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Clone Wars Lua problem [Solved]

Posted: Wed Jun 29, 2011 11:44 am
by ARCTroopaNate
This my first post although I'm not new to Gametoast, I've been following the site since October. I'm making my first map and the map is about 25% done. Galatcic Civi lWar works fine but my Clone Wars crashes right one I attempt to play it and gives me a fatal error and shuts down battlefront. It says that it can't read my Clone Wars script and that something is missing. Can someone PLEASE help me.

This is my Munge Log
Hidden/Spoiler:
D:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\KFP\KFPc_con.lua:91: `=' expected near `rep'
ERROR[scriptmunge scripts\KFP\KFPc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\KFP\KFPc_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
This is my Clone War lua. Sorry for all the excess stuff but I don't know what is relevant and what is not.
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"}
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()

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",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_ep2_engineer",
"rep_fly_gunship_sc")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer")

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

SetupTeams
rep = {
team = REP,
units = 10,
reinforcements = 80,
soldier = { "rep_inf_ep3_rifleman",2, 8},
engineer = { "rep_inf_ep2_engineer",1, 2},
},
cis = {
team = CIS,
units = 10,
reinforcements = 80,
soldier = { "cis_inf_rifleman",2, 6},
assault = { "cis_inf_rocketeer",2, 4},
}
}


-- 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("CommandFlyer", 1)
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:KFP\\KFP.lvl", "KFP_conquest")
ReadDataFile("dc:KFP\\KFP.lvl", "KFP_conquest")
SetDenseEnvironment("false")
I'm also getting this error
Hidden/Spoiler:
ERROR[levelpack mission\KFPc_con.req]:Unexpected end of file while searching for closing bracket.
File : munged\pc\kfpc_con.script.req(0)...
[ <--
ucft
ERROR[levelpack mission\KFPc_con.req]:Unexpected end of file while searching for closing bracket.
File : munged\pc\kfpc_con.script.req(0)...
[ <--
ucft

2 Errors 0 Warnings
and I tried changing it but it's not working, I don't know how it's supposed to look so I can't fix it. If anyone could help me that would be great. Here is the erroneous script
Hidden/Spoiler:
[ucft
Thank you for your time.

Re: Clone Wars Lua problem

Posted: Wed Jun 29, 2011 3:00 pm
by squirrel7hunter
Hi there,

I believe your missing a "{" which should go after the "SetupTeams"

If you look past where its setting up the cis team there are 2 ending " }" but only 1 beginning "{"

Also,
To help you when you have future problems,
"KFPc_con.lua:91: `=' expected near `rep'"
Its telling you that you have a problem around line 91 in your code, just a helpful hint :wink:

Re: Clone Wars Lua problem

Posted: Wed Jun 29, 2011 4:00 pm
by ARCTroopaNate
It's working! Thank You Soooo Much squirrel7hunter