Wampa Side

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Wampa Side

Post by DarthD.U.C.K. »

I make a Wanmpaside, i edit 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\\wam.lvl",
"wam_inf_wampahunter",
"wam_inf_wamparocketeer",
"wam_inf_wampaengineer",
"wam_inf_wampasniper",
"wam_inf_wampaofficer",
"wam_inf_wampatankbuster",
"wam_inf_wampaspy",
"wam_inf_wampamarine",
"wam_hero_wampajedi",

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")

SetupTeams{
wam = {
team = WAM,
units = 20,
reinforcements = 150,
soldier = { "wam_inf_wampahunter",9, 25},
assault = { "wam_inf_wamparocketeer",1, 4},
engineer = { "wam_inf_wampaengineer",1, 4},
sniper = { "wam_inf_wampasniper",1, 4},
officer = {"wam_inf_wampaofficer",1, 4},
special = { "wam_inf_wampatankbuster",1, 4},
},
}
AddUnitClass(ALL,"wam_inf_wampamarine", 1,2)
AddUnitClass(ALL,"wam_inf_wampaspy", 1,2)

SetupTeams(
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(WAM, "wam_hero_wampajedi")


-- 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:ASD\\ASD.lvl", "ASD_conquest")
ReadDataFile("dc:ASD\\ASD.lvl", "ASD_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
and here is the mungelog
ERROR[levelpack mission\ASDc_con.req]:Expecting bracket, but none was found.
File : munged\pc\asdc_con.script.req(1)...

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

ucft <--

2 Errors 0 Warnings
in wich layer i can ad objekts?
Linus

RE: Wampa Side

Post by Linus »

It should be :

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\wam.lvl",
"wam_inf_wampahunter",
"wam_inf_wamparocketeer",
"wam_inf_wampaengineer",
"wam_inf_wampasniper",
"wam_inf_wampaofficer",
"wam_inf_wampatankbuster",
"wam_inf_wampaspy",
"wam_inf_wampamarine",
"wam_hero_wampajedi")


- Linus
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

RE: Wampa Side

Post by DarthD.U.C.K. »

I fix this, but it dont works
Linus

RE: Wampa Side

Post by Linus »

Do you have the wam.LeVeL file in your side folder ?...

- Linus
]v[

RE: Wampa Side

Post by ]v[ »

-- WAM Attacking (attacker is always #1)
WAM = 1;
CIS = 2;
-- These variables do not change
ATT = WAM;
DEF = CIS;


And...

ReadDataFile("DC:SIDE\\wam.lvl",
Linus

RE: Wampa Side

Post by Linus »

Well, I guess ]v[ is right. Honestly speaking, I am a newbie when it comes up to LUA scripts...

- Linus
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Post by DarthD.U.C.K. »

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

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- WAM Attacking (attacker is always #1)
WAM = 1;
CIS = 2;
-- These variables do not change
ATT = WAM;
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"}


--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: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(300)
SetMaxPlayerFlyHeight (300)

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("DC:SIDE\\wam.lvl",
"wam_inf_wampahunter",
"wam_inf_wamparocketeer",
"wam_inf_wampaengineer",
"wam_inf_wampasniper",
"wam_inf_wampaofficer",
"wam_inf_wampatankbuster",
"wam_inf_wampaspy",
"wam_inf_wampamarine",
"wam_hero_wampajedi")

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")

SetupTeams{
wam = {
team = WAM,
units = 20,
reinforcements = 150,
soldier = { "wam_inf_wampahunter",9, 25},
assault = { "wam_inf_wamparocketeer",1, 4},
engineer = { "wam_inf_wampaengineer",1, 4},
sniper = { "wam_inf_wampasniper",1, 4},
officer = {"wam_inf_wampaofficer",1, 4},
special = { "wam_inf_wampatankbuster",1, 4},
},
}
AddUnitClass(wam,"wam_inf_wampamarine", 1,2)
AddUnitClass(wam,"wam_inf_wampaspy", 1,2)

SetupTeams(
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(WAM, "wam_hero_wampajedi")


-- 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:ASD\\ASD.lvl", "ASD_conquest")
ReadDataFile("dc:ASD\\ASD.lvl", "ASD_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
mungelog:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\ASD\ASDc_con.lua:118: `)' expected (to close `(' at line 117) near `='
ERROR[scriptmunge scripts\ASD\ASDc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\ASD\ASDc_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

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

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

ucft <--

2 Errors 0 Warnings

PS:In which layeri can ad objekts?
The_Emperor
Supreme Galactic Ruler
Posts: 2118
Joined: Sat Dec 10, 2005 6:30 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Waaaaay over there.

Post by The_Emperor »

As for the LUA:

As you can see from the error report something's wrong in line 117/118, missing a { or } or something like that.. Open the lua, pres ctrl 117 (or 118..) and you'll be at the line(s) with the mistake.

EDIT: I checked myself and the ( in line 117 should be a {, so
SetupTeams{
cis = {
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Post by DarthD.U.C.K. »

Oh no!!! I munge (no errors)
load the map and are on my desktop again!!!!! :evil: :evil: :evil:
here the officers odf:
[GameObjectClass]
ClassParent = "rep_inf_default_officer"


[Properties]
GeometryName = "hot_inf_wampa"
GeometryLowRes = "hot_inf_wampa_low1"
FirstPerson = "REP\repcomm;rep_1st_clonecommander"

AnimationName = "clonecommander"

MaxSpeed = 6.0 // base forward speed
MaxStrafeSpeed = 4.5 // base right/left speed

ScanningRange = 30.0
TransmitRange = 300.0

WEAPONSECTION = 1
WeaponName = "rep_weap_inf_chaingun"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_pistol"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_buff_defense"
WeaponAmmo = 1
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_inf_remotedroid"
WeaponAmmo = 1
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6


VOUnitType = 121
in which layer i can ad objekts???
Dragon93
Rebel Warrant Officer
Rebel Warrant Officer
Posts: 315
Joined: Tue Mar 14, 2006 2:55 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Post by Dragon93 »

ֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱ
Why is everything in there? If you have it's parent as rep_inf_default_officer, you need to have that in your odfs and you don't need all the weapons stuff in the officer odf, those things are in the default officer odf, take a look at one before you edited it.
ֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱ
- Dragon93
fat_walrus

Post by fat_walrus »

OffTopic: you base layer

Ontopic: your LUA is correct now, the reason it is crashing is because your odfs and matching up properly. If it still crashes, run modtools and post it's log.

(use the search engine if you don't know what the modtools is)
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Post by DarthD.U.C.K. »

i know what modtools is, ive got the dvd-version
mungelog:
ERROR[levelpack mission\ASDc_con.req]:Expecting bracket, but none was found.
File : munged\pc\asdc_con.script.req(1)...

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

ucft <--

2 Errors 0 Warnings
Post Reply