameModeList(): Building game mode list table
custom_GetMPGameModeList(): Finished building game mode list table List Length: 39
custom_SetMovieLocation()
custom_AddEraBoxes()
custom_SetMovieLocation()
custom_AddEraBoxes()
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
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
call minimize window
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode10
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 03CC116C
The key, value is: mode_xl_c 1
The key, value is: era_c 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: 000<A>_<B>
The key, value is: bSelected 1
The key, value is: mode_c_c 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 03CC66CC
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: 000c_c idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Reading in custom strings
ifs_sideselect_fnBuildScreen()
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "rep_weap_inf_dc15carbine" missing high res geometry "rep_1st_weap_inf_pistol_bump"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ecfd05fd: trying to replace "bes1_bldg_console_a" with "bes1_bldg_console_a3"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=5b046eec: trying to replace "bes1_bldg_console_b" with "bes1_bldg_console_b1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3f2512b3: trying to replace "bes1_bldg_platform_lrg" with "bes1_bldg_platform_lrg1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=5e0473a5: trying to replace "bes1_bldg_console_b" with "bes1_bldg_console_b2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=eafd02d7: trying to replace "bes1_bldg_console_a" with "bes1_bldg_console_a1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ebfd046a: trying to replace "bes1_bldg_console_a" with "bes1_bldg_console_a2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\CommandPost.cpp(493)
Command Post missing capture region "cp3_c_capture"
uf_updateClassIndex(): Added class: cis_inf_marine
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep2_rifleman1
uf_updateClassIndex(): Added class: rep_inf_ep2_rifleman
uf_updateClassIndex(): Already know class: cis_inf_marine
uf_updateClassIndex(): Already know class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep2_rocketeer

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 232

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 236

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 240

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 244

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 248

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 252

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 256

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 260

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 264

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 268

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 272

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 276

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 280

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 284

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 288

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 292

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 296

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 300

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 304

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 308

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 312

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 316

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 320

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 324

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 328

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 332

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 336

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 340

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 344

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 348

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 352

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 356

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 360

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 364

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 368

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 372

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 376

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 380

Message Severity: 2
.\Source\Team.cpp(884)
Missing a localized team name for this level, level.000.local

Message Severity: 2
.\Source\Team.cpp(884)
Missing a localized team name for this level, level.000.local

Message Severity: 2
.\Source\Team.cpp(884)
Missing a localized team name for this level, level.000.local

Message Severity: 2
.\Source\Team.cpp(884)
Missing a localized team name for this level, level.000.local

Message Severity: 2
.\Source\Team.cpp(884)
Missing a localized team name for this level, level.000.local

Message Severity: 2
.\Source\Team.cpp(884)
Missing a localized team name for this level, level.000.local

Message Severity: 2
.\Source\Team.cpp(884)
Missing a localized team name for this level, level.000.local

Message Severity: 2
.\Source\Team.cpp(439)
level.000.locals not localized

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index global `ObjectiveGoto' (a nil value)
stack traceback:
(none): in function `ScriptPostLoad'


Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(2264)
ShowPopup() has been depricated. Please remove all references to it in code

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `BeginObjectivesTimer' (a nil value)
stack traceback:
(none): in function <(none):35>


Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 17

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 18

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 19

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 20

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 21

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 22
WARNING: could not spawn all the ambushers...team is too small or there are too many dudes running around alive
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("Ambush")
ScriptCB_SetGameRules("campaign")

-- REP Attacking (attacker is always #1)
CIS = 2
REP = 1
-- These variables do not change
ATT = 1
DEF = 2
Diet Dr. Pepper = 3
Lol = 4
Cell_ambush = 6
CAB = Cell_ambush
function ScriptPostLoad()
SetupAmbushTrigger("ambushregion1", "ambushpath1", 6,5)
KillObject("cp3_c")
KillObject("cp4_c")
SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, true)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")

onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)

end
end)


--objective: Capture the Guard post!
Objective1CP = CommandPost:New{name = "cp2_c"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.1", popupText = "level.000.campaign.rep.1_popup", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)

Objective1:AddHint("level.geo1.hints.capture_cp")

Objective1.OnStart = function(self)
AICanCaptureCP("cp2_c", ATT, true)
AICanCaptureCP("cp2_c", DEF, true)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50, "cp2_c")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50, "cp2_c")
att_obj1_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
AllowAISpawn(ATT, true)
AllowAISpawn(DEF, true)
end

Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(att_obj1_aigoal2)
DeleteAIGoal(def_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal2)
SetProperty("cp2_c", "Team", 1)
RespawnObject ("cp3_c")
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 10)


end



--objective:Kill the escaping droids!
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.000.campaign.rep.2", popupText = "level.000.campaign.rep.2_popup"}

Dclass = TargetType:New{classname = "Battledroid", killLimit = 20}
Objective2:AddTarget(Dclass)

Objective2.OnStart = function(self)
Objective2.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "cp3_c")
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "cp3_c")
end

Objective2.OnComplete = function(self)
DeleteAIGoal(Objective2.Dclass_cpGoal1)
DeleteAIGoal(Objective2.Dclass_cpGoal2)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 30)
end




--objective :Get over to the desquised ammo tank!
Objective3 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.000.campaign.rep.3", popupText = "level.000.campaign.rep.3_popup",
regionName = "goto1", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective3:AddHint("level.geo1.hints.movement")
Objective3:AddHint("level.geo1.hints.obj_markers")
Objective3:AddHint("level.geo1.hints.review_objectives")
Objective3:AddHint("level.geo1.hints.sprint")


Objective3.OnStart = function(self)
att_obj3_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj3_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("bes1_bldg_gas_cell_sml77", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)

end

Objective3.OnComplete = function(self)
DeleteAIGoal(att_obj3_aigoal)
DeleteAIGoal(def_obj3_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("bes1_bldg_gas_cell_sml77")
SetProperty("bes1_bldg_gas_cell_sml77", "MaxHealth", 2000)
SetProperty("bes1_bldg_gas_cell_sml77", "CurHealth", 1900)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 50)

end



--objective: Destroy the ammo tank!
Dobjekt = Target:New{name = "bes1_bldg_gas_cell_sml77"}
Dobjekt.OnDestroy = function(self)

end

Objective4 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.000.campaign.rep.4", popupText = "level.000.campaign.rep.4_popup"}
Objective4:AddTarget(Dobjekt)


Objective4.OnStart = function(self)


end

Objective4.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
RespawnObject ("cp4_c")
AICanCaptureCP("cp2_c", DEF, false)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 20)

end




--objective: capture the bridge guard cp
Objective5CP = CommandPost:New{name = "cp4_c"}
Objective5 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.5", popupText = "level.000.campaign.rep.5_popup", AIGoalWeight = 0}
Objective5:AddCommandPost(Objective5CP)

Objective5:AddHint("level.geo1.hints.capture_cp")

Objective5.OnStart = function(self)
AICanCaptureCP("cp4_c", ATT, true)
AICanCaptureCP("cp4_c", DEF, true)
att_obj5_aigoal = AddAIGoal(ATT, "Defend", 50, "cp4_c")
def_obj5_aigoal = AddAIGoal(DEF, "Defend", 50, "cp4_c")
att_obj5_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj5_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end

Objective5.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj5_aigoal)
DeleteAIGoal(att_obj5_aigoal2)
DeleteAIGoal(def_obj5_aigoal)
DeleteAIGoal(def_obj5_aigoal2)
SetProperty("cp4_c", "Team", 1)
AllowAISpawn(3, false)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 5)


end
function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 12)
StartTimer(beginobjectivestimer)
end

function BeginObjectives()
--This creates the objective "container" and specifies order of objectives, and gets that running
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4.5}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5)
objectiveSequence:Start()
end
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(500)
SetMaxPlayerFlyHeight (500)

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("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rifleman1",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_marine",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


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

-- 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:000\\000.lvl", "000_c")
ReadDataFile("dc:000\\000.lvl", "000_c")
SetDenseEnvironment("false")

SetupTeams{
rep = {
team = REP,
units = 15,
reinforcements = 30,
soldier = { "rep_inf_ep2_rifleman1",1, 9},
assault = { "rep_inf_ep2_rifleman",1, 9},

},
cis = {
team = CIS,
units = 7,
reinforcements = -1,
soldier = { "cis_inf_marine",1, 7},
assault = { "cis_inf_rifleman",1, 3},
},

cab = {
team = CAB,
units = 7,
reinforcements = -1,
soldier = { "cis_inf_marine",1, 4},
assault = { "cis_inf_rifleman",1,3},
}
}

SetTeamName (3, "CIS")
AddUnitClass (3, "cis_inf_rocketeer", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)

SetTeamAsFriend(ATT,CAB)
SetTeamAsFriend(CAB,ATT)
SetTeamAsEnemy(DEF,CAB)
SetTeamAsEnemy(CAB,DEF)
SetTeamAsFriend(CAB,3)
SetTeamAsFriend(3,CAB)
SetTeamAsEnemy(CAB,4)
SetTeamAsEnemy(4,CAB)

SetTeamName (4, "REP")
AddUnitClass (4, "rep_inf_ep2_rocketeer", 10,15)
SetUnitCount (4, 15)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsEnemy(3,4)
SetTeamAsEnemy(4,3)
SetTeamAsEnemy(DEF,4)
SetTeamAsEnemy(4,DEF)
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(4,ATT)

-- 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")
AddDeathRegion("deathregion")


--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

Thanks!
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
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Location: Indiana

Re: Help needed with campaign script

Post by Teancum »

FelixXxX wrote:Ok they are still not spawning and when i tried what Xavious said it still did not start the objectives also could someone tell me how to raise the memory pool size of the things that need to be raised please here is my lua and error log
MemoryPools have been covered many times, use the search function here.
User avatar
FelixXxX
Private Third Class
Posts: 56
Joined: Mon Mar 02, 2009 11:04 pm
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Location: Bespin

Re: Help needed with campaign script

Post by FelixXxX »

please does anyone know why my campaign map won't start objectives or why the troopers won't spawn PLEASE :sick: :faint:
User avatar
[RDH]Zerted
Gametoast Staff
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Posts: 2982
Joined: Sun Feb 26, 2006 7:36 am
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Contact:

Re: Help needed with campaign script

Post by [RDH]Zerted »

Fix your severity 3 messages.
Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index global `ObjectiveGoto' (a nil value)
stack traceback:
(none): in function `ScriptPostLoad'
is because you forgot to include the ObjectiveGoto.lua script at the top of your file (ScriptCB_DoFile("ObjectiveGoto")).

Move BeginObjectivesTimer() and BeginObjectives() outside of the PostScriptLoad() function
User avatar
FelixXxX
Private Third Class
Posts: 56
Joined: Mon Mar 02, 2009 11:04 pm
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Location: Bespin

Re: Help needed with campaign script

Post by FelixXxX »

ok i have a new error. This error though is with a timer because it won't start so the objective just says the objective is completed. Here is the lua im pretty sure im doing what im supposed to here is the obj with the time and the obj. is to defend cp6_c for 125 seconds from the droids.
Hidden/Spoiler:
--objective: Defend the CP!
Objective7CP = CommandPost:New{name = "cp6_c"}
Objective7 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.7", popupText = "level.000.campaign.rep.7_popup", AIGoalWeight = 0}
Objective7:AddCommandPost(Objective7CP)

Objective7:AddHint("level.geo1.hints.capture_cp")

Objective7.OnStart = function(self)
defend_timer = CreateTimer("defend_timer")
SetTimerValue(defend_timer, 125)
StartTimer(defend_timer)
att_obj7_aigoal = AddAIGoal(ATT, "Defend", 500, "cp6_c")
def_obj7_aigoal = AddAIGoal(DEF, "Defend", 500, "cp6_c")
att_obj7_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj7_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("cp6_c", "hud_objective_icon_circle", 3.0, ATT, "YELLOW", true, true, true)
AICanCaptureCP("cp6_c", ATT, false)
AICanCaptureCP("cp6_c", DEF, true)
attack_start_go = OnTimerElapse(
function(timer)
ReleaseTimerElapse(attack_start_go)
end,
defend_timer
)
end

Objective7.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj7_aigoal)
DeleteAIGoal(att_obj7_aigoal2)
DeleteAIGoal(def_obj7_aigoal)
DeleteAIGoal(def_obj7_aigoal2)
SetProperty("cp6_c", "Team", 1)
SetProperty("cp6_c", "CaptureRegion", "")

end
Can you help me out.Thanks!
theultimat
Lieutenant General
Lieutenant General
Posts: 679
Joined: Sun Apr 13, 2008 1:39 pm
Location: UK

Re: Help needed with campaign script

Post by theultimat »

Well, here is some code that works in my maps.

Code: Select all

--Objective 7 - Defend the base for 2 minutes so reinforcements can arrive.
       Objective7CP = CommandPost:New{name = "cp5"}
       Objective7 = ObjectiveConquest:New{teamATT = DEF, teamDEF = ATT, text = "level.cor1.objectives.campaign.4", popupText = "level.cor1.objectives.campaign.4_popup",
    				timeLimit = 140, timeLimitWinningTeam = ATT}
       Objective7:AddCommandPost(Objective7CP)

       Objective7.OnStart = function(self)	   
          AddAIGoal(ATT, "Defend", 500, "cp5")
          AddAIGoal(ATT, "Defend", 500, "cp5")
          AddAIGoal(ATT, "Deathmatch", 700, "cp5")
          AddAIGoal(AMB, "Deathmatch", 200, "cp5")
          AddAIGoal(AMB, "Defend", 200, "cp5")
      DEF_UnitCount = GetUnitCount(AMB)
      SetUnitCount(DEF, DEF_UnitCount + 10)
	  
       Objective7.OnComplete = function(self)
          ClearAIGoals(ATT)
          ATT_ReinforcementCount = GetReinforcementCount(ATT)
          SetReinforcementCount(ATT, ATT_ReinforcementCount + 50)
		  KillObject("reb_cp")

    end
end
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[RDH]Zerted
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Re: Help needed with campaign script

Post by [RDH]Zerted »

You don't need a timer. Just set the time limit for the Conquest objective itself (look at the starting table in ObjectiveConquest.lua and Objective.lua). Also, change your AIGoalWeight = 0 to AIGoalWeight = 500 and remove your att_obj7_aigoal and def_obj7_aigoal related AI goal lines (there are a total of 4 of these lines to remove).
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FelixXxX
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Location: Bespin

Re: Help needed with campaign script

Post by FelixXxX »

HELP! all of a sudden my map is crashing and i don't know why or if it has to do with the script
here it is the .lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("Ambush")
ScriptCB_SetGameRules("campaign")

-- REP Attacking (attacker is always #1)
CIS = 2
REP = 1
-- These variables do not change
ATT = 1
DEF = 2
Diet Dr. Pepper = 3
Lol = 4
Dro = 12
Cell_ambush = 6
CAB = Cell_ambush
function ScriptPostLoad()
SetupAmbushTrigger("ambushregion1", "ambushpath1", 6,5)
KillObject("cp3_c")
KillObject("cp4_c")
KillObject("cp7_c")
KillObject("cp1_droids_c")
KillObject("cp6_c")
KillObject("Diet Dr. Pepper_cp2_c")
SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, true)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")

onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)

end
end)


--objective: Capture the Guard post!
Objective1CP = CommandPost:New{name = "cp2_c"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.1", popupText = "level.000.campaign.rep.1_popup", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)

Objective1:AddHint("level.geo1.hints.capture_cp")

Objective1.OnStart = function(self)
AICanCaptureCP("cp2_c", ATT, true)
AICanCaptureCP("cp2_c", DEF, true)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50, "cp2_c")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50, "cp2_c")
att_obj1_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
AllowAISpawn(ATT, true)
AllowAISpawn(DEF, true)
end

Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(att_obj1_aigoal2)
DeleteAIGoal(def_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal2)
SetProperty("cp2_c", "Team", 1)
RespawnObject ("cp3_c")
AddUnitClass(REP,"rep_inf_ep2_sergeant",1, 9)
SetUnitCount(2, 15)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 10)


end



--objective:Kill the escaping droids!
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.000.campaign.rep.2", popupText = "level.000.campaign.rep.2_popup"}

Dclass = TargetType:New{classname = "cis_inf_marine", killLimit = 20}
Objective2:AddTarget(Dclass)

Objective2.OnStart = function(self)
Objective2.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "cp3_c")
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "cp3_c")
end

Objective2.OnComplete = function(self)
DeleteAIGoal(Objective2.Dclass_cpGoal1)
DeleteAIGoal(Objective2.Dclass_cpGoal2)
SetProperty("cp3_c", "Team", 1)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 30)
end




--objective :Get over to the desquised ammo tank!
Objective3 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.000.campaign.rep.3", popupText = "level.000.campaign.rep.3_popup",
regionName = "goto1", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective3:AddHint("level.geo1.hints.movement")
Objective3:AddHint("level.geo1.hints.obj_markers")
Objective3:AddHint("level.geo1.hints.review_objectives")
Objective3:AddHint("level.geo1.hints.sprint")


Objective3.OnStart = function(self)
att_obj3_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj3_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("bes1_bldg_gas_cell_sml77", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)

end

Objective3.OnComplete = function(self)
DeleteAIGoal(att_obj3_aigoal)
DeleteAIGoal(def_obj3_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("bes1_bldg_gas_cell_sml77")
SetProperty("bes1_bldg_gas_cell_sml77", "MaxHealth", 2000)
SetProperty("bes1_bldg_gas_cell_sml77", "CurHealth", 1900)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 50)

end



--objective: Destroy the ammo tank!
Dobjekt = Target:New{name = "bes1_bldg_gas_cell_sml77"}
Dobjekt.OnDestroy = function(self)

end

Objective4 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.000.campaign.rep.4", popupText = "level.000.campaign.rep.4_popup"}
Objective4:AddTarget(Dobjekt)


Objective4.OnStart = function(self)


end

Objective4.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
RespawnObject ("cp4_c")
KillObject("Diet Dr. Pepper_cp1_c")
RespawnObject ("Diet Dr. Pepper_cp2_c")
AddUnitClass(REP,"rep_inf_ep2_officer",1, 7)
AddUnitClass(CIS,"cis_inf_engineer",1, 10)
AddUnitClass(3,"cis_inf_officer",1, 10)

AICanCaptureCP("cp2_c", DEF, false)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 20)

end




--objective: capture the bridge guard cp
Objective5CP = CommandPost:New{name = "cp4_c"}
Objective5 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.5", popupText = "level.000.campaign.rep.5_popup", AIGoalWeight = 0}
Objective5:AddCommandPost(Objective5CP)

Objective5:AddHint("level.geo1.hints.capture_cp")

Objective5.OnStart = function(self)
AICanCaptureCP("cp4_c", ATT, true)
AICanCaptureCP("cp4_c", DEF, true)
att_obj5_aigoal = AddAIGoal(ATT, "Defend", 50, "cp4_c")
def_obj5_aigoal = AddAIGoal(DEF, "Defend", 50, "cp4_c")
att_obj5_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj5_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end

Objective5.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj5_aigoal)
DeleteAIGoal(att_obj5_aigoal2)
DeleteAIGoal(def_obj5_aigoal)
DeleteAIGoal(def_obj5_aigoal2)
SetProperty("cp4_c", "Team", 1)
AllowAISpawn(3, false)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 5)


end
--objective :Retreat!
Objective6 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.000.campaign.rep.6", popupText = "level.000.campaign.rep.6_popup",
regionName = "goto2", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective6:AddHint("level.geo1.hints.movement")
Objective6:AddHint("level.geo1.hints.obj_markers")
Objective6:AddHint("level.geo1.hints.review_objectives")
Objective6:AddHint("level.geo1.hints.sprint")


Objective6.OnStart = function(self)
att_obj6_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj6_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("goto_obj_1", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)

end

Objective6.OnComplete = function(self)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 50)
KillObject("cp1_c")
KillObject("cp2_c")
KillObject("cp3_c")
RespawnObject ("cp7_c")
KillObject("lol_cp1_c")
RespawnObject ("cp6_c")
DeleteAIGoal(att_obj6_aigoal)
DeleteAIGoal(def_obj6_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("goto_obj_1")

end




--objective: Defend the CP!
Objective7CP = CommandPost:New{name = "cp6_c"}
Objective7 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.7", popupText = "level.000.campaign.rep.7_popup", timeLimit = 140, timeLimitWinningTeam = ATT}
Objective7:AddCommandPost(Objective7CP)

Objective7:AddHint("level.geo1.hints.capture_cp")

Objective7.OnStart = function(self)
MapAddEntityMarker("cp6_c", "hud_objective_icon_circle", 3.0, ATT, "YELLOW", true, true, true)
AICanCaptureCP("cp6_c", ATT, false)
AICanCaptureCP("cp6_c", DEF, true)
end

Objective7.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj7_aigoal)
DeleteAIGoal(att_obj7_aigoal2)
KillObject("cp7_c")
DeleteAIGoal(def_obj7_aigoal)
DeleteAIGoal(def_obj7_aigoal2)
SetProperty("cp6_c", "Team", 1)
SetProperty("cp6_c", "CaptureRegion", "")

end
function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 4)
StartTimer(beginobjectivestimer)
end

function BeginObjectives()
--This creates the objective "container" and specifies order of objectives, and gets that running
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4.5}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5)
objectiveSequence:AddObjectiveSet(Objective6)
objectiveSequence:AddObjectiveSet(Objective7)
objectiveSequence:Start()
end
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(500)
SetMaxPlayerFlyHeight (500)
SetMemoryPoolSize("RedShadingState", 25)
SetMemoryPoolSize("SoldierAnimation", 800)
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("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rifleman1",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_corporol",
"rep_inf_ep2_sergeant",
"rep_inf_ep2_sniper",
"rep_inf_ep2_officer",
"rep_inf_ep2_jettrooper",
"rep_fly_assault_dome",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_marine",
"cis_fly_fedlander_dome",
"cis_fly_gunship_dome",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


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

-- 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:000\\000.lvl", "000_c")
ReadDataFile("dc:000\\000.lvl", "000_c")
SetDenseEnvironment("false")

SetupTeams{
rep = {
team = REP,
units = 55,
reinforcements = 30,
soldier = { "rep_inf_ep2_rifleman1",1, 12},
assault = { "rep_inf_ep2_rifleman",1, 12},
engineer = { "rep_inf_ep2_corporol",1, 11},

},
cis = {
team = CIS,
units = 55,
reinforcements = -1,
soldier = { "cis_inf_marine",1, 10},
assault = { "cis_inf_rifleman",1, 10},
},

cab = {
team = CAB,
units = 10,
reinforcements = -1,
soldier = { "cis_inf_marine",1, 5},
assault = { "cis_inf_rifleman",1,5},
}
}

SetTeamName (3, "CIS")
AddUnitClass (3, "cis_inf_rocketeer", 10,15)
SetUnitCount (3, 35)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)

SetTeamAsFriend(ATT,CAB)
SetTeamAsFriend(CAB,ATT)
SetTeamAsEnemy(DEF,CAB)
SetTeamAsEnemy(CAB,DEF)
SetTeamAsFriend(CAB,3)
SetTeamAsFriend(3,CAB)
SetTeamAsEnemy(CAB,4)
SetTeamAsEnemy(4,CAB)

SetTeamName (4, "REP")
AddUnitClass (4, "rep_inf_ep2_rocketeer", 10,15)
SetUnitCount (4, 15)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsEnemy(3,4)
SetTeamAsEnemy(4,3)
SetTeamAsEnemy(DEF,4)
SetTeamAsEnemy(4,DEF)
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(4,ATT)

-- 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")
AddDeathRegion("deathregion")


--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
here is the error log
Hidden/Spoiler:
Opened logfile BFront2.log 2009-04-15 2007
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
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
ifs_sp_campaign: Input_Accept(): Entered: [Nil]
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode10
cur_button = nil
this.CurButton = nil
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 03CC116C
The key, value is: mode_xl_c 1
The key, value is: era_c 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: 000<A>_<B>
The key, value is: bSelected 1
The key, value is: mode_c_c 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 03CC672C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: 000c_c idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "rep_weap_inf_dc15carbine" missing high res geometry "rep_1st_weap_inf_pistol_bump"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
utility_functions2: ReadDataFile(): This map's code, mode: 000 000_c

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ecfd05fd: trying to replace "bes1_bldg_console_a" with "bes1_bldg_console_a3"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=5b046eec: trying to replace "bes1_bldg_console_b" with "bes1_bldg_console_b1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3f2512b3: trying to replace "bes1_bldg_platform_lrg" with "bes1_bldg_platform_lrg1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=5e0473a5: trying to replace "bes1_bldg_console_b" with "bes1_bldg_console_b2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=eafd02d7: trying to replace "bes1_bldg_console_a" with "bes1_bldg_console_a1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ebfd046a: trying to replace "bes1_bldg_console_a" with "bes1_bldg_console_a2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

the message severity 3 about the carbine always appears and the conquest and xl still work please help! Thank you!
RogueKnight
Space Ranger
Posts: 2512
Joined: Sat Nov 22, 2008 1:50 pm
Projects :: Life. Work.
Games I'm Playing :: League of Legends
xbox live or psn: No gamertag set
Location: Washington, US

Re: Help needed with campaign script

Post by RogueKnight »

Lets see, some of your command posts don't exist, and your carbine is missing geometry.
User avatar
FelixXxX
Private Third Class
Posts: 56
Joined: Mon Mar 02, 2009 11:04 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Bespin

Re: Help needed with campaign script

Post by FelixXxX »

Those always say that and they said it before the map started to crash my xl mode says that but it still works...
HELP! :sick:
EDIT: wait would it be that i have a team being team 12?
EDIT2:it was......no comment i will continue posting here
User avatar
FelixXxX
Private Third Class
Posts: 56
Joined: Mon Mar 02, 2009 11:04 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Bespin

Re: Help needed with campaign script

Post by FelixXxX »

There is another problem the time limit for the last objective is not working and i have been trying to get it to work here is the lua.
Hidden/Spoiler:
--objective: Defend the CP!
Objective7CP = CommandPost:New{name = "cp6_c"}
Objective7 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.7", popupText = "level.000.campaign.rep.7_popup", AIGoalWeight = 0, timeLimit = 120, timeLimitWinningTeam = 1,}
Objective7:AddCommandPost(Objective7CP)

Objective7.OnStart = function(self)
att_obj5_aigoal = AddAIGoal(ATT, "Defend", 500, "cp6_c")
def_obj5_aigoal = AddAIGoal(DEF, "Defend", 500, "cp6_c")
MapAddEntityMarker("cp6_c", "hud_objective_icon_circle", 3.0, ATT, "YELLOW", true, true, true)
AICanCaptureCP("cp6_c", ATT, false)
AICanCaptureCP("cp6_c", DEF, true)
end

Objective7.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
KillObject("cp7_c")
ClearAIGoals(ATT)
ClearAIGoals(DEF)
SetProperty("cp6_c", "Team", 1)
SetProperty("cp6_c", "CaptureRegion", "")

end
there is nothing in the error log could someone help please thanks! :D
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