Any threat?

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darthpingu

Any threat?

Post by darthpingu »

PC_MungeLog.txt
ERROR[configmunge ]:Input file option $kopi: recursive ! must be followed by wildcard. [continuing]
ERROR[configmunge av]:Input file av does not exist. [continuing]
2 Errors 0 Warnings
What does this mean?
PS: $kopi might mean $copy in norwegianand av might mean off...
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[RDH]Zerted
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RE: Any threat?

Post by [RDH]Zerted »

Looks like your munge bat files might have gotted messed up. What where you trying to munge?
darthpingu

Post by darthpingu »

The map works properly. I didn't try to munge, I munged and the errors appeared. I munged EVERYTHING(I always munge that), and common box checked...
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Post by [RDH]Zerted »

Oh, I was assuming your map didn't work. The answer then would be that the two errors shouldn't be a threat.
darthpingu

Post by darthpingu »

How about this one?
ERROR[levelpack mission\TA9c_con.req]:Expecting bracket, but none was found.
File : munged\pc\ta9c_con.script.req(1)...

ucft <--
ERROR[levelpack mission\TA9c_con.req]:Expecting bracket, but none was found.
File : munged\pc\ta9c_con.script.req(1)...

ucft <--

2 Errors 0 Warnings
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Post by Penguin »

means your missing a bracket or a comma in the lua scripts some where
darthpingu

Post by darthpingu »

The bracket thing dissappeared, but instead of my STAPs spawning, this:
I:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TA9\TA9c_con.lua:115: unfinished string near `"cis_hover_stap)'
ERROR[scriptmunge scripts\TA9\TA9c_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TA9\TA9c_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

EDIT: Ah well my map wont "spawn", "could not open TA9.lvl".
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Post by Teancum »

"cis_hover_stap) should be "cis_hover_stap") - - you forgot a quotation.
darthpingu

Post by darthpingu »

lol! Thanks Tean!
darthpingu

Post by darthpingu »

still:
I:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TA9\TA9c_con.lua:115: `)' expected (to close `(' at line 106) near `"cis_hover_stap"'
ERROR[scriptmunge scripts\TA9\TA9c_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TA9\TA9c_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
xwingguy

Post by xwingguy »

I think you forgot a comma somewhere.
darthpingu

Post by darthpingu »

Here's my lua:

Code: Select all

--
-- 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"}
    cp5 = CommandPost:New{name = "cp5"}
    cp6 = CommandPost:New{name = "cp6"}
    cp7 = CommandPost:New{name = "cp7"}
    cp8 = CommandPost:New{name = "cp8"}
    cp9 = CommandPost:New{name = "cp9"}
    cp10 = CommandPost:New{name = "cp10"}
    cp11 = CommandPost:New{name = "cp11"}
    cp12 = CommandPost:New{name = "cp12"}
    cp13 = CommandPost:New{name = "cp13"}
    cp14 = CommandPost:New{name = "cp14"}
    
    
    
    --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(cp5)
    conquest:AddCommandPost(cp6)
    conquest:AddCommandPost(cp7)
    conquest:AddCommandPost(cp8)
    conquest:AddCommandPost(cp9)
    conquest:AddCommandPost(cp10)
    conquest:AddCommandPost(cp11)
    conquest:AddCommandPost(cp12)
    conquest:AddCommandPost(cp13)
    conquest:AddCommandPost(cp14)


    
    conquest:Start()

    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\\yav.lvl;yav1cw")
    ReadDataFile("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_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_obiwan",
                             "rep_hover_barcspeeder")
    ReadDataFile("SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_jangofett",
                             "cis_hover_aat"
                             "cis_hover_stap")
                             

    ReadDataFile("SIDE\\tur.lvl", 
    			"tur_bldg_laser",
    			"tur_bldg_tower")          
                             
    ReadDataFile("SIDE\\des.lvl",
                             "tat_inf_tuskenhunter",
                             "tat_inf_jawa",
                             "tat_inf_tuskenraider")
                             	SetupTeams{

		rep = {
			team = REP,
			units = 20,
			reinforcements = 150,
			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_officer",1, 4},
			special = { "rep_inf_ep3_jettrooper",1, 4},
	        
		},
		cis = {
			team = CIS,
			units = 20,
			reinforcements = 150,
			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_jangofett")
    SetHeroClass(REP, "rep_hero_obiwan")


                        SetTeamName(3, "Jawa")
                        AddUnitClass(3, "tat_inf_jawa",3)
                        SetUnitCount(3, 8 )
                        AddAIGoal(3, "Deathmatch", 100)
                        SetTeamAsEnemy(ATT,3)
                        SetTeamAsEnemy(3,DEF)   

    --  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:TA9\\TA9.lvl", "TA9_conquest")
    ReadDataFile("dc:TA9\\TA9.lvl", "TA9_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
The space between 8 and ) here: SetUnitCount(3, 8 ), is because it appeared as a 8)...
xwingguy

Post by xwingguy »

Code: Select all

    ReadDataFile("SIDE\\cis.lvl", 
                             "cis_inf_rifleman", 
                             "cis_inf_rocketeer", 
                             "cis_inf_engineer", 
                             "cis_inf_sniper", 
                             "cis_inf_officer", 
                             "cis_inf_droideka", 
                             "cis_hero_jangofett", 
                             "cis_hover_aat" 
                             "cis_hover_stap") 
 
"cis_hover_aat", <---comma needed here
darthpingu

Post by darthpingu »

wt* those things have never been like that. The map worked after I added the stap, but staps wouldnt(/wont) spawn, thanks anyway...
In the middle of the chaos, I tried to add an AT-TE:
I:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TA9\TA9c_con.lua:106: `)' expected (to close `(' at line 96) near `"rep_walk_atte"'
ERROR[scriptmunge scripts\TA9\TA9c_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TA9\TA9c_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\kam_bldg_bridge2.msh]:kam_bldg_bridge2 has 1374 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 5 Warnings

ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 256)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 257)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 258)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 259)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 260)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 261)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 262)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 263)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 264)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 265)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 266)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 267)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 268)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 269)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 270)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 271)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 272)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 273)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 274)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 275)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 276)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 277)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 278)
ERROR[pathplanningmunge world1\TA9.PLN]:too many Connections! (max 255, you have 279)
24 Errors 0 Warnings
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