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No CP's

Posted: Sat Aug 23, 2008 2:42 pm
by NullCommando
One problem seems to follow another for me -.-

I added some props from BF1 into my map, and I created an ZeroEdit animation.

MungeLog:
Hidden/Spoiler:
ERROR[levelpack CRY.req]:Could not open munged\pc\geo_bldg_technounion.anims for input. DOS reports:
No such file or directory
ERROR[levelpack CRY.req]:Could not open munged\pc\geo_bldg_technounion.anims for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings

ERROR[levelpack CRY_1flag.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
ERROR[levelpack CRY_1flag.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack CRY_conquest.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
ERROR[levelpack CRY_conquest.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
[continuing]
4 Errors 0 Warnings

ERROR[levelpack CRY.req]:Could not open munged\pc\geo_bldg_technounion.anims for input. DOS reports:
No such file or directory
ERROR[levelpack CRY.req]:Could not open munged\pc\geo_bldg_technounion.anims for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings
BF2_ErrorLog: Removed -Staff

I did do an manual clean but it still won't work. :|

Re: No CP's

Posted: Sat Aug 23, 2008 2:52 pm
by DarthD.U.C.K.
problem nr. 1:

Code: Select all

Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_sniper_rifle" missing high res geometry "cis_1st_weap_inf_sniper_rifle"
problem nr.2:

Code: Select all

Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\kac\kac.lvl
problem nr.3:

Code: Select all

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(3776)
Command Post "cp1" not found

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on a nil value
stack traceback:
   (none): in function `AddCommandPost'
   (none): in function `ScriptPostLoad'
problem nr.4:

Code: Select all

Message Severity: 3
.\Source\LoadUtil.cpp(1010)
Data in E:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\CRY\Data\_lvl_pc\CRY\CRY.lvl is not a binary UCF file.

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk CRY_conquest in E:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\CRY\Data\_lvl_pc\CRY\CRY.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk  in dc:CRY\CRY.lvl
nr.2 could be not important
it seems that the game has some problems with your lua, maybe you used the AddCommandPost and SriptPostLoad commands on the wrong place, can you post your lua please?

Re: No CP's

Posted: Sat Aug 23, 2008 2:54 pm
by NullCommando
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(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",500)
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\\geo.lvl;geo1cw")
ReadDataFile("sound\\fel.lvl;fel1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_marine",
"rep_walk_oneman_atst")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_walk_dwarfspider",
"cis_inf_sniper")


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

SetupTeams{
rep = {
team = REP,
units = 100,
reinforcements = 700,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_marine",1, 4},
special = { "rep_inf_ep3_officer",1, 4},

},
cis = {
team = CIS,
units = 100,
reinforcements = 700,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = {"cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_grievous")
--SetHeroClass(REP, "")


-- 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)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
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("EntityWalker", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Music", 2000)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 1800)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:CRY\\CRY.lvl", "CRY_conquest")
ReadDataFile("dc:CRY\\CRY.lvl", "CRY_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(0.557376, 0.024121, -0.829134, 0.035882, -143.141739, 1.492081, 158.960251);
AddCameraShot(0.567593, 0.012660, -0.823007, 0.018357, -143.141739, 1.492081, 158.960251);
end

[/code]

Re: No CP's

Posted: Sat Aug 23, 2008 3:01 pm
by DarthD.U.C.K.
looks ok to me...
no rephero bu that wont be the problem..
the game seems to cant understand the conquestsript

Re: No CP's

Posted: Sat Aug 23, 2008 3:06 pm
by AceMastermind
If you get ANY munge log Errors(not warnings) then there's no need to even run your map, the game will throw and log false errors because something in the initial munge was screwed up causing other compiling errors.
Fix the Mungelog Errors first, it looks like there's a problem with the animations for your geo_bldg_technounion, if you used the animations from the BF1 assets then there is no anims file because BF1 didn't require it, but BF2 does require it.
Go to: \BF2_ModTools\assets\Animations\Prop\geo_bldg_technounion
then munge those animations to your:
\BF2_ModTools\data_CRY\Worlds\CRY\munged folder

Re: No CP's

Posted: Sat Aug 23, 2008 3:07 pm
by [RDH]Zerted
You played the map after the munge failed. The error log from the game means nothing because the map was not correctly built. I removed it.