You're missing the classes for everyone. It says so in those "team missing class cis_inf_rocketeer" kind of things. So check what's up. Oh wait, have you munged those sides if they're custom ones?
I'm not using custom sides...it should just take the game defaults.
Here's my clone wars 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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--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:AddCommandPost(cp6)
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
I'm thinking of scrapping this. It's hard to read because I made it small so it doesn't take up space. Just copy and paste into notepad. I'm getting a crap-load of errors now and I haven't even modified anything.
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "nab2_bldg_billboards" not built: "ALL YOUR MODEL ARE BELONG TO US."
You do have the models required in the MSH foder, right? It appears to be refusing to compile things because you have odfs calling for models that don't exist.
Also, what are you doing with the CIS? The log doesn't reveal much.
Lastly, it appears you need to increase the SoldierAnimation memory pool value in your lua to 500 or higher. It's not crashworthy, but if you have a bunch of units, they won't all move at once.
Alpha
I do not know how to get rid of the problem but if you look at the topic "Lack of Errors, but map still crashes" by
Slayer_Hunter_J he was getting the same errors and managed to get rid of them so may be he could help you with
your problem. It would be a shame to turf a map after a lot of hard work went into it.