Custom Sides Error

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DarthAphotic
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Custom Sides Error

Post by DarthAphotic »

My friend and I made new custom units for our map, and we followed everything in the documentation and the custom sides thread in the FAQ, however there is a problem.

Image

The VisualMunge error log targets it as this being the problem, and here's the SWBF2 error code:
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(112)
OpenScript(HOEg_eli): script (de72e4bf) not found

Message Severity: 5
C:\Battlefront2\main\Battlefront2\Source\GameState.cpp(1283)
Could not open MISSION\HOEg_eli.lvl
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Nedarb7
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Re: Custom Sides Error

Post by Nedarb7 »

Could you post the LUA?
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Re: Custom Sides Error

Post by DylanRocket »

Hmmmmm.......

That image.Is that a mode?If so,is that all you put in there?I'm not the best modder but if that is all you put you need the rest of the stuff.

A lua would be good like the post above.
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Re: Custom Sides Error

Post by Marth8880 »

Post your LUA, please, as well as any sort of munge log that may have popped up.
DylanRocket wrote:Hmmmmm.......

That image.Is that a mode?If so,is that all you put in there?I'm not the best modder but if that is all you put you need the rest of the stuff.

A lua would be good like the post above.
That's the munged script; most of its contents should be illegible and they aren't supposed to look necessarily "normal". However, lol, the Lua munge should have put more junk in the file, but didn't, likely due to a syntax or just general error in his script. :P
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Re: Custom Sides Error

Post by DylanRocket »

Marth8880 wrote:Post your LUA, please, as well as any sort of munge log that may have popped up.
DylanRocket wrote:Hmmmmm.......

That image.Is that a mode?If so,is that all you put in there?I'm not the best modder but if that is all you put you need the rest of the stuff.

A lua would be good like the post above.
That's the munged script; most of its contents should be illegible and they aren't supposed to look necessarily "normal". However, lol, the Lua munge should have put more junk in the file, but didn't, likely due to a syntax or just general error in his script. :P
I am basically still a beginner so I can't really help with him.Maybe you can.I love your Mass Effect mod.It is great. :bowdown:
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Re: Custom Sides Error

Post by Marth8880 »

Lol. Thanks. :)
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Re: Custom Sides Error

Post by DarthAphotic »

Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end


---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")

ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hero_emperor",
"imp_hero_bobafett")

ReadDataFile(dc:SIDE\\SET.lvl",
"SE1_sith_inquisitor",
"SE1_sith_commando",
"SE1_sith_sniper")

ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_anakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan")

ReadDataFile("SIDE\\cis.lvl",
"cis_hero_grievous",
"cis_hero_darthmaul",
"cis_hero_countdooku",
"cis_hero_jangofett")

--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]

--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")

SetupTeams{
hero = {
team = ALL,
units = 12,
reinforcements = -1,
soldier = { "all_hero_hansolo_tat", 1,2},
assault = { "all_hero_chewbacca", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}

AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)

SetupTeams{
villain = {
team = IMP,
units = 12,
reinforcements = -1,
soldier = { "imp_hero_bobafett", 1,2},
assault = { "imp_hero_darthvader",1,2},
engineer= { "cis_hero_darthmaul", 1,2},
sniper = { "SET_sith_commando", 1,2},
officer = { "SET_sith_sniper", 1,2},
special = { "SET_sith_inquisitor, 1,2},

},
}
AddUnitClass(IMP, "rep_hero_anakin",1,2)
AddUnitClass(IMP, "cis_hero_countdooku",1,2)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:HOE\\HOE.lvl", "HOE_eli")
SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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")

SetAttackingTeam(ATT)

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
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Re: Custom Sides Error

Post by DylanRocket »

Maybe the Command posts?Or maybe the wampa.
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Re: Custom Sides Error

Post by DarthAphotic »

I don't believe so
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Nedarb7
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Re: Custom Sides Error

Post by Nedarb7 »

When you munge do you see something similar to this at the start of the munge when you save the LUA?:
****ERROR****
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Re: Custom Sides Error

Post by DylanRocket »

Off topic:
What map is it?

On topic:
Did you customize the sides?
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Re: Custom Sides Error

Post by DarthAphotic »

Yes it does, it also lists this in the VisualMunger error log-
Hidden/Spoiler:
ERROR[levelpack mission\HOEg_eli.req]:Expecting bracket, but none was found.
File : munged\pc\hoeg_eli.script.req(1)...

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

ucft <--

2 Errors 0 Warnings

ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings
It directs to the blank file that I posted an image to as seen above.

_

It's just a test map, we didn't want to risk screwing up the LUA, ect. to the real one, which is Malachor V, for SWBF2's ~SITH EMPIRE~ guild.

_

Yes, that's what I mentioned in the title.
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Re: Custom Sides Error

Post by Bob »

DarthAphotic wrote: special = { "SET_sith_inquisitor", 1,2},
You are missing a " here.
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Re: Custom Sides Error

Post by Glitch25 »

Bob wrote:
DarthAphotic wrote: special = { "SET_sith_inquisitor", 1,2},
You are missing a " here.
:yes: I ran into this problem so many times in the past. It's funny how one little mistake like that will cause some major problems. It can be an easy fix, you just need to be as observant as Bob was, really pay attention to each change you make. :D
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Re: Custom Sides Error

Post by DarthAphotic »

Thank you Bob! Munged perfectly...but now..

It isn't munging the SET.lvl file for the map folder you put in your addon folder.
I checked SET under Sides when I munged it and Common as well.
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\SET.lvl

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!
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Re: Custom Sides Error

Post by Locutus »

Looks like the munge of your custom side failed.
Any errors when you munge SET?
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Re: Custom Sides Error

Post by DarthAphotic »

All my REQ. files seem be in order. Is it talking about the Sides REQ. or the Game Req. though?
Hidden/Spoiler:
ERROR[levelpack SET.req]:Expecting bracket, but none was found.
File : munged\pc\set_sith_commando.lvl.req(1)...

ucft <--
ERROR[levelpack SET.req]:Expecting bracket, but none was found.
File : munged\pc\set_sith_commando.lvl.req(1)...

ucft <--

2 Errors 0 Warnings
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Re: Custom Sides Error

Post by Bob »

The munge has problems with the set_sith_commando.lvl.req. This could mean a lot of things, but the problem has something to do with your set_sith_commando unit. May we see the unit's and the side's REQ?
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Re: Custom Sides Error

Post by DarthAphotic »

Unit Req.-
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"SET_sith_commando"
}
}
Side Req.-
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"SET_sith_inquisitor"
"SET_sith_commando"
"SET_sith_sniper"
}
}
*The { }'s are spaced correctly and match the JDI Example perfectly, they just look that way on here.
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Re: Custom Sides Error

Post by Bob »

The REQs are fine, one more source of trouble I can think of would be the unit's ODF. Search it for
mistakes or just post it.
Something else I noticed in your LUA, when you load the units you refer to them as SE1_sith_something and when you set up the sides as SET_sith_something.
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