Linked Turret = Fatal Crash

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EGG_GUTS
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Re: Linked Turret = Fatal Crash

Post by EGG_GUTS »

So what am, I supose to put in the Function () ?

and I'll download that program too, thanks for the link.
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Re: Linked Turret = Fatal Crash

Post by FragMe! »

Egg
In order to get around any changes that you/we may have enroneously made what if you were to copy and paste xwingguys lua from the faq thing over everything in your linkedfrigate.lua effectively starting fresh and see if that gives you any errors.
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[RDH]Zerted
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Re: Linked Turret = Fatal Crash

Post by [RDH]Zerted »

Put your code back to how it was at the beginning of the second page of this topic. Now on the second page of this topic, skip FragMe!'s first post and only do my first post.
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Re: Linked Turret = Fatal Crash

Post by EGG_GUTS »

Ok.

And Honestly I Thank Both of you, truly I do, I know how it feels to work with an Idiot. Well here it goes, I have nothing to lose :wink:
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Re: Linked Turret = Fatal Crash

Post by EGG_GUTS »

Ok so me and Zetard were talking and he told me to post every thing involved with this so

My Lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPA9 - Naboo
-- Common script that shares all setup information
--

ScriptCB_DoFile("setup_teams")

ScriptCB_DoFile("LinkedFrigate")

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

function SetupUnits()
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_pilot",
"all_inf_marine",
"all_inf_duros",
"all_inf_pilotfemale",
"all_fly_xwing_sc",
"all_droid_r2d2",
"all_inf_officer",
"all_hero_chewbacca",
"all_inf_sullust",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_gunship_sc",
"all_veh_remote_terminal")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_pilot",
"imp_inf_marine",
"imp_inf_engineer",
"imp_inf_rifleman",
"imp_inf_officer_gray",
"imp_inf_scanner",
"imp_inf_rocketeer",
"imp_fly_tiefighter_sc",
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_veh_remote_terminal")

ReadDataFile("dc:SIDE\\fal.lvl",
"all_fly_falcon")

ReadDataFile("dc:SIDE\\vehicles.lvl",
"all_fly_kwing",
"all_fly_bwing",
"imp_fly_tiedefender",
"imp_fly_tiephantom")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_all_beam",
"tur_bldg_spa_all_recoilless",
"tur_bldg_spa_all_chaingun",
"tur_bldg_spa_imp_beam",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_spa_imp_chaingun",
"tur_bldg_chaingun_roof"
)
end

myTeamConfig = {
all = {
team = ALL,
units = 32,
reinforcements = -1,
pilot = { "all_inf_pilot",6},
marine = { "all_inf_marine",4},
},

imp = {
team = IMP,
units = 32,
reinforcements = -1,
pilot = { "imp_inf_pilot",10},
marine = { "imp_inf_marine",6},
}
}

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--ALL turrets
turretLinkageALL = LinkedTurrets:New{ team = ALL, mainframe = "all-defense",
turrets = {"all_turr_1", "all_turr_2", "all_turr_3", "all_turr_4", "all_turr_5", "all_turr_6"} }
turretLinkageALL:Init()

function turretLinkageALL:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.down", ALL)

BroadcastVoiceOver( "IOSMP_obj_20", IMP )
BroadcastVoiceOver( "AOSMP_obj_21", ALL )
end
function turretLinkageALL:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.up", ALL)

BroadcastVoiceOver( "IOSMP_obj_22", IMP )
BroadcastVoiceOver( "AOSMP_obj_23", ALL )
end



--IMP turrets
turretLinkageIMP = LinkedTurrets:New{ team = IMP, mainframe = "imp-defense",
turrets = {"imp_turr_1", "imp_turr_2", "imp_turr_3", "imp_turr_4", "imp_turr_5", "imp_turr_6"} }
turretLinkageIMP:Init()

function turretLinkageIMP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.down", IMP)

BroadcastVoiceOver( "IOSMP_obj_21", IMP )
BroadcastVoiceOver( "AOSMP_obj_20", ALL )
end
function turretLinkageIMP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.up", IMP)

BroadcastVoiceOver( "IOSMP_obj_23", IMP )
BroadcastVoiceOver( "AOSMP_obj_22", ALL )
end
end

--IMP *Frigates*

local impfrig1list = {"imp_turr_79", " imp_turr_80", "imp_turr_81", "imp_turr_82", "imp_turr_83", "imp_turr_84" }
ImpFrigate1 = LinkedFrigate:New{TurretList = impfrig1list, Frigate = "imp-frigate"}
ImpFrigate1:Init()

-- adjust extents to fit cap ship
function ScriptPreInit()
SetWorldExtents(2650)
ScriptPreInit = nil
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()

-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")

--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")


SetMinFlyHeight(-1800)
SetMaxFlyHeight(3000)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(3000)
SetAIVehicleNotifyRadius(100)

ReadDataFile("sound\\spa.lvl;spa1gcw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);

SetupUnits()
SetupTeams(myTeamConfig)

AddUnitClass(IMP, "imp_inf_engineer",3)
AddUnitClass(IMP, "imp_inf_rifleman",5)
AddUnitClass(IMP, "imp_inf_scanner",4)
AddUnitClass(IMP, "imp_inf_officer_gray",2)
AddUnitClass(IMP, "imp_inf_rocketeer",2)

AddUnitClass(ALL, "all_inf_duros",6)
AddUnitClass(ALL, "all_inf_pilotfemale",6)
AddUnitClass(ALL, "all_droid_r2d2",6)
AddUnitClass(ALL, "all_inf_officer",3)
AddUnitClass(ALL, "all_hero_chewbacca",1)

-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
SetMemoryPoolSize("Aimer", 190)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 89)
SetMemoryPoolSize("Combo::DamageSample", 0)
SetMemoryPoolSize("CommandFlyer", 3)
SetMemoryPoolSize("SoldierAnimation", 180)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityLight", 115)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 180)
SetMemoryPoolSize("MountedTurret", 56)
SetMemoryPoolSize("EntityPortableTurret", 20)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 135)
SetMemoryPoolSize("PathNode", 80)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 240)
SetMemoryPoolSize("UnitAgent", 65) -- guyCnt*2
SetMemoryPoolSize("UnitController", 65)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)

-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end

ReadDataFile("dc:BOD\\spa_sky.lvl", "dag")

ReadDataFile("dc:BOD\\BOD.lvl", myGameMode)

SetDenseEnvironment("false")

SetParticleLODBias(15000)

-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

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

-- OpenAudioStream("sound\\spa.lvl", "spa1_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")

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(ALL, "allleaving")
SetOutOfBoundsVoiceOver(IMP, "impleaving")

SetAmbientMusic(ALL, 1.0, "all_spa_amb_start", 0,1)
SetAmbientMusic(ALL, 0.99, "all_spa_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.1,"all_spa_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_spa_amb_start", 0,1)
SetAmbientMusic(IMP, 0.99, "imp_spa_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.1,"imp_spa_amb_end", 2,1)

SetVictoryMusic(ALL, "all_spa_amb_victory")
SetDefeatMusic (ALL, "all_spa_amb_defeat")
SetVictoryMusic(IMP, "imp_spa_amb_victory")
SetDefeatMusic (IMP, "imp_spa_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")

-- Camera Stats
SetAttackingTeam(IMP)
-- Internal Alliance hangar
-- this shot is bad, needs to be fixed
AddCameraShot(-0.049495, 0.003922, -0.995646, -0.078892, 24.992880, -22.995819, -1025.940186);
--Flag shot
AddCameraShot(0.546201, 0.047743, 0.833116, -0.072822, 402.610260, -105.474068, -55.044727);
--Internal Imperial hangar
AddCameraShot(0.988295, -0.091070, 0.121873, 0.011230, 33.932011, 10.868500, 1567.624146);
-- Imperial ship overall
AddCameraShot(-0.380690, 0.021761, -0.922940, -0.052756, 1351.167236, 188.651230, -10.971837);
-- Alliance ship overall
AddCameraShot(0.941014, -0.051715, 0.333887, 0.018349, 1053.546143, 188.651230, -51.276745);

AddDeathRegion("deathregion1")
AddDeathRegion("deathregion2")
AddLandingRegion("all-CP1Con")
AddLandingRegion("all-CP2Con")
AddLandingRegion("all-CP3Con")
AddLandingRegion("imp-CP1Con")
AddLandingRegion("imp-CP2Con")
AddLandingRegion("imp-CP3Con")

end
[/code]
Linked Frigate Lua
Hidden/Spoiler:
[code]--
-- No longer Pandemic's, xwingguy wrote this code.
-- That means if you use this, you MUST include me in your credits.
--


-- Also this code assumes that your Frigate Turrets have no destroyed geometry
--------------------------------------------
LinkedFrigate =
{
TurretList = nil, --List of turret names that must be destroyed when the Frigate is destroyed
Frigate = nil, --Name of the frigate (duh)

New = function(self, o)
o = o or {}
setmetatable(o, self)
self.__index = self
return o
end,

Init = function(self)
local DestroyFrigate = function(list)
for _, obj in ipairs(list) do
if IsObjectAlive(obj) then
KillObject(obj)
end
SetProperty(obj, "RespawnTime", 99999999)
SetProperty(obj, "Team", 0)
end
end

--init stuff (really dang simple actually)
OnObjectKillName(
function()
DestroyFrigate(self.TurretList)
end, self.Frigate)
end,
}
[/code]
Munge Log
Hidden/Spoiler:
[code]C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\LinkedFrigate.lua:11: unexpected symbol near ` '
ERROR[scriptmunge scripts\LinkedFrigate.lua]:Could not read input file.ERROR[scriptmunge scripts\LinkedFrigate.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings[/code]
Bf2 Log
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2008-01-12 1031
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

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

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 0402EA7C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
play movie JN1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment JN10.000000ly

+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 3
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 4
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 5
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 7
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 9
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 12
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 13
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 14
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 19
EraSelection.subst = c era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 21
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 24
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 25
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 27
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 34
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 36
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 38
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 43
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 45
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 48
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 51
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 52
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 53
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 54
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 56
EraSelection.subst = c era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 57
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 59
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 60
EraSelection.subst = c era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 61
EraSelection.subst = c era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 62
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 63
EraSelection.subst = c era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 64
EraSelection.subst = c era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 65
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 66
EraSelection.subst = c era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 67
EraSelection.subst = c era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 68
EraSelection.subst = c era_c
EraSelection.subst = c era_c
num, Selection = 1 table: 0402EA7C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 59
EraSelection.subst = g era_g
play movie JN1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment JN10.000000ly

bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = false galactic_visable = true
Adding map: BODg_Diet Dr. Pepper idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 3
.\Source\LuaScript.cpp(435)
Script file LinkedFrigate not found
(none):0: attempt to index global `LinkedFrigate' (a nil value)[/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"
"LinkedFrigate"
}

REQN
{
"lvl"
"BODg_Diet Dr. Pepper"
}
}[/code]
I think that's it.
MercuryNoodles
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Re: Linked Turret = Fatal Crash

Post by MercuryNoodles »

xwingguy wrote:Now here's where you do the coding for YOUR frigates, I'm just gonna show some example code. (This code should be placed in the setupTurrets() function.)

Your frigate list code isn't inside the function, it's after it. It needs to go somewhere between the line function SetupTurrets(), and the final end that closes it out, which would be the one immediately above where you placed your code.
EGG_GUTS
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Re: Linked Turret = Fatal Crash

Post by EGG_GUTS »

Yay! It doesn't crash.... but the Linked turrets don't work either!!!!!! :x :x :x
Delta_57_Dash
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Re: Linked Turret = Fatal Crash

Post by Delta_57_Dash »

Message Severity: 5
.\Source\GameState.cpp(1283)
Could not open MISSION\BODg_Diet Dr. Pepper.lvl
In all my days of modding I've NEVER seen any severity over 3.

holy COW.
EGG_GUTS
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Re: Linked Turret = Fatal Crash

Post by EGG_GUTS »

But how do I get linked turrets working *hits head on table*

I've Tried Everything!

Mon Dieu! c'est stupide, mon ordinateur est un trou d'ane!

Sorry, Venting in french.
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