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LUA Problem [Solved]

Posted: Tue Aug 28, 2012 4:01 pm
by ARCTroopaNate
Hey GT, I'm adding custom weather on stock Naboo and it isn't going so well, I'm getting a kind of weird munge error, it has to do with my lua, I'm not sure what I did wrong and how to fix it.

Mungelog
Hidden/Spoiler:
D:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\BFE\nab2e_con.lua:302: `end' expected (to close `function' at line 76) near `<eof>'
ERROR[scriptmunge scripts\BFE\nab2e_con.lua]:Could not read input file.ERROR[scriptmunge scripts\BFE\nab2e_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
Lua Script
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("naterandom")
Conquest = ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- Empire Attacking (attacker is always #1)
CIS = 1
REP = 2
GAR = 3
-- These variables do not change
ATT = 1
DEF = 2

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()

DisableBarriers("cambar1")
DisableBarriers("cambar2")
DisableBarriers("cambar3")
DisableBarriers("turbar1")
DisableBarriers("turbar2")
DisableBarriers("turbar3")
DisableBarriers("camveh")
SetMapNorthAngle(180, 1)
AddAIGoal (GAR, "Deathmatch", 100)

AICanCaptureCP("CP1", GAR, true)
AICanCaptureCP("CP2", GAR, true)
AICanCaptureCP("CP3", GAR, true)
AICanCaptureCP("CP4", GAR, true)
AICanCaptureCP("CP5", GAR, true)
AICanCaptureCP("CP6", GAR, true)

--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"}

--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:Start()
EnableSPHeroRules()

WeatherMode = math.random(1,5)
weather()

function weather()
if WeatherMode == 1 then
ReadDataFile("dc:BFE\\sky.lvl", "nabcloud")
elseif WeatherMode == 2 then
ReadDataFile("dc:BFE\\sky.lvl", "nabday")
elseif WeatherMode == 3 then
ReadDataFile("dc:BFE\\sky.lvl", "nabnight")
elseif WeatherMode == 4 then
ReadDataFile("dc:BFE\\sky.lvl", "nabrain")
elseif WeatherMode == 5 then
ReadDataFile("dc:BFE\\sky.lvl", "nabsunrise")
end



function ScriptInit()
if not ScriptCB_InMultiplayer() then
DecideHeroes(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)
elseif ScriptCB_InMultiplayer() then
herostrCis = "cis_hero_darthmaul"
herostrRep = "rep_hero_obiwan"
end

StealArtistHeap(1200*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3100000)
ReadDataFile("ingame.lvl")




ReadDataFile("sound\\nab.lvl;nab2cw")
ReadDataFile("dc:SIDE\\comaat.lvl",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rocketeer",
"cis_inf_rifleman")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
herostrRep,
supportstrRep,
"rep_walk_oneman_atst")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
herostrCis,
supportstrCis)

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


ReadDataFile("SIDE\\gar.lvl",
"gar_inf_soldier")

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",9, 25},
assault = { "rep_inf_ep2_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},

}
}
SetupTeams{
cis = {
team = CIS,
units = 32,
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},
}
}
SetupTeams{
gar = {
team = GAR,
units = 5,
reinforcements = 50,
soldier = { "gar_inf_soldier",5},
}
}

AddUnitClass(CIS, supportstrCis, 1, 4)
AddUnitClass(REP, supportstrRep, 1, 4)

--if ScriptCB_InMultiplayer() then
SetHeroClass(REP, herostrRep)
SetHeroClass(CIS, herostrCis)
--else
--end

SetTeamAsEnemy(GAR, ATT)
SetTeamAsEnemy(ATT, GAR)


SetTeamAsFriend(GAR, DEF)
SetTeamAsFriend(DEF, GAR)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas with 0 leg pairs each
AddWalkerType(1, 3) -- ATSTs
local weaponCnt = 220
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 128)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 44)
SetMemoryPoolSize("EntityHover", 4)
SetMemoryPoolSize("MountedTurret", 11)
SetMemoryPoolSize("Navigator", 40)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 40)
SetMemoryPoolSize("PathNode", 200)
SetMemoryPoolSize("TreeGridStack", 400)
SetMemoryPoolSize("UnitAgent", 40)
SetMemoryPoolSize("UnitController", 40)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("NAB\\nab2.lvl","naboo2_Conquest")
SetDenseEnvironment("true")
--AddDeathRegion("Water")
AddDeathRegion("Waterfall")
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)



-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "all_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\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "repleaving")
SetOutOfBoundsVoiceOver(1, "cisleaving")

SetAmbientMusic(REP, 1.0, "rep_nab_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_nab_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_nab_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_nab_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_nab_amb_end", 2,1)

SetVictoryMusic(REP, "rep_nab_amb_victory")
SetDefeatMusic (REP, "rep_nab_amb_defeat")
SetVictoryMusic(CIS, "cis_nab_amb_victory")
SetDefeatMusic (CIS, "cis_nab_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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")






-- Camera Stats
--Nab2 Theed
--Palace
AddCameraShot(0.038177, -0.005598, -0.988683, -0.144973, -0.985535, 18.617458, -123.316505);
AddCameraShot(0.993106, -0.109389, 0.041873, 0.004612, 6.576932, 24.040697, -25.576218);
AddCameraShot(0.851509, -0.170480, 0.486202, 0.097342, 158.767715, 22.913860, -0.438658);
AddCameraShot(0.957371, -0.129655, -0.255793, -0.034641, 136.933548, 20.207420, 99.608246);
AddCameraShot(0.930364, -0.206197, 0.295979, 0.065598, 102.191856, 22.665434, 92.389435);
AddCameraShot(0.997665, -0.068271, 0.002086, 0.000143, 88.042351, 13.869274, 93.643898);
AddCameraShot(0.968900, -0.100622, 0.224862, 0.023352, 4.245263, 13.869274, 97.208542);
AddCameraShot(0.007091, -0.000363, -0.998669, -0.051089, -1.309990, 16.247049, 15.925866);
AddCameraShot(-0.274816, 0.042768, -0.949121, -0.147705, -55.505108, 25.990822, 86.987534);
AddCameraShot(0.859651, -0.229225, 0.441156, 0.117634, -62.493008, 31.040747, 117.995369);
AddCameraShot(0.703838, -0.055939, 0.705928, 0.056106, -120.401054, 23.573559, -15.484946);
AddCameraShot(0.835474, -0.181318, -0.506954, -0.110021, -166.314774, 27.687098, -6.715797);
AddCameraShot(0.327573, -0.024828, -0.941798, -0.071382, -109.700180, 15.415476, -84.413605);
AddCameraShot(-0.400505, 0.030208, -0.913203, -0.068878, 82.372711, 15.415476, -42.439548);

end

Re: LUA Problem

Posted: Tue Aug 28, 2012 4:09 pm
by yuke5
You must have made a typo somewhere. Try adding an "end" after

Code: Select all

function weather()
if WeatherMode == 1 then
ReadDataFile("dc:BFE\\sky.lvl", "nabcloud")
elseif WeatherMode == 2 then 
ReadDataFile("dc:BFE\\sky.lvl", "nabday")
elseif WeatherMode == 3 then 
ReadDataFile("dc:BFE\\sky.lvl", "nabnight")
elseif WeatherMode == 4 then 
ReadDataFile("dc:BFE\\sky.lvl", "nabrain")
elseif WeatherMode == 5 then 
ReadDataFile("dc:BFE\\sky.lvl", "nabsunrise")
end
It might help. I'm really no expert.

Re: LUA Problem

Posted: Tue Aug 28, 2012 5:24 pm
by GAB
I think yuke5 is right.

It should look like this:
function weather()
if WeatherMode == 1 then
ReadDataFile("dc:BFE\\sky.lvl", "nabcloud")
elseif WeatherMode == 2 then
ReadDataFile("dc:BFE\\sky.lvl", "nabday")
elseif WeatherMode == 3 then
ReadDataFile("dc:BFE\\sky.lvl", "nabnight")
elseif WeatherMode == 4 then
ReadDataFile("dc:BFE\\sky.lvl", "nabrain")
elseif WeatherMode == 5 then
ReadDataFile("dc:BFE\\sky.lvl", "nabsunrise")
end
end

Re: LUA Problem

Posted: Tue Aug 28, 2012 5:33 pm
by Teancum
Yep, here's something a bit more visual to explain why the extra end is needed

Code: Select all

function weather()
      if WeatherMode == 1 then
            ReadDataFile("dc:BFE\\sky.lvl", "nabcloud")
      elseif WeatherMode == 2 then 
            ReadDataFile("dc:BFE\\sky.lvl", "nabday")
      elseif WeatherMode == 3 then 
            ReadDataFile("dc:BFE\\sky.lvl", "nabnight")
      elseif WeatherMode == 4 then 
            ReadDataFile("dc:BFE\\sky.lvl", "nabrain")
      elseif WeatherMode == 5 then 
            ReadDataFile("dc:BFE\\sky.lvl", "nabsunrise")
      end
end

Re: LUA Problem

Posted: Tue Aug 28, 2012 5:37 pm
by ARCTroopaNate
Oh, thanks guys.

Tean, I get it now, you need an end for the function and one for ifWeatherMode

I purposely removed the second end in my script thinking I didn't need it, XD, I'll try having two "ends" and report back.

EDIT: Noap, no change, I tried cleaning and munging and it still didn't work. :cry:

Re: LUA Problem

Posted: Tue Aug 28, 2012 8:18 pm
by Teancum
Did you get a different error?

Re: LUA Problem

Posted: Tue Aug 28, 2012 8:59 pm
by ARCTroopaNate
No, I got the same error.

Re: LUA Problem

Posted: Tue Aug 28, 2012 9:16 pm
by AQT
You need a third end to close off function ScriptPostLoad(). Or you can just remove the line function weather(), which is unnecessary, and have just two ends like you already have now.

Re: LUA Problem

Posted: Tue Aug 28, 2012 10:01 pm
by ARCTroopaNate
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `weather' (a nil value)
stack traceback:
(none): in function `ScriptPostLoad'
What I got when I removed the weather line, good news, no more munge errors, bad news, weather is still not working. :(

Re: LUA Problem

Posted: Tue Aug 28, 2012 10:12 pm
by AQT
Try also removing weather().

Re: LUA Problem

Posted: Tue Aug 28, 2012 10:23 pm
by ARCTroopaNate
It's working now, thanks guys! :D