Fatal error?
Moderator: Moderators
-
^Destroyer^
Fatal error?
My map keeps crashing when i play CW, it goes to desktop and gives an error. It says:
FATAL
Could not open MISSION/AOCc_con.lvl
What is this? Here is my lua, if you need something more say it.
--
-- 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",
isUberMode = true,
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()
SetUberMode(1);
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(200)
SetMaxPlayerFlyHeight (200)
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\\kit.lvl",
"rep_hero_fisto")
ReadDataFile("dc:SIDE\\tiin.lvl",
"rep_hero_saesee")
ReadDataFile("dc:SIDE\\plo.lvl",
"rep_hero_plokoon")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_walk_atte",
"rep_hero_macewindu",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_hero_countdooku",
"cis_tread_hailfire",
"cis_walk_spider",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 300,
reinforcements = 600,
soldier = { "rep_inf_ep2_rifleman",40, 50},
assault = { "rep_inf_ep2_rocketeer",35,50},
engineer = { "rep_inf_ep2_engineer",35,50},
sniper = { "rep_inf_ep2_sniper",35,50},
officer = {"rep_inf_ep2_rocketeer_chaingun",35,50},
special = { "rep_inf_ep2_jettrooper",35,48},
},
cis = {
team = CIS,
units = 300,
reinforcements = 600,
soldier = { "cis_inf_rifleman",40, 60},
assault = { "cis_inf_rocketeer",35,60},
engineer = { "cis_inf_engineer",35,60},
sniper = { "cis_inf_sniper",35,60},
officer = {""
special = { "cis_inf_droideka",35,58},
}
}
AddUnitClass(REP, "rep_hero_fisto",1,1)
AddUnitClass(REP, "rep_hero_saesee",1,1)
AddUnitClass(REP, "rep_hero_plokoon",1,1)
SetHeroClass(CIS, "cis_hero_countdooku")
SetHeroClass(REP, "rep_hero_macewindu")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", 4)
--AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(4, 2) -- 4 spider walkers with 2 leg pairs each
AddWalkerType(4, 3) -- 4 attes with 3 leg pairs each
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker",4)
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:AOC\\AOC.lvl", "AOC_conquest")
ReadDataFile("dc:AOC\\AOC.lvl", "AOC_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
^Destroyer^
FATAL
Could not open MISSION/AOCc_con.lvl
What is this? Here is my lua, if you need something more say it.
--
-- 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",
isUberMode = true,
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()
SetUberMode(1);
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(200)
SetMaxPlayerFlyHeight (200)
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\\kit.lvl",
"rep_hero_fisto")
ReadDataFile("dc:SIDE\\tiin.lvl",
"rep_hero_saesee")
ReadDataFile("dc:SIDE\\plo.lvl",
"rep_hero_plokoon")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_walk_atte",
"rep_hero_macewindu",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_hero_countdooku",
"cis_tread_hailfire",
"cis_walk_spider",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 300,
reinforcements = 600,
soldier = { "rep_inf_ep2_rifleman",40, 50},
assault = { "rep_inf_ep2_rocketeer",35,50},
engineer = { "rep_inf_ep2_engineer",35,50},
sniper = { "rep_inf_ep2_sniper",35,50},
officer = {"rep_inf_ep2_rocketeer_chaingun",35,50},
special = { "rep_inf_ep2_jettrooper",35,48},
},
cis = {
team = CIS,
units = 300,
reinforcements = 600,
soldier = { "cis_inf_rifleman",40, 60},
assault = { "cis_inf_rocketeer",35,60},
engineer = { "cis_inf_engineer",35,60},
sniper = { "cis_inf_sniper",35,60},
officer = {""
special = { "cis_inf_droideka",35,58},
}
}
AddUnitClass(REP, "rep_hero_fisto",1,1)
AddUnitClass(REP, "rep_hero_saesee",1,1)
AddUnitClass(REP, "rep_hero_plokoon",1,1)
SetHeroClass(CIS, "cis_hero_countdooku")
SetHeroClass(REP, "rep_hero_macewindu")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", 4)
--AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(4, 2) -- 4 spider walkers with 2 leg pairs each
AddWalkerType(4, 3) -- 4 attes with 3 leg pairs each
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker",4)
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:AOC\\AOC.lvl", "AOC_conquest")
ReadDataFile("dc:AOC\\AOC.lvl", "AOC_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
^Destroyer^
-
PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
RE: Fatal error?
Its most likely in the reqs Check the mission.req in your Common folder and make sure AOCc_con is in it, then check the Common\mission\ folder and look for an AOCc_con.req. open it up and make sure it looks something like this:
Also make sure the addme lua is set up correctly (if youve edited it I can offer more help. Explain what you did since it last worked)
Hope that helps.ucft
{
REQN
{
"config"
"cor_movies"
}
REQN
{
"script"
"AOCc_con"
}
}
Also make sure the addme lua is set up correctly (if youve edited it I can offer more help. Explain what you did since it last worked)
-
^Destroyer^
RE: Fatal error?
Everything seems to be fine, i didn't made any changes to the addme.lua. It's just all very odd..... It might be a munge problem but i cleaned and munged for several times.
~EDIT~: Here are the errors it gives (the AOCc_con error is in it):
D:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\AOC\AOCc_con.lua:132: `}' expected (to close `{' at line 131) near `special'
ERROR[scriptmunge scripts\AOC\AOCc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\AOC\AOCc_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
^Destroyer^
~EDIT~: Here are the errors it gives (the AOCc_con error is in it):
D:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\AOC\AOCc_con.lua:132: `}' expected (to close `{' at line 131) near `special'
ERROR[scriptmunge scripts\AOC\AOCc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\AOC\AOCc_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
^Destroyer^
- [RDH]Zerted
- Gametoast Staff

- Posts: 2982
- Joined: Sun Feb 26, 2006 7:36 am
- Projects :: Bos Wars AI - a RTS game
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
RE: Fatal error?
Your lua is failing to compile, so it is not being munged into the .lvl, thus the game can't find it. I think your problem is a missing ,. I added it in red:
cis = {
team = CIS,
units = 300,
reinforcements = 600,
soldier = { "cis_inf_rifleman",40, 60},
assault = { "cis_inf_rocketeer",35,60},
engineer = { "cis_inf_engineer",35,60},
sniper = { "cis_inf_sniper",35,60},
officer = {""
special = { "cis_inf_droideka",35,58},
},
}
-
^Destroyer^
-
PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
Good job Zerted. Yeah Destroyer if you ever get a lua error dont even bother testing as it wont work. You need to fix those.
Just explaining the why behind the how, so you dont run into this again
Just go to whatever line it specifies and make the appropriate changes. If it doesnt tell you what to add, it should be easy to figure.(to close `{' at line 131)
Just explaining the why behind the how, so you dont run into this again
-
MercuryNoodles
- Jedi

- Posts: 1003
- Joined: Sun Mar 12, 2006 7:16 pm
- Projects :: Space - Boarding Action
- xbox live or psn: No gamertag set
-
PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
Well, now looking back on his lua, youve got it set up wrong. If you use addunit class, it needs to be set up like this:
SetupTeams{
rep = {
team = REP,
units = 210,
reinforcements = 1000,
soldier = { "rep_inf_ep2_rifleman",40, 50},
assault = { "rep_inf_ep2_rocketeer",35,50},
engineer = { "rep_inf_ep2_engineer",35,50},
sniper = { "rep_inf_ep2_sniper",35,50},
officer = {"rep_inf_ep2_rocketeer_chaingun",35,50},
special = { "rep_inf_ep2_jettrooper",35,48},
},
}
AddUnitClass(REP, "rep_hero_fisto",1,1)
AddUnitClass(REP, "rep_hero_saesee",1,1)
AddUnitClass(REP, "rep_hero_plokoon",1,1)
SetupTeams{
cis = {
team = CIS,
units = 198,
reinforcements = 800,
soldier = { "cis_inf_rifleman",40, 60},
assault = { "cis_inf_rocketeer",35,60},
engineer = { "cis_inf_engineer",35,60},
sniper = { "cis_inf_sniper",35,60},
officer = {"NEED CLASS HERE" //go to bottom -
special = { "cis_inf_droideka",35,58},
},
}
SetHeroClass(CIS, "cis_hero_countdooku")
SetHeroClass(REP, "rep_hero_macewindu")
- If you dont want an officer class, delete the entire officer line, but dont leave it blank.
SetupTeams{
rep = {
team = REP,
units = 210,
reinforcements = 1000,
soldier = { "rep_inf_ep2_rifleman",40, 50},
assault = { "rep_inf_ep2_rocketeer",35,50},
engineer = { "rep_inf_ep2_engineer",35,50},
sniper = { "rep_inf_ep2_sniper",35,50},
officer = {"rep_inf_ep2_rocketeer_chaingun",35,50},
special = { "rep_inf_ep2_jettrooper",35,48},
},
}
AddUnitClass(REP, "rep_hero_fisto",1,1)
AddUnitClass(REP, "rep_hero_saesee",1,1)
AddUnitClass(REP, "rep_hero_plokoon",1,1)
SetupTeams{
cis = {
team = CIS,
units = 198,
reinforcements = 800,
soldier = { "cis_inf_rifleman",40, 60},
assault = { "cis_inf_rocketeer",35,60},
engineer = { "cis_inf_engineer",35,60},
sniper = { "cis_inf_sniper",35,60},
officer = {"NEED CLASS HERE" //go to bottom -
special = { "cis_inf_droideka",35,58},
},
}
SetHeroClass(CIS, "cis_hero_countdooku")
SetHeroClass(REP, "rep_hero_macewindu")
- If you dont want an officer class, delete the entire officer line, but dont leave it blank.
-
^Destroyer^
- [RDH]Zerted
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PvtParts
- Jedi

- Posts: 1001
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