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Lua error [Solved]

Posted: Tue May 15, 2012 3:29 pm
by brant777
i went to munge my map and i got these errors
Hidden/Spoiler:
C:\BF2_ModTools\data_JAM\_BUILD\Common\..\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\JAM\JAMg_eli.lua:57: unexpected symbol near `“'
ERROR[scriptmunge scripts\JAM\JAMg_eli.lua]:Could not read input file.ERROR[scriptmunge scripts\JAM\JAMg_eli.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

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

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

ucft <--

2 Errors 0 Warnings
can anyone help me out here?

Here is my Lua
Hidden/Spoiler:
--
-- 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("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")

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

SetMaxFlyHeight(800)
SetMaxPlayerFlyHeight(800)
AllowAISpawn(IMP, false)
AllowAISpawn(ALL, false)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile(“dc:SIDE\\plo.lvl",
"rep_hero_plokoon”)
ReadDataFile("SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_master_01",
"jed_master_02",
"jed_master_03",
"jed_sith_01",
"jed_runner")

ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_fly_snowspeeder")
ReadDataFile("SIDE\\GAM.lvl",
"gam_inf_gamorreanguard")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hero_emperor",
"imp_hero_bobafett",
"imp_hover_speederbike")

ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_cloakedanakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan",
"rep_fly_anakinstarfighter_sc",
"rep_fly_gunship",
"rep_fly_arc170fighter_sc")

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

--[[ 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,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)
AddUnitClass(ALL,"rep_hero_plokoon",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)

SetTeamName (3, "jed")
AddUnitClass (3, "jed_knight_01", 1,2)
AddUnitClass (3, "jed_knight_02", 1,2)
AddUnitClass (3, "jed_knight_03", 1,2)
AddUnitClass (3, "jed_knight_04", 1,2)
AddUnitClass (3, "jed_master_01", 1,2)
AddUnitClass (3, "jed_master_02", 1,2)
AddUnitClass (3, "jed_master_03", 1,2)
AddUnitClass (3, "jed_runner", 1,2)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)

SetTeamName (4, "GAM")
AddUnitClass (4, "gam_inf_gamorreanguard", 8,15)

SetUnitCount (8, 15)
AddAIGoal(4, "Deathmatch", 100)

SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamAsEnemy(4,3)
SetTeamAsEnemy(3,4)

SetTeamAsEnemy(ATT,4)
SetTeamAsEnemy(4,ATT)
SetTeamAsFriend(DEF,4)
SetTeamAsFriend(4,DEF)

-- 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", 32) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityHover", 32)
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)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:JAM\\JAM.lvl", "JAM_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

Re: please help!!!

Posted: Tue May 15, 2012 3:45 pm
by ARCTroopaNate
Go into notepad and navigate to line 57, the error should then be apparent. As of now I can't see any glaring errors. Please post that line of your lua.

Re: please help!!!

Posted: Tue May 15, 2012 5:28 pm
by brant777
ARCTroopaNate wrote:Go into notepad and navigate to line 57, the error should then be apparent. As of now I can't see any glaring errors. Please post that line of your lua.
uh, how do i find line 57? do i count down or is there an easier way?

Re: please help!!!

Posted: Tue May 15, 2012 5:40 pm
by AQT
Click Edit > Go To..., and type in the line number. Then click OK.

Re: please help!!!

Posted: Tue May 15, 2012 5:40 pm
by ARCTroopaNate
You could count down (I used to that) or you could hit edit - Go to then type in 57. :D

EDIT: Dang it! Ninja'd by AQT :(

Re: please help!!!

Posted: Tue May 15, 2012 5:41 pm
by Marth8880
You use Notepad++.

Re: please help!!!

Posted: Tue May 15, 2012 6:11 pm
by brant777
ok i fixed the line but i keep getting these errors
Hidden/Spoiler:
C:\BF2_ModTools\data_JAM\_BUILD\Common\..\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\JAM\JAMg_eli.lua:57: unexpected symbol near `“'
ERROR[scriptmunge scripts\JAM\JAMg_eli.lua]:Could not read input file.ERROR[scriptmunge scripts\JAM\JAMg_eli.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

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

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

ucft <--

2 Errors 0 Warnings
one other thing i noticed is when i munged i got this
Hidden/Spoiler:
Common\munge PC
Copying premunged files from MUNGED...
0 File(s) copied
Copying premunged files from MUNGED\PC...
Done
1 file(s) moved.
1 file(s) moved.
Munging JAMg_eli.lua

**** ERROR: luac returned 1
ERROR reading processed script
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
the rest of the munge is fine tho. i think this started after i added a custom character.
btw here is the line you wanted.
Hidden/Spoiler:
ReadDataFile(“dc:SIDE\\plo.lvl")

Re: please help!!!

Posted: Tue May 15, 2012 6:41 pm
by AQT
You're not supposed to close that line off with a end parenthesis. It should be a comma. Also, you're using the incorrect opening quotation mark. It should be:

Code: Select all

"
Instead of:

Code: Select all


Re: please help!!!

Posted: Tue May 15, 2012 6:55 pm
by brant777
that seemed to have done the trick, it works like a charm now, thank you very much. :wink: