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Random Geometry lua error

Posted: Mon Mar 28, 2011 11:15 pm
by ACEwithSPADES
So i copied Kineto script for random geometry but it comes up saying that end is to close to the end of the file?
Script
Hidden/Spoiler:
--
-- 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;


interval = 10 --i had been testing this at 10 second waves, but it could be changed
--in MP, it will probably cause each 15 second spawn-wave to be the same model
skintimer = CreateTimer("timeout") -- i don't know what significance "timeout" has, copied from hoth campaign this way
SetTimerValue(skintimer , interval )
--ShowTimer(skintimer ) --uncomment this line to see the timer onscreen
skin = 1
maxskin = 3

OnTimerElapse(
function(timer)


if (skin == 1) then
SetClassProperty("rep_inf_ep2_rifleman", "GeometryName", "rep_inf_jettro0per")
SetClassProperty("rep_inf_ep2_rifleman", "GeometryLowRes", "rep_inf_jettro0per")
SetClassProperty("rep_inf_clone_commando_Boss", "GeometryName", "rep_inf_Clone_Commando_Scorch")
SetClassProperty("rep_inf_clone_commando_Boss", "GeometryLowRes", "rep_inf_Clone_Commando_Scorch_low1")
end
if (skin == 2) then
SetClassProperty("rep_inf_ep2_rifleman", "GeometryName", "rep_inf_jettr0oper")
SetClassProperty("rep_inf_ep2_rifleman", "GeometryLowRes", "rep_inf_jettr0oper")
SetClassProperty("rep_inf_clone_commando_Boss", "GeometryName", "rep_inf_Clone_Commando_Fixer")
SetClassProperty("rep_inf_clone_commando_Boss", "GeometryLowRes", "rep_inf_Clone_Commando_Fixer_low1")
end
if (skin == 3) then
SetClassProperty("rep_inf_ep2_rifleman", "GeometryName", "rep_inf_jettroop3r")
SetClassProperty("rep_inf_ep2_rifleman", "GeometryLowRes", "rep_inf_jettroop3r")
SetClassProperty("rep_inf_clone_commando_Boss", "GeometryName", "rep_inf_Clone_Commando_Sev")
SetClassProperty("rep_inf_clone_commando_Boss", "GeometryLowRes", "rep_inf_Clone_Commando_Sev_low1")
end


skin = skin + 1

if (skin > maxskin) then
skin = 1
end

--ShowTimer(nil)
--DestroyTimer(timer)



SetTimerValue(skintimer , interval )
StartTimer(skintimer)


end,
skintimer
)
StartTimer(skintimer) --starts the timer the first time, after it starts, it will restart itself one ending.

--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
SetMemoryPoolSize ("SoldierAnimation",800)
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_sergeant",
"rep_inf_ep2_lieutanant",
"rep_inf_ep2_captain",
"rep_inf_ep2_commander",
"rep_inf_ep2_pilot",
"rep_inf_ep2_major",
"rep_inf_clone_commando_Boss",
"rep_inf_ep2_rifleman" )
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{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",9, 25},
assault = { "rep_inf_ep2_pilot",1, 4},
engineer = { "rep_inf_ep2_sergeant",1, 4},
sniper = { "rep_inf_ep2_lieutanant",1, 4},
officer = {"rep_inf_ep2_captain",1, 4},
special = { "rep_inf_ep2_major",1, 4},

},
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},
},
}
AddUnitClass(REP,"rep_inf_ep2_commander",1, 4)
AddUnitClass(REP,"rep_inf_clone_commando_Boss",1, 4)

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- 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:A2M\\A2M.lvl", "A2M_conquest")
ReadDataFile("dc:A2M\\A2M.lvl", "A2M_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
Error log
Hidden/Spoiler:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\A2M\A2Mc_con.lua:92: <eof> expected near `end'
ERROR[scriptmunge scripts\A2M\A2Mc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\A2M\A2Mc_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
thanks for the help!

Re: Random Geometry lua error

Posted: Tue Mar 29, 2011 12:12 am
by Firefang
Try adding another end here

Code: Select all

conquest:Start()

EnableSPHeroRules()
end
end

Re: Random Geometry lua error

Posted: Tue Mar 29, 2011 12:19 am
by AceMastermind
The 'end' on line 92 closes out function ScriptPostLoad() which happens to be missing from your script. You really should use a code editor with syntax highlighting so you can identify these mistakes easily, this one could be spotted instantly in Notepad++.