Message Severity: 5

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Challenger33
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Message Severity: 5

Post by Challenger33 »

Wow. I have never seen this before-when I go to play my map, it crashes, I get this Severity 3 error:
Message Severity: 3
.\Source\LuaHelper.cpp(112)
OpenScript(HFAg_eli): script (5d1d126c) not found
And this Severity 5 Error:
Message Severity: 5
.\Source\GameState.cpp(1283)
Could not open MISSION\HFAg_eli.lvl


This happens in all modes, the error is just replaced with the game modes' script names :shock: . Any help would be greatly appreciated.

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RE: Message Severity: 5

Post by Teancum »

Your scripts are missing. Delete your map from the addon folder, clean, remunge, report back.
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Re: RE: Message Severity: 5

Post by Challenger33 »

Teancum wrote:Your scripts are missing. Delete your map from the addon folder, clean, remunge, report back.
OK, that's what I am doing right now. The scripts were there though-I'm so confused :? .
Maybe I should mention that I was using the heroes from the conversion pack and my own unit as well. I don't know if that means anything as to the error, but it only occured after I added the units.

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RE: Re: RE: Message Severity: 5

Post by Teancum »

Yeah what happens is that if you stop a munge a script will half-munge. Next time you try and munge it won't actually re-munge the script.
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Post by Challenger33 »

I don't recall ever stopping a munge...now I'm even more confused :P . It's still munging btw.

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Post by Teancum »

Sometimes scripts just get messed up too.
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Post by Challenger33 »

Teancum wrote:Sometimes scripts just get messed up too.
Lol :lol: . Still munging.

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Post by Challenger33 »

Sorry for the double-post but I keep getting these errors in the PCMunge Log:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\HFA\HFAg_eli.lua:74: `)' expected (to close `(' at line 66) near `"rep_fly_redstarfighter"'
ERROR[scriptmunge scripts\HFA\HFAg_eli.lua]:Could not read input file.ERROR[scriptmunge scripts\HFA\HFAg_eli.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

ERROR[levelpack mission\HFAg_eli.req]:Expecting bracket, but none was found.
File : munged\pc\hfag_eli.script.req(1)...

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

ucft <--
[continuing]
2 Errors 0 Warnings
I never modified those files though...

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Post by Darth_Z13 »

Well, you have. Post your LUA. There's a mess-up on line 66. ;)
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Post by Maveritchell »

Lol. The .lua couldn't "execute line 66."
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Post by Challenger33 »

Maveritchell wrote:Lol. The .lua couldn't "execute line 66."
Lol. Here is my LUA (HFAg_eli.lua):
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end


---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")

ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hero_emperor",
"imp_hero_bobafett")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_cloakedanakin",
"rep_hero_cloakedobiwan",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan"
"rep_fly_redstarfighter",
"rep_fly_orgstarfighter",
"rep_fly_anakinstarfighter_sc",
"rep_fly_grnstarfighter",
"rep_fly_blustarfighter",
"rep_fly_purstarfighter",
"rep_fly_blkstarfighter",
"rep_fly_whistarfighter")

ReadDataFile("SIDE\\cis.lvl",
"cis_hero_grievous",
"cis_hero_darthmaul",
"cis_hero_countdooku",
"cis_hero_jangofett")

ReadDataFile("dc:SIDE\\Heroes.lvl",
"cis_hero_durge",
"yuz_inf_yuuzhanvong")

--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]

--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")

SetupTeams{
hero = {
team = ALL,
units = 12,
reinforcements = -1,
soldier = { "all_hero_hansolo_tat",1,2},
assault = { "all_hero_chewbacca", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}

AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)

SetupTeams{
villain = {
team = IMP,
units = 12,
reinforcements = -1,
soldier = { "imp_hero_bobafett", 1,2},
assault = { "imp_hero_darthvader",1,2},
engineer= { "cis_hero_darthmaul", 1,2},
sniper = { "cis_hero_jangofett", 1,2},
officer = { "cis_hero_grievous", 1,2},
special = { "imp_hero_emperor", 1,2},

},
}
AddUnitClass(IMP, "rep_hero_cloakedanakin",1,2)
AddUnitClass(IMP, "cis_hero_countdooku",1,2)
AddUnitClass(IMP, "rep_hero_cloakedobiwan",1,2)
AddUnitClass(IMP, "cis_hero_durge",1,2)
AddUnitClass(IMP, "yuz_inf_yuuzhanvong",1,2)

-- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 1500)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:HFA\\HFA.lvl", "HFA_eli")
SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "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")

SetAttackingTeam(ATT)

-- 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
And here is HFAg_eli.req:
ucft
{
REQN
{

"config"
"cor_movies"

}

REQN
{
"script"
"HFAg_eli"
}
}
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Post by Darth_Z13 »

Found it. :)
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_cloakedanakin",
"rep_hero_cloakedobiwan",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan"
"rep_fly_redstarfighter",
"rep_fly_orgstarfighter",
"rep_fly_anakinstarfighter_sc",
"rep_fly_grnstarfighter",
"rep_fly_blustarfighter",
"rep_fly_purstarfighter",
"rep_fly_blkstarfighter",
"rep_fly_whistarfighter")
Should be:
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_cloakedanakin",
"rep_hero_cloakedobiwan",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan",
"rep_fly_redstarfighter",
"rep_fly_orgstarfighter",
"rep_fly_anakinstarfighter_sc",
"rep_fly_grnstarfighter",
"rep_fly_blustarfighter",
"rep_fly_purstarfighter",
"rep_fly_blkstarfighter",
"rep_fly_whistarfighter")
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Post by Challenger33 »

Darth_Z13 wrote:Found it. :)
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_cloakedanakin",
"rep_hero_cloakedobiwan",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan"
"rep_fly_redstarfighter",
"rep_fly_orgstarfighter",
"rep_fly_anakinstarfighter_sc",
"rep_fly_grnstarfighter",
"rep_fly_blustarfighter",
"rep_fly_purstarfighter",
"rep_fly_blkstarfighter",
"rep_fly_whistarfighter")
Should be:
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_cloakedanakin",
"rep_hero_cloakedobiwan",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan",
"rep_fly_redstarfighter",
"rep_fly_orgstarfighter",
"rep_fly_anakinstarfighter_sc",
"rep_fly_grnstarfighter",
"rep_fly_blustarfighter",
"rep_fly_purstarfighter",
"rep_fly_blkstarfighter",
"rep_fly_whistarfighter")
Are you serious. :shock: Thank you so much.

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Post by Teancum »

Dang, someone beat me to it.
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Post by Challenger33 »

Teancum wrote:Dang, someone beat me to it.
Lol-thanks again to everyone who helped. I will now re-munge and then try the map. 8)

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Post by Challenger33 »

Now I get these errors in the BFront2 log:
Message Severity: 3
.\Source\Ordnance.cpp(424)
Ordnance base class "com_weap_veh_recoilless_ord" not found

Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "rep_fly_blkstarfighter BODY WEAPON1" mount node "hp_gun_2" not found

Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "(null)" mount node "hp_gun_4" not found

Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "rep_fly_blkstarfighter BODY WEAPON2" mount node "hp_gun_1" not found

Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "(null)" mount node "hp_gun_3" not found
The ones concerning the starfighters apply to all the starfighters (all 8 :? )
Any help?

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Post by Teancum »

The first one is you biggest problem, and the only one that'll cause a crash. Copy the contents of SWBF2 Tools\assets\sides\Common to your side. Re-munge the side.
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Post by Challenger33 »

I will try that-its munging now. For some reason, I only get the com_weap_veh_recoilless_ord error in Assault.

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Post by Master Fionwë »

Okay, this script error looks like something I've done wrong before. Does it still crash? If so, you may have put a space in where it doesn't need one. I just simply moved the readdata thing down for a side one line and got that message.
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Post by Hebes24 »

I hate forgetting a comma or not close parentheses. Happens to the best of us. :P
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