lua causing crash?

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
elfie
Field Commander
Field Commander
Posts: 931
Joined: Fri Jan 25, 2008 8:26 pm
Games I'm Playing :: no games
xbox live or psn: no live
Location: Coruscant, Jedi Temple
Contact:

lua causing crash?

Post by elfie »

my map crashed because of my lua. does someone know what is wrong?
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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


function ScriptPostLoad()


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



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

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

conquest:Start()

SetUberMode(1);

EnableSPHeroRules()

end


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

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(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_ep3_rifleman",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_obiwan",
"rep_hero_yoda",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_inf_ep3_rocketeer",
"rep_fly_anakinstarfighter_sc",
"rep_fly_vwing",
"rep_fly_arc170fighter_sc",
"rep_hover_barcspeeder")

ReadDataFile("SIDE\\jed.lvl",
"jed_knight_04")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hero_grevious",
"cis_hover_stap",
"cis_tread_snailtank",
"cis_fly_tridroidfighter",
"cis_fly_droidfighter_sc",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 150,
reinforcements = 700,
soldier = { "rep_inf_ep3_rifleman",9, 70},
assault = { "jed_knight_04",2, 10},
engineer = { "rep_inf_ep3_engineer",2, 10},
sniper = { "rep_inf_ep3_sniper",2, 10},
officer = {"rep_inf_ep3_officer",2, 10},
special = { "rep_inf_ep3_jettrooper",2, 10},

},
cis = {
team = CIS,
units = 150,
reinforcements = 700,
soldier = { "cis_inf_rifleman",9, 70},
assault = { "cis_inf_rocketeer",1, 10},
engineer = { "cis_inf_engineer",1, 10},
sniper = { "cis_inf_sniper",1, 10},
officer = {"cis_inf_officer",1, 10},
special = { "cis_inf_droideka",1, 10},
}
}

AddUnitClass(CIS, "cis_inf_marine",10,10)
AddUnitClass(REP, "rep_hero_obiwan",2,10)
AddUnitClass(REP, "rep_hero_anakin",2,10)
AddUnitClass(REP, "rep_hero_yoda",2,10)

SetHeroClass(CIS, "cis_hero_grevious")
SetHeroClass(REP, "rep_inf_ep3_rocketeer")


-- 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:NBS\\NBS.lvl", "NBS_conquest")
ReadDataFile("dc:NBS\\NBS.lvl", "NBS_conquest")
SetDenseEnvironment("false")




-- Sound

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

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

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

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

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

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

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

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

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


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

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

[/code]
woner11
Sith
Sith
Posts: 1361
Joined: Tue Sep 18, 2007 10:17 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: The lost world of pickels
Contact:

Re: lua crrash

Post by woner11 »

The add unit class needs to be before the parentheses, under the team you want them. Also make sure your rep is in your sides folder under data_***/ and data_***/Build/Sides and the munge and clean bat are in the folder under the build sides directory.
User avatar
elfie
Field Commander
Field Commander
Posts: 931
Joined: Fri Jan 25, 2008 8:26 pm
Games I'm Playing :: no games
xbox live or psn: no live
Location: Coruscant, Jedi Temple
Contact:

Re: lua crrash

Post by elfie »

would this work?
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}


--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(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()
SetUberMode(1);
EnableSPHeroRules()

end


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

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(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_ep3_rifleman",
"rep_inf_ep3_marine",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_obiwan",
"rep_hero_yoda",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_inf_ep3_rocketeer",
"rep_fly_anakinstarfighter_sc",
"rep_fly_vwing",
"rep_fly_arc170fighter_sc",
"rep_hover_barcspeeder")

ReadDataFile("SIDE\\jed.lvl",
"jed_knight_04")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hero_grevious",
"cis_hover_stap",
"cis_tread_snailtank",
"cis_fly_tridroidfighter",
"cis_fly_droidfighter_sc",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 150,
reinforcements = 700,
soldier = { "rep_inf_ep3_rifleman",9, 70},
assault = { "rep_inf_ep3_marine",2, 10},
engineer = { "rep_inf_ep3_engineer",2, 10},
sniper = { "rep_inf_ep3_sniper",2, 10},
officer = {"rep_inf_ep3_officer",2, 10},
special = { "rep_inf_ep3_jettrooper",2, 10},

},
cis = {
team = CIS,
units = 150,
reinforcements = 700,
soldier = { "cis_inf_rifleman",9, 70},
assault = { "cis_inf_rocketeer",1, 10},
engineer = { "cis_inf_engineer",1, 10},
sniper = { "cis_inf_sniper",1, 10},
officer = {"cis_inf_officer",1, 10},
special = { "cis_inf_droideka",1, 10},

AddUnitClass(CIS, "cis_inf_marine",10,10)
AddUnitClass(REP, "rep_hero_obiwan",2,10)
AddUnitClass(REP, "rep_hero_anakin",2,10)
AddUnitClass(REP, "rep_hero_yoda",2,10)

}
}


SetHeroClass(CIS, "cis_hero_grevious")
SetHeroClass(REP, "rep_inf_ep3_rocketeer")


-- 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:NBS\\NBS.lvl", "NBS_conquest")
ReadDataFile("dc:NBS\\NBS.lvl", "NBS_conquest")
SetDenseEnvironment("false")




-- Sound

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

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

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

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

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

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

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

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

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


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

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
[/code]
woner11
Sith
Sith
Posts: 1361
Joined: Tue Sep 18, 2007 10:17 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: The lost world of pickels
Contact:

Re: lua crrash

Post by woner11 »

Only if you want them on the cis, but you can only have up to three "addunitclass" I beleive.
User avatar
[RDH]Zerted
Gametoast Staff
Gametoast Staff
Posts: 2982
Joined: Sun Feb 26, 2006 7:36 am
Projects :: Bos Wars AI - a RTS game
Games I'm Playing :: SWBF2 and Bos Wars
xbox live or psn: No gamertag set
Location: USA
Contact:

Re: lua crrash

Post by [RDH]Zerted »

woner11 wrote:The add unit class needs to be before the parentheses, under the team you want them...
Not true, you can stick them anywhere.
woner11
Sith
Sith
Posts: 1361
Joined: Tue Sep 18, 2007 10:17 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: The lost world of pickels
Contact:

Re: lua crrash

Post by woner11 »

Oh, you learn something new everyday :angel: . That's just how I've always done it.
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: lua crrash

Post by AceMastermind »

But, where you place that line will determine where on the unit selection screen the unit will show up.(first, last)
Aman/Pinguin
Jedi
Jedi
Posts: 1104
Joined: Tue Jan 30, 2007 6:04 am
Projects :: Inactive
Location: Germany

Re: lua crrash

Post by Aman/Pinguin »

No the position in the selectionscreen is setup in setup_teams.lua:

Code: Select all

    -- list of types
    local typeList = { "pilot", "marine", "soldier", "assault", "sniper", "engineer", "officer", "special" }
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: lua crrash

Post by AceMastermind »

Yes, but what I was saying is, if you just put the AddUnitClass line in your main LUA(without messing around with the setup_teams.lua) your unit may end up either first or last on the unit selection screen depending on where you put that line.

Example:
Hidden/Spoiler:
[quote]SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 250,
soldier = { "rep_inf_ep2_rifleman",5, 31},
assault = { "rep_inf_ep2_rocketeer",1, 7},
engineer = { "rep_inf_ep2_engineer",1, 5},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},
AddUnitClass(REP,"example_inf_trooper",1,1),--when inserted here,it will be first on the list

},
cis = {
team = CIS,
units = 32,
reinforcements = 250,
soldier = { "cis_inf_rifleman",3, 13},
assault = { "cis_inf_rocketeer",1, 3},
engineer = { "cis_inf_engineer",1, 3},
sniper = { "cis_inf_sniper",1, 3},
officer = {"cis_inf_officer",1, 3},
special = { "cis_inf_droideka",3, 3},


}
}

SetHeroClass(CIS, "cis_hero_countdooku")
SetHeroClass(REP, "rep_hero_anakin")
AddUnitClass(REP,"example_inf_trooper",1,1),--if inserted here it will be last on the list[/quote]
Aman/Pinguin
Jedi
Jedi
Posts: 1104
Joined: Tue Jan 30, 2007 6:04 am
Projects :: Inactive
Location: Germany

Re: lua crrash

Post by Aman/Pinguin »

Oh okay thats correct...sry :?
User avatar
elfie
Field Commander
Field Commander
Posts: 931
Joined: Fri Jan 25, 2008 8:26 pm
Games I'm Playing :: no games
xbox live or psn: no live
Location: Coruscant, Jedi Temple
Contact:

Re: lua crrash

Post by elfie »

ok it still crashed... would placement of the addunit class make a diference?
User avatar
[RDH]Zerted
Gametoast Staff
Gametoast Staff
Posts: 2982
Joined: Sun Feb 26, 2006 7:36 am
Projects :: Bos Wars AI - a RTS game
Games I'm Playing :: SWBF2 and Bos Wars
xbox live or psn: No gamertag set
Location: USA
Contact:

Re: lua crrash

Post by [RDH]Zerted »

Whats your error log say?
woner11
Sith
Sith
Posts: 1361
Joined: Tue Sep 18, 2007 10:17 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: The lost world of pickels
Contact:

Re: lua crrash

Post by woner11 »

I'm guessing its not your lua, but something in the map.
User avatar
elfie
Field Commander
Field Commander
Posts: 931
Joined: Fri Jan 25, 2008 8:26 pm
Games I'm Playing :: no games
xbox live or psn: no live
Location: Coruscant, Jedi Temple
Contact:

Re: lua crrash

Post by elfie »

my error log says nothing message severity 3 related. There are no map or lua issues, yet it still crashed why?
SilvaDalek
Sith
Sith
Posts: 1329
Joined: Sun Dec 02, 2007 12:52 pm
Games I'm Playing :: Destiny and FIFA
xbox live or psn: TH3 R0LL3R

Re: lua crrash

Post by SilvaDalek »

Did you edit sides?
User avatar
elfie
Field Commander
Field Commander
Posts: 931
Joined: Fri Jan 25, 2008 8:26 pm
Games I'm Playing :: no games
xbox live or psn: no live
Location: Coruscant, Jedi Temple
Contact:

Re: lua crrash

Post by elfie »

i edited the republic side
FragMe!
Gametoast Staff
Gametoast Staff
Posts: 2244
Joined: Sat May 13, 2006 12:34 am
Projects :: Not sure keep changing my mind.
Games I'm Playing :: F1 and SWBF
xbox live or psn: No gamertag set
Location: Origin name GT_FragMe
Contact:

Re: lua crrash

Post by FragMe! »

remove the dc: from the rep side call (they look like all stock characters) remunge and see if you map crashes. If it does then it is something in the map if it doesn't it is something in the modded REP side.
Post Reply