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Missing req when its there? [Solved]

Posted: Tue Sep 08, 2009 7:05 pm
by 501st_commander
ok, i downloaded Majin Revan's commando and made a new side for it. But i get this:
Hidden/Spoiler:
Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "rep_inf_clone_commando" (check the side's .req file)
Thats the actual error in the log except for the ones like this:
Hidden/Spoiler:
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1099
(i went through and read each error)

so here is the reqs for the commando:
cmd.req
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"rep_inf_clone_commando"
}
}
rep_inf_clone_commando.req:
Hidden/Spoiler:
uctf
{
REQN
{
"class"
"rep_inf_clone_commando"
}
}

thanks for any help.

Edit:
This is in the lvl file:
Hidden/Spoiler:
ucfb lvl_ yŠw

Re: again, missing req when its there

Posted: Tue Sep 08, 2009 8:41 pm
by Teancum
Post the lua.

Re: again, missing req when its there

Posted: Tue Sep 08, 2009 8:48 pm
by 501st_commander
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;


function ScriptPostLoad()

animateobja = OnObjectKill(
function(geo_bldg_technounion, killer)
if GetEntityName(geo_bldg_technounion) == "geo_bldg_technounion" then
PlayAnimation("ex_lander")
end
end
)

animateobja = OnObjectKill(
function(spa2_prop_minifedcruiser1, killer)
if GetEntityName(spa2_prop_minifedcruiser1) == "geo_bldg_technounion" then
PlayAnimation("moving_cruiser")
end
end
)

animateobja = OnObjectKill(
function(cis_sheild1, killer)
if GetEntityName(cis_sheild1) == "cp5" then
PlayAnimation("shield")
end
end
)


OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode")
end,
"TeleportRegion"
)
ActivateRegion("TeleportRegion")


OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode2")
end,
"TeleportRegion2"
)
ActivateRegion("TeleportRegion2")

-- Turbine Stuff --
BlockPlanningGraphArcs("turbine")



--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"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}
cp12 = CommandPost:New{name = "cp12"}




--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:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:AddCommandPost(cp12)

conquest:Start()

SetUberMode(1);

EnableSPHeroRules()

AddDeathRegion("death1")

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")
ReadDataFile("dc:Load\\common.lvl")

SetMaxFlyHeight(2000)
SetMaxPlayerFlyHeight (2000)

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\\geo.lvl;geo1cw")
ReadDataFile("dc:sound\\cwh.lvl;cwhcw")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_recon",
"rep_inf_commandersharp",
"rep_hover_fightertank",
"rep_hero_yoda",
"rep_hover_barcspeeder",
"rep_walk_atte",
"rep_fly_arc170fighter_sc",
"rep_fly_gunship",
"rep_hover_utat ")

ReadDataFile("dc:SIDE\\com.lvl",
"rep_inf_clone_commando")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_officer")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_hover_aat",
"cis_hover_stap",
"cis_inf_marine",
"cis_inf_droideka",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_engineer",
"cis_hero_grievous",
"cis_tread_hailfire",
"cis_fly_droidgunship",
"cis_fly_droidgunship_sc",
"cis_fly_droidfighter_sc")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_chaingun_tripod",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar",
"tur_bldg_spa_cis_cannon")

SetupTeams{
rep = {
team = REP,
units = 100,
reinforcements = 410,
soldier = { "rep_inf_ep3_rifleman",9, 60},
assault = { "rep_inf_ep3_rocketeer",1, 10},
engineer = { "rep_inf_ep3_engineer",1, 10},
sniper = { "rep_inf_ep3_sniper",1, 5},
recon = {"rep_inf_recon",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = {"rep_inf_clone_commando",2, 3},
commander = {"rep_inf_commandersharp",1, 1},
jedi = {"rep_hero_yoda",1, 1},

},
cis = {
team = CIS,
units = 80,
reinforcements = 400,
soldier = {"cis_inf_marine",9, 60},
assault = { "cis_inf_rocketeer",1, 10},
engineer = { "cis_inf_engineer",1, 10},
sniper = { "cis_inf_sniper",1, 5},
b2 = { "cis_inf_rifleman",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
oom = {"cis_hero_OOM9",1, 2},
jedi = {"cis_hero_grievous",1, 1},
}
}



-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 5) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 150)
SetMemoryPoolSize("CommandFlyer", 1)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntityRemoteTerminal", 10)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 70)
SetMemoryPoolSize("Music", 80)
SetMemoryPoolSize("Navigator", 300)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("SoldierAnimation", 1024)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 300)
SetMemoryPoolSize("UnitController", 300)
SetMemoryPoolSize("Weapon", 2000)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:CWH\\CWH.lvl", "CWH_conquest")
ReadDataFile("dc:CWH\\CWH.lvl", "CWH_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

function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end

local node
if nodeIn then
node = nodeIn
else
node = 0
end

local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
if charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end
the added clases are in the setup_teams.lua

Re: again, missing req when its there

Posted: Tue Sep 08, 2009 8:50 pm
by Xavious
Why are you reading him from the "com" side? In your earlier post your side was named "cmd." Or is your side named "com" and you mistakenly named the req "cmd?" Either way, make sure you sort that out.

Re: again, missing req when its there

Posted: Tue Sep 08, 2009 8:53 pm
by 501st_commander
whoa, that was a mistake, fixing that now.

Edit:
It works now. i found a typo o also:
uctf
{
REQN
{
"class"
"rep_inf_clone_commando"
}
}
i fixed that as well as the "com" bug and he works now.
thanks everyone