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shell.req question

Posted: Thu Nov 05, 2009 12:43 am
by myers73
well, according to my munge log my shell.req is missing a bracket...

munge log
Hidden/Spoiler:
ERROR[levelpack shell.req]:Expecting bracket, but none was found.
File : munged\pc\user_script_4.script.req(1)...

ucft <--
ERROR[levelpack shell.req]:Expecting bracket, but none was found.
File : munged\pc\user_script_4.script.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings
shell.req
Hidden/Spoiler:
[code]
ucft
{

REQN
{
"script"
"user_script_4"
}
}

[/code]
what im munging, seems to be what is actually missing the bracket...
Hidden/Spoiler:
[code]
print("user_script_4: Entered")

--attempt to take control of (or listen to the calls of) the ScriptPostLoad function
if ScriptPostLoad then
print("user_script_4: Taking control of ScriptPostLoad()...")

--check for possible loading errors
if us1_ScriptPostLoad then
print("user_script_4: Warning: Someone else is using our us1_ScriptPostLoad variable!")
print("user_script_4: Exited")
return
end

--backup the current ScriptPostLoad function
us1_ScriptPostLoad = ScriptPostLoad

--this is our new ScriptPostLoad function
ScriptPostLoad = function()
print("user_script_4: ScriptPostLoad(): Entered")

--only do these changes when in SP
--if we wanted them done in MP too, we should check to make sure that we are the server's host: ScriptCB_GetAmHost()
if not ScriptCB_InMultiplayer() then
--if ScriptCB_GetAmHost() then
--build the FakeConsole list
ff_rebuildFakeConsoleList()

--do the FakeConsole commands we want to happen each time a new map starts (when ScriptPostLoad() is normally called)
--
--
ff_DoCommand( "Lock Vehicles" ) --prevents everyone from entering vehicles (not good on space maps...
for i=1,table.getn(uf_classes) do
SetClassProperty(uf_classes, 'MaxHealth', 240)
Player_Stats_Points = {

{ point_gain = 2 }, --// PS_GLB_KILL_AI_PLAYER = 0,
{ point_gain = 5 }, --// PS_GLB_KILL_HUMAN_PLAYER,
{ point_gain = 5 }, --// PS_GLB_KILL_HUMAN_PLAYER_AI_OFF,
{ point_gain = -10 }, --// PS_GLB_KILL_SUICIDE,
{ point_gain = -15 }, --// PS_GLB_KILL_TEAMMATE,
--//
{ point_gain = 0 }, --// PS_GLB_VEHICLE_KILL_INFANTRY_VS_VEHICLE,
{ point_gain = 0 }, --// PS_GLB_VEHICLE_KILL_LIGHT_VS_HEAVY,
{ point_gain = 0 }, --// PS_GLB_VEHICLE_KILL_LIGHT_VS_MEDIUM,
{ point_gain = 0 }, --// PS_GLB_VEHICLE_KILL_HEAVY_VS_LIGHT,
{ point_gain = 0 }, --// PS_GLB_VEHICLE_KILL_HEAVY_VS_MEDIUM,
{ point_gain = 0 }, --// PS_GLB_VEHICLE_KILL_MEDIUM_VS_LIGHT,
{ point_gain = 0 }, --// PS_GLB_VEHICLE_KILL_MEDIUM_VS_HEAVY,
{ point_gain = 0 }, --// PS_GLB_VEHICLE_KILL_ATAT,
{ point_gain = -5 }, --// PS_GLB_VEHICLE_KILL_EMPTY,
--//
{ point_gain = 2 }, --// PS_GLB_HEAL,
{ point_gain = 2 }, --// PS_GLB_REPAIR,
--//
{ point_gain = 10 }, --// PS_GLB_SNIPER_ACCURACY,
{ point_gain = 12 }, --// PS_GLB_HEAVY_WEAPON_MULTI_KILL,
{ point_gain = 5 }, --// PS_GLB_RAMPAGE,
{ point_gain = 7 }, --// PS_GLB_HEAD_SHOT,
{ point_gain = 15 }, --// PS_GLB_KILL_HERO,
--//
--// // conquest
{ point_gain = 12 }, --// PS_CON_CAPTURE_CP,
{ point_gain = 9 }, --// PS_CON_ASSIST_CAPTURE_CP,
{ point_gain = 4 }, --// PS_CON_KILL_ENEMY_CAPTURING_CP,
{ point_gain = 2 }, --// PS_CON_DEFEND_CP,
{ point_gain = 2 }, --// PS_CON_KING_HILL,
--//
--// // capture the flag
{ point_gain = 2 }, --// PS_CAP_PICKUP_FLAG,
{ point_gain = 5 }, --// PS_CAP_DEFEND_FLAG,
{ point_gain = 15 }, --// PS_CAP_CAPTURE_FLAG,
{ point_gain = 5 }, --// PS_CAP_DEFEND_FLAG_CARRIER,
{ point_gain = 10 }, --// PS_CAP_KILL_ENEMY_FLAG_CARRIER,
{ point_gain = -15 }, --// PS_CAP_KILL_ALLY_FLAG_CARRIER,
--//
--// // assault
{ point_gain = 0 }, --// PS_Diet Dr. Pepper_DESTROY_ASSAULT_OBJ,
--//
--// // escort
{ point_gain = 1 }, --// PS_ESC_DEFEND,
--//
--// // defend
{ point_gain = 1 }, --// PS_DEF_DEFEND,

}
ScriptCB_SetPlayerStatsPoints( Player_Stats_Points )

--end




--clear the FakeConsole table to save memory
gConsoleCmdList = {}
end

--make sure to forward the method call to the real ScriptPostLoad, so the game can function normally
us1_ScriptPostLoad()
print("user_script_4: ScriptPostLoad(): Exited")
end

print("user_script_4: Have control of ScriptPostLoad()")
else
print("user_script_4: Warning: No ScriptPostLoad() to take over")
print("user_script_4: Exited")
return
end

print("user_script_4: Exited")
[/code]

Re: shell.req question

Posted: Thu Nov 05, 2009 8:33 am
by Teancum
Shell is only used for the menus anyways - you probably want to put that into ingame.req, common.req or core.req. Try a manual clean, then re-munge and see if you get a more detailed munge log error.

Re: shell.req question

Posted: Thu Nov 05, 2009 7:44 pm
by myers73
I am munging a user_script_* following Zerted's v1.3 docs

Re: shell.req question

Posted: Fri Nov 06, 2009 1:38 am
by [RDH]Zerted
No, munged\pc\user_script_4.script.req is missing a bracket and cannot be packed into the lvl being defined by shell.req.

Doing a full, manual clean and then remunging will tell you the real error. I think it will say you're missing an end. Your for i=1,table.getn(uf_classes) do needs to end sometime. It would be best if it happened before you changed the point values. There is no reason to change the point values for every class added to the game. Changing them once is enough.

Re: shell.req question

Posted: Fri Nov 06, 2009 3:03 am
by myers73
you were right, it was missing an "end". also, are some of the lines in the points table not recognized by the game? I set the line about headshots by sniper and regular headshot to more poitns than the regular kill, but same ol points as a foot shot. Or would this only be on humans in multiplayer?

Re: shell.req question

Posted: Fri Nov 06, 2009 2:52 pm
by [RDH]Zerted
Yeah, I don't know if all the point values work or not, but you need to keep all the point lines.