What does this mean in my MungeLog?

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adventfear
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What does this mean in my MungeLog?

Post by adventfear »

It may have something to do with why my map won't work
Hidden/Spoiler:
ERROR[levelpack GNS.req]:Expecting bracket, but none was found.
File : munged\pc\gns_conquest.lvl.req(1)...

ucft <--
}
ERROR[levelpack GNS.req]:Expecting bracket, but none was found.
File : munged\pc\gns_conquest.lvl.req(1)...

ucft <--
}
[continuing]
2 Errors 0 Warnings

ERROR[levelpack GNS.req]:Expecting bracket, but none was found.
File : munged\pc\gns_conquest.lvl.req(1)...

ucft <--
}
ERROR[levelpack GNS.req]:Expecting bracket, but none was found.
File : munged\pc\gns_conquest.lvl.req(1)...

ucft <--
}
[continuing]
2 Errors 0 Warnings
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Re: What does this mean in my MungeLog?

Post by bobfinkl »

I had this once before it's probably something in the lua post your lua and just incase also get your req and post it.
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Re: What does this mean in my MungeLog?

Post by adventfear »

Hidden/Spoiler:
--
-- 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(70)
SetMaxPlayerFlyHeight (70)

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\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_officer",
"rep_fly_gunship",
"rep_inf_clone_commando",
"rep_walk_atte",
"rep_hover_fightertank",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_marine",
"cis_inf_officer",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_walk_spider",
"cis_fly_droidfighter",
"cis_hero_grievous",
"cis_hover_aat")
ReadDataFile("SIDE\\geo.lvl",
"geo_inf_geonosian")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 140,
reinforcements = 1500,
soldier = { "rep_inf_ep2_rifleman",9, 90},
assault = { "rep_inf_ep2_rocketeer",1, 10},
engineer = { "rep_inf_ep2_engineer",1, 10},
sniper = { "rep_inf_ep2_sniper",1, 10},
officer = {"rep_inf_ep2_rocketeer_chaingun",1, 10},
special = { "rep_inf_ep2_jettrooper",1, 10},

},
cis = {
team = CIS,
units = 140,
reinforcements = 1500,
soldier = { "cis_inf_marine",9, 90},
assault = { "cis_inf_rocketeer",1, 10},
engineer = { "cis_inf_engineer",1, 10},
sniper = { "cis_inf_sniper",1, 10},
officer = {"cis_inf_rifleman",1, 10},
special = { "cis_inf_droideka",1, 10},
}
}


AddUnitClass(REP, "rep_inf_clone_commando",1, 4)

-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 10) -- special -> droidekas
AddWalkerType(1, 2) -- 1x2 (1 pair of legs)
AddWalkerType(2, 5) -- 2x2 (2 pairs of legs)
AddWalkerType(4, 4) -- 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)
SetMemoryPoolSize("CommandWalker", 8)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:GNS\\GNS.lvl", "GNS_conquest")
ReadDataFile("dc:GNS\\GNS.lvl", "GNS_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
And all my REQ says is

ucft



Huh?
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[RDH]Zerted
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Re: What does this mean in my MungeLog?

Post by [RDH]Zerted »

It means you had a munge error before and never fixed it. Then you tried to munge again without cleaning first. There is no point in attempting to play a map with a munge error. It won't work. The whole point of the munge errors are to tell you that the map isn't going to play correctly.

Do a full manual clean then munge again. If you don't know what that is, check out the FAQ topic. The new munge will show you your true error (if you still have one).
adventfear
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Re: What does this mean in my MungeLog?

Post by adventfear »

The Manual Clean tut has been deleted. I can't find it anywhere.

The FAQ? No.

Search? Nada

Nothing. Can you tell me how to do a manual clean?
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Re: What does this mean in my MungeLog?

Post by bobfinkl »

http://www.gametoast.com/forums/viewtop ... =27&t=9961 that oughta help you and it was right above your topic :roll: .
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Re: What does this mean in my MungeLog?

Post by AceMastermind »

adventfear wrote:

Code: Select all

ReadDataFile("SIDE\\geo.lvl",
                     "geo_inf_geonosian")
I just want to let you know that there is no geo_inf_geonosian in the default geo side req, you need to load the geonosians with this:

Code: Select all

ReadDataFile("SIDE\\geo.lvl",
                    "gen_inf_geonosian")


and this is the unit name that goes in the SetupTeams section:

Code: Select all

geo_inf_geonosian
I can see that you are trying to load it, but it's not part of any team.
adventfear
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Re: What does this mean in my MungeLog?

Post by adventfear »

Okay.

I have another q:

How can I make it so entering a region adds points or unlocks a character?
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Re: What does this mean in my MungeLog?

Post by Maveritchell »

Code: Select all

OnEnterRegion(
	function(region, player)
		if IsCharacterHuman(player) then
			SetClassProperty("InsertODFnamehere", "PointsToUnlock", 0)
		end
	end,
"regionname"
)
I've already written out a couple of these functions for you, you should really read the scripting_system .doc and the LUA callbacks doc and try and learn how to work with these yourself. I (or everyone else) can't spoonfeed you every scripted event you'll want.
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Re: What does this mean in my MungeLog?

Post by [RDH]Zerted »

adventfear wrote:...The FAQ? No...
Thanks for the info. I added it at the end of the Question/Answer section.
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Re: What does this mean in my MungeLog?

Post by AceMastermind »

adventfear wrote:The Manual Clean tut has been deleted. I can't find it anywhere.

The FAQ? No.

Search? Nada

Nothing. Can you tell me how to do a manual clean?
At the time you posted, the Manual Clean sticky was directly above this topic.

*Further proof that stickies are generally ignored*
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Re: What does this mean in my MungeLog?

Post by adventfear »

I honestly didn't see it lol
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