Page 1 of 1

Side mod help! [Solved]

Posted: Fri Sep 04, 2009 11:57 am
by impspy
I can't get my side mod to work. I am trying to add a new era (no custom name yet) to all the stock maps.

I set up my req files like in the 1.3 docs.

here is my addme lua
Hidden/Spoiler:
[code]--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end


--insert the new gamemodes or maps here for pre-existing maps:

AddNewGameModes(sp_missionselect_listbox_contents,
"cor1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"dag1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"dea1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"end1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"fel1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"geo1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"hot1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"kam1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"kas2%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"mus1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"myg1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"nab2%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"pol1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"tan1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"tat2%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"tat3%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"uta1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(sp_missionselect_listbox_contents,
"yav1%s_%s",
{era_l = 1, mode_con_l = 1,})

-- MULTIPLAYER

AddNewGameModes(mp_missionselect_listbox_contents,
"cor1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(mp_missionselect_listbox_contents,
"dag1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(mp_missionselect_listbox_contents,
"dea1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(mp_missionselect_listbox_contents,
"end1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(mp_missionselect_listbox_contents,
"fel1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(mp_missionselect_listbox_contents,
"geo1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(mp_missionselect_listbox_contents,
"hot1%s_%s",
{era_l = 1, mode_con_l = 1,})''

AddNewGameModes(mp_missionselect_listbox_contents,
"kam1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(mp_missionselect_listbox_contents,
"kas2%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(mp_missionselect_listbox_contents,
"mus1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(mp_missionselect_listbox_contents,
"myg1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(mp_missionselect_listbox_contents,
"nab2%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(mp_missionselect_listbox_contents,
"pol1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(mp_missionselect_listbox_contents,
"tan1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(mp_missionselect_listbox_contents,
"tat2%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(mp_missionselect_listbox_contents,
"tat3%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(mp_missionselect_listbox_contents,
"uta1%s_%s",
{era_l = 1, mode_con_l = 1,})

AddNewGameModes(mp_missionselect_listbox_contents,
"yav1%s_%s",
{era_l = 1, mode_con_l = 1,})

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("COR1","cor1l_con",4)
AddDownloadableContent("DAG1","dag1l_con",4)
AddDownloadableContent("DEA1","dea1l_con",4)
AddDownloadableContent("END1","end1l_con",4)
AddDownloadableContent("FEL1","fel1l_con",4)
AddDownloadableContent("GEO1","geo1l_con",4)
AddDownloadableContent("HOT1","hot1l_con",4)
AddDownloadableContent("KAM1","kam1l_con",4)
AddDownloadableContent("KAS2","kas2l_con",4)
AddDownloadableContent("MUS1","mus1l_con",4)
AddDownloadableContent("MYG1","myg1l_con",4)
AddDownloadableContent("NAB2","nab2l_con",4)
AddDownloadableContent("POL1","pol1l_con",4)
AddDownloadableContent("TAN1","tan1l_con",4)
AddDownloadableContent("TAT2","tat2l_con",4)
AddDownloadableContent("TAT3","tat3l_con",4)
AddDownloadableContent("UTA1","uta1l_con",4)
AddDownloadableContent("YAV1","yav1l_con",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
-ReadDataFile("..\\..\\addon\\ggg\\data\\_LVL_PC\\core.lvl")[/code]
mission req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"config"
"ingame_movies"
}

REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
"AIHeroSupport"
}

REQN
{
"lvl"
"cor1l_con"
"dag1l_con"
"dea1l_con"
"end1l_con"
"fel1l_con"
"geo1l_con"
"hot1l_con"
"kam1l_con"
"kas2l_con"
"mus1l_con"
"myg1l_con"
"nab2l_con"
"pol1l_con"
"tan1l_con"
"tat2l_con"
"tat3l_con"
"uta1l_con"
"yav1l_con"
}
}[/code]
the coruscant mission req (as an example)
Hidden/Spoiler:
[code]ucft
{
REQN
{
"script"
"cor1l_con"
}
}[/code]
the coruscant lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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


function ScriptPostLoad()
EnableSPHeroRules()

-- AddDeathRegion("Death")
AddDeathRegion("Death1")
AddDeathRegion("Death2")
-- AddDeathRegion("Death3")
-- AddDeathRegion("Death4")


SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)



SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)

SetClassProperty("com_inv_col_8", "SoldierCollision", "none")
SetClassProperty("com_inv_col_16", "SoldierCollision", "none")
SetClassProperty("com_inv_col_32", "SoldierCollision", "none")
SetClassProperty("com_inv_col_64", "SoldierCollision", "none")


EnableSPHeroRules()
DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")

--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "CP1"}
cp2 = CommandPost:New{name = "CP2"}
cp3 = CommandPost:New{name = "CP3"}
cp4 = CommandPost:New{name = "CP4"}
cp5 = CommandPost:New{name = "CP5"}
cp6 = CommandPost:New{name = "CP6"}

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

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()
end

function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4030000)
ReadDataFile("ingame.lvl")

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",16) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",200) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",300) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",300) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",200) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",2400) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",400) -- should be ~1x #combo



ReadDataFile("sound\\cor.lvl;cor1gcw")
SetMapNorthAngle(180, 1)
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight (40)
AISnipeSuitabilityDist(30)

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

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")

ReadDataFile("dc:SIDE\\ump.lvl",
"ump_inf_commander",
"ump_inf_stormtrooper",
"ump_inf_sniper",
"ump_inf_rocketeer",
"ump_inf_armytech",
"ump_inf_sergeant",
"ump_inf_sqcom",
"ump_inf_cody",
"ump_inf_novacommander",
"ump_inf_shadow")

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 32,
reinforcements = 150,
soldier = { "ump_inf_stormtrooper",8,24},
assault = { "ump_inf_rocketeer",2,5},
engineer = { "ump_inf_armytech",3,7},
sniper = { "ump_inf_sniper",2,5},
officer = { "ump_inf_sergeant",2,4},
special = { "ump_inf_sqcom",2,4},
},
}


AddUnitClass(IMP, "ump_inf_novacommander",1,2)
AddUnitClass(IMP, "ump_inf_shadow",2,4)
AddUnitClass(IMP, "ump_inf_commander",2,4)
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "ump_inf_cody")


-- SetTeamAsEnemy(DEF, 3)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local guyCnt = 50
local weaponCnt = 200
SetMemoryPoolSize("Aimer", 20)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 21)
SetMemoryPoolSize("EntityLight", 96)
SetMemoryPoolSize("MountedTurret", 13)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TreeGridStack", 256)
SetMemoryPoolSize("Unitalt", guyCnt)
SetMemoryPoolSize("UnitController", guyCnt)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize("ParticleEmitterObject", 400)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 150)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(40)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")



-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_emt")

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

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

SetOutOfBoundsVoiceOver(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")

SetAmbientMusic(ALL, 1.0, "all_cor_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_cor_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_cor_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_cor_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_cor_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_cor_amb_end", 2,1)

SetVictoryMusic(ALL, "all_cor_amb_victory")
SetDefeatMusic (ALL, "all_cor_amb_defeat")
SetVictoryMusic(IMP, "imp_cor_amb_victory")
SetDefeatMusic (IMP, "imp_cor_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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")


SetAttackingTeam(ATT)



AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end[/code]
Any help welcome and apreciated. :D

Re: Side mod help!

Posted: Fri Sep 04, 2009 4:53 pm
by impspy
Now I got the side to show up (as LEGO :funny2: ), but the game ctd's with the message FATAL could not open mission/con1l_con

Re: Side mod help!

Posted: Fri Sep 04, 2009 4:56 pm
by mswf
That's the error that you usually get when you go over your mission limit, I'd suggest trying to remove some folders from your ADDON.

Re: Side mod help!

Posted: Fri Sep 04, 2009 4:59 pm
by Xavious
impspy wrote:Now I got the side to show up (as LEGO :funny2: ), but the game ctd's with the message FATAL could not open mission/con1l_con
Why is it trying to open con1l_con? (Does the map con1 exist?) Or is that a typo?

Re: Side mod help!

Posted: Fri Sep 04, 2009 5:02 pm
by impspy
thanks, but that didn't help.

I have bfx and Dark times installed, and removing both didn't help.
Xavious wrote:
impspy wrote:Now I got the side to show up (as LEGO :funny2: ), but the game ctd's with the message FATAL could not open mission/con1l_con
Why is it trying to open con1l_con? (Does the map con1 exist?) Or is that a typo?
thats the name of my custom coruscant lua

Re: Side mod help!

Posted: Fri Sep 04, 2009 7:17 pm
by [RDH]Zerted
impspy wrote:thats the name of my custom coruscant lua
I don't think so. If it is, then what is cor1_con?

The default name for the L era is Lego. Someone wanted that.

Re: Side mod help!

Posted: Fri Sep 04, 2009 7:45 pm
by impspy
[RDH]Zerted wrote:
impspy wrote:thats the name of my custom coruscant lua
I don't think so. If it is, then what is cor1_con?
?

I don't understand. cor1l_con is the name of my custom era coruscant lua. I am trying to add a custom era to the default maps; the name of the ddefaut GCW coruscant lua is cor1g_con. in the docs it says make a ***y_con lua file. I kust substituted "l" for "y".

Re: Side mod help!

Posted: Fri Sep 04, 2009 8:16 pm
by [RDH]Zerted
FATAL could not open mission/con1l_con
cor1l_con

Did you copy the error message incorrectly or are you attempting to load the wrong script?

Re: Side mod help!

Posted: Mon Sep 07, 2009 11:17 am
by impspy
duh, oops! anyway, yeah it's cor1l_con. and it's the same for every map

edit: still not working, has anyone had this kind of problem while making a mod?

Re: Side mod help!

Posted: Mon Sep 07, 2009 5:25 pm
by Frisbeetarian
If you're not getting the mod's folder in the addon folder, why did you post all those things? Something seems to be wrong with your munge.

Did you just create a new world, make all those changes at once, then munge, or have you never had a folder in your addon folder?

Re: Side mod help!

Posted: Mon Sep 07, 2009 5:31 pm
by impspy
Frisbeetarian wrote:If you're not getting the mod's folder in the addon folder, why did you post all those things? Something seems to be wrong with your munge.

Did you just create a new world, make all those changes at once, then munge, or have you never had a folder in your addon folder?
oops, I forgot to mention that the addon folder was created :oops:; Yes I made a new world, made all the changes then munged. the new era shows up, but a fatel happens when you try to play

Re: Side mod help!

Posted: Mon Sep 07, 2009 5:43 pm
by Frisbeetarian
Your addme and mission.req seem to look fine at first glance. If you could, make it so that only cor1 is loaded (i.e. either edit the current ones or temporarily replace those), then we can isolate that. Munge and make sure you still get the same error.

Re: Side mod help!

Posted: Mon Sep 07, 2009 5:51 pm
by impspy
Frisbeetarian wrote:Your addme and mission.req seem to look fine at first glance. If you could, make it so that only cor1 is loaded (i.e. either edit the current ones or temporarily replace those), then we can isolate that. Munge and make sure you still get the same error.
YES!!!!!

I removed all of the other missions and my new mode works!

I guess I'll add them one at a time know, thanks for the help :thumbs: :thumbs: