New side problem...

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Ipodzanyman
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New side problem...

Post by Ipodzanyman »

Ok I have gotten alot of help from Sawyerdk9, but we have a few problems...

this is pinpoint the problem...
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open SIDE\SNP.lvl

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "snp_inf_ep3_trooper" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "snp_inf_ep3_marine" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "snp_inf_ep4_sniper" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "snp_inf_ep3_engineer" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "snp_inf_ep3_commander" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "snp_inf_ep3_jettrooper" (check the side's .req file)
levelpack_units
Logging LevelPack
20:57:2308/09/06

=== snp_inf_ep3_commander.lvl ===
Missing file com_weap_inf_ord_hum_sm.class
Reqd by munged\pc\com_weap_inf_chaingun_ord.class.req
munged\pc\rep_weap_inf_chaingun_ord.class.req
munged\pc\com_weap_inf_pistol_ord.class.req
Missing file com_weap_inf_equip_lg.class
Reqd by munged\pc\snp_weap_inf_chaingun.class.req
Missing file com_weap_inf_equip_sm.class
Reqd by munged\pc\snp_weap_inf_pistol.class.req
munged\pc\rep_weap_inf_remotedroid_blaster.class.req
Missing file rep_cockpit_fx.texture
Reqd by munged\pc\rep_1st_weap_inf_pistol.model.req
munged\pc\rep_1st_weap_inf_rifle.model.req
Missing file com_weap_inf_equip_med.class
Reqd by munged\pc\imp_weap_hero_flamethrower.class.req
munged\pc\snp_weap_inf_remotedroid.class.req
Missing file hud_com_probedroid_health_icon.texture
Reqd by munged\pc\com_weap_inf_remotedroid.class.req
munged\pc\com_weap_inf_remotedroid_ord.class.req
Missing file imp_pistol_icon.texture
Reqd by munged\pc\com_weap_inf_remotedroid_blaster.class.req
Missing file hud_weap_semiauto.texture
Reqd by munged\pc\com_weap_inf_remotedroid_blaster.class.req
Missing file reticule_pistol.texture
Reqd by munged\pc\com_weap_inf_remotedroid_blaster.class.req
Missing file hud_orbital_strike_icon.texture
Reqd by munged\pc\com_weap_inf_remotedroid_destruct.class.req

=== snp_inf_ep3_engineer.lvl ===
Missing file com_weap_inf_ord_hum_sm.class
Reqd by munged\pc\com_weap_inf_shotgun_ord.class.req
Missing file com_weap_inf_equip_med.class
Reqd by munged\pc\snp_weap_inf_shotgun.class.req
munged\pc\snp_weap_inf_fusioncutter.class.req
munged\pc\snp_weap_inf_powerup_dispenser.class.req
Missing file rep_cockpit_fx.texture
Reqd by munged\pc\rep_1st_weap_inf_rifle.model.req
munged\pc\rep_weap_inf_fusioncutter.model.req
munged\pc\rep_1st_weap_inf_fusioncutter.model.req
Missing file hud_powerup_icon.texture
Reqd by munged\pc\snp_weap_inf_powerup_dispenser.class.req
Missing file hud_weap_ammo.texture
Reqd by munged\pc\snp_weap_inf_powerup_dispenser.class.req
Missing file reticule_00.texture
Reqd by munged\pc\snp_weap_inf_powerup_dispenser.class.req
Missing file rep_inf_ep3armoredpilot.texture
Reqd by munged\pc\rep_inf_ep3armoredpilot_low1.model.req

=== snp_inf_ep3_jettrooper.lvl ===
Missing file com_weap_inf_ord_hum_rocket.class
Reqd by munged\pc\com_weap_inf_rocket_launcher_ord.class.req
Missing file com_weap_inf_equip_lg.class
Reqd by munged\pc\snp_weap_inf_emp_launcher.class.req
Missing file com_weap_inf_ord_hum_sm.class
Reqd by munged\pc\com_weap_inf_commando_pistol_ord.class.req
Missing file com_weap_inf_equip_sm.class
Reqd by munged\pc\snp_weap_inf_commando_pistol.class.req
munged\pc\snp_weap_inf_thermaldetonator.class.req
Missing file rep_cockpit_fx.texture
Reqd by munged\pc\rep_1st_weap_inf_pistol.model.req
Missing file rep_inf_ep3jettrooper.model
Reqd by munged\pc\snp_inf_ep3_jettrooper.class.req
Missing file rep_inf_ep3jettrooper_low1.model
Reqd by munged\pc\snp_inf_ep3_jettrooper.class.req

=== snp_inf_ep3_marine.lvl ===
Missing file rep_weap_inf_rifle_ord.class
Reqd by munged\pc\snp_weap_inf_rifle.class.req
Missing file com_weap_inf_equip_med.class
Reqd by munged\pc\snp_weap_inf_rifle.class.req
Missing file rep_cockpit_fx.texture
Reqd by munged\pc\rep_1st_weap_inf_rifle.model.req
Missing file com_weap_inf_ord_hum_rocket.class
Reqd by munged\pc\com_weap_inf_rocket_launcher_ord.class.req
Missing file com_weap_inf_equip_lg.class
Reqd by munged\pc\snp_weap_inf_rocket_launcher.class.req
Missing file com_weap_inf_equip_sm.class
Reqd by munged\pc\snp_weap_inf_thermaldetonator.class.req

=== snp_inf_ep3_trooper.lvl ===
Missing file rep_weap_inf_rifle_ord.class
Reqd by munged\pc\snp_weap_inf_rifle.class.req
Missing file com_weap_inf_equip_med.class
Reqd by munged\pc\snp_weap_inf_rifle.class.req
munged\pc\snp_weap_inf_sniper_rifle.class.req
Missing file rep_cockpit_fx.texture
Reqd by munged\pc\rep_1st_weap_inf_rifle.model.req
Missing file rep_weap_inf_sniper_rifle_ord.class
Reqd by munged\pc\snp_weap_inf_sniper_rifle.class.req
Missing file com_weap_inf_equip_sm.class
Reqd by munged\pc\snp_weap_inf_thermaldetonator.class.req

=== snp_inf_ep4_sniper.lvl ===
Missing file rep_weap_inf_sniper_rifle_ord.class
Reqd by munged\pc\snp_weap_inf_sniper_rifle.class.req
Missing file com_weap_inf_equip_med.class
Reqd by munged\pc\snp_weap_inf_sniper_rifle.class.req
munged\pc\snp_weap_inf_autoturret_dispenser.class.req
Missing file com_weap_inf_ord_hum_sm.class
Reqd by munged\pc\com_weap_inf_pistol_ord.class.req
Missing file com_weap_inf_equip_sm.class
Reqd by munged\pc\snp_weap_inf_pistol.class.req
munged\pc\snp_weap_inf_thermaldetonator.class.req
Missing file rep_cockpit_fx.texture
Reqd by munged\pc\rep_1st_weap_inf_pistol.model.req
Missing file rep_bldg_inf_autoturret.class
Reqd by munged\pc\snp_weap_inf_autoturret_dispenser.class.req
Missing file rep_inf_ep3sniper_cape.texture
Reqd by munged\pc\rep_inf_ep3sniper_low1.model.req
Missing file rep_inf_ep3sniper.texture
Reqd by munged\pc\rep_inf_ep3sniper_low1.model.req
0 Errors 0 Warnings
this is the req:
ucft
{
REQN
{
"lvl"
"snp_inf_ep4_sniper"
"snp_inf_ep3_trooper"
"snp_inf_ep3_marine"
"snp_inf_ep3_commander"
"snp_inf_ep3_jettrooper"
"snp_inf_ep3_engineer"
}
}



snp_inf_ep3_commander's req:
Quote:
ucft
{
REQN
{
"class"
"snp_inf_ep3_commander"
}
}



snp_inf_ep4_sniper's req:
Quote:
ucft
{
REQN
{
"class"
"snp_inf_ep4_sniper"
}
}


snp_inf_ep3_trooper's req:
Quote:
ucft
{
REQN
{
"class"
"snp_inf_ep3_trooper"
}
}


snp_inf_ep3_marine's req:
Quote:
ucft
{
REQN
{
"class"
"snp_inf_ep3_marine"
}
}


snp_inf_ep3_jettrooper's req:
Quote:
ucft
{
REQN
{
"class"
"snp_inf_ep3_jettrooper"
}
}


snp_inf_ep3_engineer's req:
Quote:
ucft
{
REQN
{
"class"
"snp_inf_ep3_engineer"
}
}

I don't see anything wrong, do you?

the lua is properly set, so it's not that....
Last edited by Ipodzanyman on Thu Aug 10, 2006 10:31 pm, edited 1 time in total.
xwingguy

RE: New side problem...

Post by xwingguy »

I don't believe it has anything to do with the reqs of the units. It's the fact that the game can't find the side at all.
Ipodzanyman
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RE: New side problem...

Post by Ipodzanyman »

that's the thing, my side is put together, and has the munge folder...
xwingguy

RE: New side problem...

Post by xwingguy »

is the actual side name in uppercase or lowercase b/c lua is case-sensitive.
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RE: New side problem...

Post by Ipodzanyman »

this is the lua
--
-- 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"}



--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: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_hero_anakin",
"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_darthmaul",
"cis_hover_aat")


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

ReadDataFile("SIDE\\snp.lvl",
"snp_inf_ep4_sniper",
"snp_inf_ep3_trooper",
"snp_inf_ep3_marine",
"snp_inf_ep3_commander",
"snp_inf_ep3_jettrooper",
"snp_inf_ep3_engineer")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "snp_inf_ep3_trooper",9, 25},
assault = { "snp_inf_ep3_marine",1, 4},
engineer = { "snp_inf_ep3_engineer",1, 4},
sniper = { "snp_inf_ep4_sniper",1, 4},
officer = {"snp_inf_ep3_commander",1, 4},
special = { "snp_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_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- 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:RSM\\RSM.lvl", "RSM_conquest")
ReadDataFile("dc:RSM\\RSM.lvl", "RSM_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
-btw xwing guy, i'll be sending you the side, and if you don't mind, please tell me the problem...
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[RDH]Zerted
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RE: New side problem...

Post by [RDH]Zerted »

You need to tell the game to look for your side in your map's directory. Currently you have it looking in the game's default side folder.

Change: ReadDataFile("SIDE\\snp.lvl", to ReadDataFile("dc:SIDE\\snp.lvl",

(I think you forgot to close your qoute tags)
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RE: New side problem...

Post by Ipodzanyman »

it still crashes....now it says
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open SIDE\dc:snp.lvl
edit: oops put in the wrong area, i'll post later with results....
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RE: New side problem...

Post by Ipodzanyman »

nope, it still doesn't work.... :x
-_-
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Post by -_- »

go check if the munge actually made a snp.lvl.
archer01

Post by archer01 »

Did you create and prep a folder for the side in the "***_data/_build/sides" folder before munging? I always seem to forget to do that...
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Post by Ipodzanyman »

yes i did make the folder, and It did make a snp.lvl...
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Post by Hebes24 »

Maybe it is becauese of this:
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "snp_inf_ep3_trooper",9, 25},
assault = { "snp_inf_ep3_marine",1, 4},
engineer = { "snp_inf_ep3_engineer",1, 4},
sniper = { "snp_inf_ep4_sniper",1, 4},
officer = {"snp_inf_ep3_commander",1, 4},
special = { "snp_inf_ep3_jettrooper",1, 4},
see the bolded part? I think that's your problem, because you have the team set up as REP, but everything under it is under SNP? I'm probably wrong (most likely) but try it.
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Post by Ipodzanyman »

another problem, it is still making a SNP.lvl, I want it to be snp.lvl
-thanks hebes24, but I know it isn't that, cause if I cahanged that I would have to change the side on top of the lua...
Murdocr

Post by Murdocr »

you need to put the dc: BEFORE side\:
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Post by Ipodzanyman »

oh I'll do that too...
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Post by Teancum »

Hebes24 wrote:Maybe it is becauese of this:
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "snp_inf_ep3_trooper",9, 25},
assault = { "snp_inf_ep3_marine",1, 4},
engineer = { "snp_inf_ep3_engineer",1, 4},
sniper = { "snp_inf_ep4_sniper",1, 4},
officer = {"snp_inf_ep3_commander",1, 4},
special = { "snp_inf_ep3_jettrooper",1, 4},
see the bolded part? I think that's your problem, because you have the team set up as REP, but everything under it is under SNP? I'm probably wrong (most likely) but try it.
That has nothing to do with the problem. It could say FART and it not be a problem.
OGEB1103

Post by OGEB1103 »

I bet u haven't put the common side folder in (if you have odf files pointing to it that is?)
Hebes24
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Post by Hebes24 »

Teancum wrote:
Hebes24 wrote:Maybe it is becauese of this:
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "snp_inf_ep3_trooper",9, 25},
assault = { "snp_inf_ep3_marine",1, 4},
engineer = { "snp_inf_ep3_engineer",1, 4},
sniper = { "snp_inf_ep4_sniper",1, 4},
officer = {"snp_inf_ep3_commander",1, 4},
special = { "snp_inf_ep3_jettrooper",1, 4},
see the bolded part? I think that's your problem, because you have the team set up as REP, but everything under it is under SNP? I'm probably wrong (most likely) but try it.
That has nothing to do with the problem. It could say FART and it not be a problem.
that's why I put this phrase at the end
I wrote:I'm probably wrong (most likely)
fat_walrus

Post by fat_walrus »

Do you have a Common side in your mod side folder?
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Post by Ipodzanyman »

yes i have the common folder, it still crashes!
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