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Sith Trooper Being REALLY Mean!

Posted: Sun Mar 04, 2007 12:26 am
by Darth_Z13
I followed Schizo's tutorial exactly, so then why am I still getting these errors:

Code: Select all

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

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

ucft <--
 [continuing]
   2 Errors    0 Warnings

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

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

ucft <--
 [continuing]
   2 Errors    0 Warnings
Help!

RE: Sith Trooper Being REALLY Mean!

Posted: Sun Mar 04, 2007 1:55 am
by darthtrogsasea
post files that say they dont have brackets

RE: Sith Trooper Being REALLY Mean!

Posted: Sun Mar 04, 2007 10:36 am
by Darth_Z13
My sth.req file:

Code: Select all

ucft
{
    REQN
    {
        "lvl"
        "sth_inf_sithtrooper"
    }
}
And the sth_inf_sithtroooper.req:

Code: Select all

ucft
{
    REQN
    {
        "class"
        "sth_inf_sithtrooper"
    }
}

Re: RE: Sith Trooper Being REALLY Mean!

Posted: Sun Mar 04, 2007 11:21 am
by Rekubot
darthtrogsasea wrote:post files that say they dont have brackets
That's almost never the reason for those errors, even though it says it is. The problem is that I can't remember the real cause of it. I have a hunch you've made a mistake in the LUA file, but if that's not the case, you'd better check the BF2 log.

RE: Re: RE: Sith Trooper Being REALLY Mean!

Posted: Sun Mar 04, 2007 3:58 pm
by darthtrogsasea
well then post up the lua

he he 200th post

RE: Re: RE: Sith Trooper Being REALLY Mean!

Posted: Sun Mar 04, 2007 4:52 pm
by Darth_Z13
I doubt it has anything to do with it but...

Code: Select all

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

	--  Empire Attacking (attacker is always #1)
    local ALL = 2
    local IMP = 1
    --  These variables do not change
    local ATT = 1
    local DEF = 2
    
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("dc:Load\\common.lvl")
    
    ReadDataFile("ingame.lvl")



    SetMaxFlyHeight(100)
	SetMaxPlayerFlyHeight(100)


	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\\tat.lvl;tat2gcw")

    ReadDataFile("dc:SIDE\\sth.lvl",
                    "sth_inf_sithtrooper")

    ReadDataFile("dc:SIDE\\ort.lvl",
                    "all_inf_rifleman_fleet",
                    "all_inf_rocketeer_fleet",
                    "all_inf_sniper_fleet",
                    "all_inf_engineer_fleet")

    ReadDataFile("SIDE\\all.lvl",
			  "all_hero_chewbacca")

    ReadDataFile("SIDE\\rep.lvl",
                        "rep_hero_aalya")

    ReadDataFile("dc:SIDE\\zel.lvl",
                        "zel_inf_rev")

    ReadDataFile("dc:SIDE\\jed.lvl",
        "jed_master_02")
                    
ReadDataFile("SIDE\\KOR.lvl",
			"kor_inf_Malak",
			"kor_inf_yoda")

	ReadDataFile("SIDE\\tur.lvl",
						"tur_bldg_tat_barge",	
						"tur_bldg_laser")	
 
	SetupTeams{
		all = {
			team = ALL,
			units = 80,
			reinforcements = 850,
			soldier	= { "all_inf_rifleman_fleet",9, 25},
			assault	= { "all_inf_rocketeer_fleet",1,4},
			engineer = { "all_hero_engineer_fleet",1,4},
			sniper	= { "all_hero_sniper_fleet",1,4},
			officer = {"jed_master_02",0, 0},

		},
		imp = {
			team = IMP,
			units = 70,
			reinforcements = 850,
			soldier	= { "sth_inf_sithtrooper",9, 25},
			officer = {"zel_inf_rev",0, 0},
		},
	}
    
    SetHeroClass(ALL, "kor_inf_yoda")
    SetHeroClass(IMP, "kor_inf_Malak")

    --  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- 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:JTV\\JTV.lvl", "JTV_conquest")
    SetDenseEnvironment("false")


    --  Sound Stats
    
    voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
    
    voiceQuick = OpenAudioStream("sound\\global.lvl",  "all_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl",  "imp_unit_vo_quick", voiceQuick)    
    
    OpenAudioStream("sound\\global.lvl",  "gcw_music")
    OpenAudioStream("sound\\tat.lvl",  "tat2")
    OpenAudioStream("sound\\tat.lvl",  "tat2")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

    SetOutOfBoundsVoiceOver(2, "Allleaving")
    SetOutOfBoundsVoiceOver(1, "Impleaving")

    SetAmbientMusic(ALL, 1.0, "all_tat_amb_start",  0,1)
    SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
    SetAmbientMusic(ALL, 0.2, "all_tat_amb_end",    2,1)
    SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start",  0,1)
    SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
    SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end",    2,1)

    SetVictoryMusic(ALL, "all_tat_amb_victory")
    SetDefeatMusic (ALL, "all_tat_amb_defeat")
    SetVictoryMusic(IMP, "imp_tat_amb_victory")
    SetDefeatMusic (IMP, "imp_tat_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
    --Tat2 Mos Eisley
	AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
	AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
	AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
	AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
	AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end

RE: Re: RE: Sith Trooper Being REALLY Mean!

Posted: Sun Mar 04, 2007 6:49 pm
by Xavious
Post your Sith Trooper's ODFs.

RE: Re: RE: Sith Trooper Being REALLY Mean!

Posted: Sun Mar 04, 2007 7:37 pm
by Darth_Z13

Code: Select all

[GameObjectClass]
ClassParent         = "rep_inf_default"


[Properties]
GeometryName = "rep_inf_sithtrooper"
GeometryLowRes = "rep_inf_sithtrooper"
FirstPerson = "REP\reptroop;rep_1st_trooper"

WEAPONSECTION = 1
WeaponName         = "rep_weap_inf_rifle"
WeaponAmmo         = 4

WEAPONSECTION = 2
WeaponName         = "rep_weap_inf_pistol"
WeaponAmmo         = 0

WEAPONSECTION = 3
WeaponName         = "rep_weap_inf_thermaldetonator"
WeaponAmmo         = 4
WeaponChannel      = 1

WEAPONSECTION = 4
WeaponName         = "rep_weap_award_rifle"
WeaponAmmo         = 4

WEAPONSECTION = 5
WeaponName         = "rep_weap_award_pistol"
WeaponAmmo         = 6

VOUnitType        	= 121
I renamed the Sith Trooper's .MSH file from sth_inf_sithtrooper to rep_inf_sithtrooper by-the-way.

Posted: Sun Mar 04, 2007 8:00 pm
by Syth
clean & munge. It wont fix the problem but it should replace those stupid "ufct" errors with the actual ones.

Posted: Mon Mar 05, 2007 7:40 pm
by Darth_Z13
Hmm clean and munge.... what do you know! The error is still there! :D

Code: Select all

ERROR[PC_texturemunge MSH\sth_inf_sithtrooper_normal.tga]:Attempt to write palette entry to 32-bit image.ERROR[PC_texturemunge MSH\sth_inf_sithtrooper_normal.tga]:Attempt to write palette entry to 32-bit image. [continuing]
   2 Errors    0 Warnings

ERROR[levelpack req\sth_inf_sithtrooper.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_sithtrooper.model.req(1)...

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

ucft <--
 [continuing]
   2 Errors    0 Warnings

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

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

ucft <--

   2 Errors    0 Warnings


Posted: Tue Mar 06, 2007 5:47 am
by Qdin
okat then.

Delete the map from your AddOn folder and then Clean and Munge again.

Posted: Tue Mar 06, 2007 2:08 pm
by Epena
And change it back to sth_inf. I don't have any idea why you did that. Most likely you didn't make a complete change in the name or whatever so it's still looking for sth _inf, not rep.

So why did you feel the need to rename it? oO

Posted: Tue Mar 06, 2007 4:19 pm
by Darth_Z13
It still gave me those errors before I changed it but... sometimes, if I have a custom .msh I need to rename or it doesn't work. So I try'd renaming it.

Posted: Wed Mar 07, 2007 6:31 pm
by Darth_Z13

Code: Select all

ERROR[PC_texturemunge MSH\sth_inf_sithtrooper_normal.tga]:Attempt to write palette entry to 32-bit image.ERROR[PC_texturemunge MSH\sth_inf_sithtrooper_normal.tga]:Attempt to write palette entry to 32-bit image. [continuing]
   2 Errors    0 Warnings

ERROR[levelpack req\sth_inf_sithtrooper.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_sithtrooper.model.req(1)...

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

ucft <--
 [continuing]
   2 Errors    0 Warnings

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

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

ucft <--

   2 Errors    0 Warnings

After deleting, cleaning and munging I still get that error.

@Epena, I try'd your suggestion and changed it back to sth_inf.


It didn't work.

Posted: Wed Mar 07, 2007 6:53 pm
by Teancum
The texture is jacked. That's your problem. Make sure it hasn't been saved with RLE compression on.