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Re: Geometry not found error

Posted: Fri Apr 16, 2010 6:03 pm
by skelltor
ok but any idea why its just cis heros that dont work? And i had just changed grivous to use ace's cape and it says it's missing the msh so why would it munge the changed odf but not the new mshs?


edit i did a manual clean but it did not work :cry: ARGGGGGGGG :runaway:

edit2 i found this in my munge log for my map would it cause a ctd?
C:\BF2_ModTools\data_TN4\_BUILD\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TN4\TN4c_con.lua:158: `)' expected (to close `(' at line 119) near `AddUnitClass'
ERROR[scriptmunge scripts\TN4\TN4c_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TN4\TN4c_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

Re: Geometry not found error

Posted: Fri Apr 16, 2010 6:21 pm
by AQT
Yes, it's telling you that you have an error in your TN4c_con.lua file at line 119. Pretty self-explanatory I'd say.

Re: Geometry not found error

Posted: Fri Apr 16, 2010 6:42 pm
by skelltor
Ok ummm how do i fix it? sorry i am really new to luas. :oops:

edit here is my lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()

AddDeathRegion("turbinedeath")

KillObject("blastdoor")
DisableBarriers("barracks")
DisableBarriers("liea")
SetMapNorthAngle(180)

-- Turbine Stuff --
BlockPlanningGraphArcs("turbine")
OnObjectKillName(destturbine, "turbineconsole")
OnObjectRespawnName(returbine, "turbineconsole")


cp4 = CommandPost:New{name = "CP4CON"}
cp5 = CommandPost:New{name = "CP5CON"}
cp6 = CommandPost:New{name = "CP6CON"}
cp7 = CommandPost:New{name = "CP7CON"}

conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()

EnableSPHeroRules()

--Setup Timer--

timeConsole = CreateTimer("timeConsole")

SetTimerValue(timeConsole, 0.3)

StartTimer(timeConsole)
OnTimerElapse(
function(timer)
SetProperty("turbineconsole", "CurHealth", GetObjectHealth("turbineconsole") + 1)
DestroyTimer(timer)
end,
timeConsole
)


end

function destturbine()
UnblockPlanningGraphArcs("turbine")
PauseAnimation("Turbine Animation")
RemoveRegion("turbinedeath")
-- SetProperty("woodr", "CurHealth", 15)
end

function returbine()
BlockPlanningGraphArcs("turbine")
PlayAnimation("Turbine Animation")
AddDeathRegion("turbinedeath")
-- SetProperty("woodr", "CurHealth", 15)
end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(840000)
SetPS2ModelMemory(4990000)
ReadDataFile("ingame.lvl")
SetWorldExtents(1064.5)

-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2


ReadDataFile("sound\\tan.lvl;tan1cw")

ReadDataFile("SIDE\\BFSM\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_commando",
"rep_inf_shadow",
"rep_inf_ep3_commander",
"rep_hero_shaakti")

ReadDataFile("SIDE\\BFSM\\501.lvl",
"rep_inf_501_rifleman",
"rep_inf_501_rocketeer",
"rep_inf_501_engineer",
"rep_inf_501_sniper",
"rep_inf_501_officer",
"rep_inf_501_jettrooper",
"rep_inf_501_commander")

ReadDataFile("SIDE\\BFSM\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_neimoidian_officer",
"cis_inf_sniper",
"cis_inf_rocket_battledroid",
"cis_inf_spy",
"cis_inf_bx_commando",
"cis_inf_commander",
SetupTeams{

rep={
team = REP,
units = 24,
reinforcements = 250,
soldier = {"rep_inf_ep3_rifleman", 6, 25},
assault = {"rep_inf_ep3_rocketeer", 1, 4},
engineer = {"rep_inf_ep3_engineer", 1, 4},
sniper = {"rep_inf_ep3_sniper", 1, 4},
officer = {"rep_inf_ep3_officer", 1, 4},
special = {"rep_inf_ep3_jettrooper", 1, 4},


},

cis={
team = CIS,
units = 24,
reinforcements = 250,
soldier = {"cis_inf_rifleman",6, 25},
assault = {"cis_inf_rocketeer",1, 4},
engineer = {"cis_inf_engineer",1, 4},
sniper = {"cis_inf_sniper",1, 4},
officer = {"cis_inf_neimoidian_officer",1, 4},
special = {"cis_inf_rocket_battledroid",1, 4},
}
}

AddUnitClass(REP, "rep_inf_shadow",1,2)
AddUnitClass(REP, "rep_inf_commando",1,2)
AddUnitClass(REP, "rep_inf_ep3_commander",0,1)
AddUnitClass(CIS, "cis_inf_spy",1,2)
AddUnitClass(CIS, "cis_inf_bx_commando",1,2)
AddUnitClass(CIS, "cis_inf_commander",0,1



-- Hero Setup Section --

SetHeroClass(REP, "rep_hero_shaakti")
SetHeroClass(CIS, "cis_hero_grievous")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 5) -- number of droidekas

local weaponCnt = 177
local guyCnt = 32
SetMemoryPoolSize ("Aimer", 17)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 250)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 18)
SetMemoryPoolSize ("EntitySoundStream", 14)
SetMemoryPoolSize ("EntitySoundStatic", 29)
SetMemoryPoolSize ("EntityFlyer", 6)
SetMemoryPoolSize ("MountedTurret", 2)
SetMemoryPoolSize ("Navigator", guyCnt)
SetMemoryPoolSize ("Obstacle", 250)
SetMemoryPoolSize ("PathFollower", guyCnt)
SetMemoryPoolSize ("PathNode", 384)
SetMemoryPoolSize ("SoundspaceRegion", 15)
SetMemoryPoolSize ("TentacleSimulator", 0)
SetMemoryPoolSize ("TreeGridStack", 150)
SetMemoryPoolSize ("UnitAgent", guyCnt)
SetMemoryPoolSize ("UnitController", guyCnt)
SetMemoryPoolSize ("Weapon", weaponCnt)


-- SetMemoryPoolSize("Obstacle", 182)
--
SetSpawnDelay(10.0, 0.25)
ReadDataFile("tan\\tan1.lvl", "tan1_conquest")
SetDenseEnvironment("false")
AISnipeSuitabilityDist(30)
--AddDeathRegion("Sarlac01")
-- SetMaxFlyHeight(90)
-- SetMaxPlayerFlyHeight(90)

-- Sound Stats

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\\tan.lvl", "tan1")
OpenAudioStream("sound\\tan.lvl", "tan1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tan.lvl", "tan1_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_tan_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_tan_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_tan_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_tan_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_tan_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_tan_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tan_amb_victory")
SetDefeatMusic (REP, "rep_tan_amb_defeat")
SetVictoryMusic(CIS, "cis_tan_amb_victory")
SetDefeatMusic (CIS, "cis_tan_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")


-- Camera Stats
AddCameraShot(0.233199, -0.019441, -0.968874, -0.080771, -240.755920, 11.457644, 105.944176);
AddCameraShot(-0.395561, 0.079428, -0.897092, -0.180135, -264.022278, 6.745873, 122.715752);
AddCameraShot(0.546703, -0.041547, -0.833891, -0.063371, -309.709900, 5.168304, 145.334381);

end
edit2 Now i get a fatel error when i click launch after i add my map to the playlist.

Re: Geometry not found error

Posted: Fri Apr 16, 2010 6:43 pm
by impspy
Change:

Code: Select all

ReadDataFile("SIDE\\BFSM\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_neimoidian_officer",
"cis_inf_sniper",
"cis_inf_rocket_battledroid",
"cis_inf_spy",
"cis_inf_bx_commando",
"cis_inf_commander",
To:

Code: Select all

ReadDataFile("SIDE\\BFSM\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_neimoidian_officer",
"cis_inf_sniper",
"cis_inf_rocket_battledroid",
"cis_inf_spy",
"cis_inf_bx_commando",
"cis_inf_commander")

Re: Geometry not found error

Posted: Fri Apr 16, 2010 6:45 pm
by skelltor
ummm how are they different?

Re: Geometry not found error

Posted: Fri Apr 16, 2010 6:46 pm
by impspy
skelltor wrote:ummm how are they different?
Look very closely at the end ;)

Re: Geometry not found error

Posted: Fri Apr 16, 2010 6:47 pm
by skelltor
Oh ok thx its ) at the end instead of ,right?

Re: Geometry not found error

Posted: Fri Apr 16, 2010 6:48 pm
by impspy
skelltor wrote:Oh ok thx its ) at the end instead of ,right?

No problem, that should do it. ;)

Re: Geometry not found error

Posted: Fri Apr 16, 2010 6:49 pm
by skelltor
that will fix the fatal error? cool thx

Re: Geometry not found error

Posted: Fri Apr 16, 2010 6:49 pm
by AQT
@skeltor: Next time if get an error where the log gives you a line number, open your LUA in Notepad and go to Edit>Go To..., type in the line number, and hit enter. It will take you to that line. Then see for yourself carefully what is wrong with it (is it missing a comma or parenthese somewhere, etc.). Fix it if you can, otherwise post it.

Re: Geometry not found error

Posted: Sat Apr 17, 2010 9:52 am
by skelltor
Oh ok i will do that next time. :D

edit :cry: Well it fixed grivous but now it says the neimiadian officer is missing his geometry.
:runaway:

edit it only seems to be happening with cis for some reason its really odd.