XL crash [Solved]

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
acryptozoo
Master Bounty Hunter
Master Bounty Hunter
Posts: 1642
Joined: Wed Jun 03, 2009 3:14 pm
Projects :: Yavin Mappack
Games I'm Playing :: Homeworld 2
xbox live or psn: acryptozoo
Location: in the jungles of Yavin IV
Contact:

XL crash [Solved]

Post by acryptozoo »

Hello GT

been working on adding XL today but im getting some munge errors
and it wont load any of my game modes

munge log
Hidden/Spoiler:
C:\BF2_ModTools\data_Y4P\_BUILD\Common\..\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\Y4P\Y4pg_xl.lua:45: `}' expected (to close `{' at line 35) near `xl'
ERROR[scriptmunge scripts\Y4P\Y4pg_xl.lua]:Could not read input file.ERROR[scriptmunge scripts\Y4P\Y4pg_xl.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

ERROR[levelpack mission\Y4Pg_con.req]:Expecting bracket, but none was found.
File : munged\pc\y4pg_xl.script.req(1)...

ucft <--
ERROR[levelpack mission\Y4Pg_con.req]:Expecting bracket, but none was found.
File : munged\pc\y4pg_xl.script.req(1)...

ucft <--
[continuing]
ERROR[levelpack mission\Y4Pg_xl.req]:Expecting bracket, but none was found.
File : munged\pc\y4pg_xl.script.req(1)...

ucft <--
ERROR[levelpack mission\Y4Pg_xl.req]:Expecting bracket, but none was found.
File : munged\pc\y4pg_xl.script.req(1)...

ucft <--
[continuing]
ERROR[levelpack mission\y4p_xl.req]:Expecting bracket, but none was found.
File : munged\pc\y4pg_xl.script.req(1)...

ucft <--
ERROR[levelpack mission\y4p_xl.req]:Expecting bracket, but none was found.
File : munged\pc\y4pg_xl.script.req(1)...

ucft <--
[continuing]
6 Errors 0 Warnings
xl lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")

---------------------------------------------------------------------------
-- 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()

--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"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp10 = CommandPost:New{name = "cp10"}

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

TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 650,


--This adds the CPs to the objective. This needs to happen after the objective is set up
xl:AddCommandPost(cp1)
xl:AddCommandPost(cp2)
xl:AddCommandPost(cp3)
xl:AddCommandPost(cp4)
xl:AddCommandPost(cp5)
xl:AddCommandPost(cp6)
xl:AddCommandPost(cp7)
xl:AddCommandPost(cp8)
xl:AddCommandPost(cp9)
xl:AddCommandPost(cp10)

TDM:Start()



EnableSPHeroRules()

end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
SetUberMode(1);
ReadDataFile("ingame.lvl")

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

SetMaxFlyHeight(4000)
SetMaxPlayerFlyHeight(4000)

SetTeamAggressiveness(ALL, 0.6)
SetTeamAggressiveness(IMP, 1.0)

ReadDataFile("dc:sound\\acr.lvl;acrgcw")
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("sound\\end.lvl;end1gcw")
ReadDataFile("dc:SIDE\\\\des.lvl",
"all_inf_wuher",
"all_inf_pilot",
"des_knight_03",
"all_inf_aqualish",
"all_inf_tatooinehansolo")

ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"imp_hover_speederbike",
"com_hover_light_attack_speeder",
"all_hero_luke_pilot" )

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_hover_speederbike",
"imp_hero_darthvader",
"YV-929",
"rep_walk_oneman_atst",
"imp_fly_destroyer_dome" )

ReadDataFile("SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_master_01",
"jed_master_02",
"jed_master_03",
"jed_sith_01",
"jed_runner")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

-- Level Stats
-- ClearWalkers()
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(0, 0) -- 0 droidekas
AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 85)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandHover", 2)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 100)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize ("SoldierAnimation",800) -- should be ~1x #combo
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
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("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)


SetupTeams{
all = {
team = ALL,
units = 100,
reinforcements = 550,
soldier = { "all_inf_rifleman",9, 95},
assault = { "all_inf_rocketeer",1,74},
engineer = { "all_inf_engineer",1,75},
sniper = { "all_inf_sniper",1,54},
officer = { "all_inf_officer",1,45},
special = { "all_inf_wookiee",1,40},

},
imp = {
team = IMP,
units = 110,
reinforcements = 550,
soldier = { "imp_inf_rifleman",9, 95},
assault = { "imp_inf_rocketeer",1,74},
engineer = { "imp_inf_engineer",1,75},
sniper = { "imp_inf_sniper",1,54},
officer = { "imp_inf_officer",1,45},
special = { "imp_inf_dark_trooper",1,40},
},
}

SetTeamName (3, "civilians")
AddUnitClass (3, "all_inf_tatooinehansolo", 3,30)
AddUnitClass (3, "all_inf_wuher", 3,20)
AddUnitClass (3, "all_inf_pilot", 1,10)
AddUnitClass (3, "all_inf_aqualish", 2,10)
AddUnitClass (3, "des_knight_03", 3,30)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)

SetHeroClass(ALL, "all_hero_luke_pilot")
SetHeroClass(IMP, "imp_hero_darthvader")

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:Y4P\\Y4P.lvl", "Y4P_conquest")
ReadDataFile("dc:Y4P\\Y4P.lvl", "Y4P_xl")
SetDenseEnvironment("false")

-- Birdies
SetNumBirdTypes(3)
SetBirdType(0,1.0,"whisper")
SetBirdType(0,1.0,"duck")
SetBirdType(2,1.0,"Corellian_butterfly")

-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_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("dc:sound\\acr.lvl", "acrgcw_music")
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(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "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")

-- Fishies
SetNumFishTypes(8)
SetFishType(0,1.1,"faa")
SetFishType(1,0.5,"endor_trout")
SetFishType(2,0.9,"crawlfish")
SetFishType(3,0.7,"naboo_gumfish")
SetFishType(4,1.7,"blackfish")
SetFishType(5,0.1,"turtle")
SetFishType(6,1.5,"")
SetFishType(7,1.9,"")

-- 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
mission.req
Hidden/Spoiler:
ucft
{
REQN
{
"config"
"ingame_movies"
}

REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
"TFURandom"
"AIHeroSupport"
}

REQN
{
"lvl"
"Y4Pg_con"
"Y4Pg_xl"
"Y4p1_con"
}
}
conquest req
Hidden/Spoiler:
ucft
{
REQN
{

"config"
"cor_movies"

}

REQN
{
"script"
"Y4Pg_XL"
"Y4Pg_con"
}
}
xl req
Hidden/Spoiler:
ucft
{
REQN
{
"script"
"Y4pg_xl"
}
}
Thanks in advance :D
User avatar
ACEwithSPADES
Command Sergeant Major
Command Sergeant Major
Posts: 253
Joined: Thu Jan 20, 2011 3:49 pm
Projects :: Alzoc 3
Games I'm Playing :: Battlefront 2 MW2
xbox live or psn: xundyingxace
Location: Somewhere, but most likely where i am

Re: XL crash

Post by ACEwithSPADES »

Take the xl script out of the conquest .req
ill reply more when i have more info, put in ur xl.mrq
User avatar
acryptozoo
Master Bounty Hunter
Master Bounty Hunter
Posts: 1642
Joined: Wed Jun 03, 2009 3:14 pm
Projects :: Yavin Mappack
Games I'm Playing :: Homeworld 2
xbox live or psn: acryptozoo
Location: in the jungles of Yavin IV
Contact:

Re: XL crash

Post by acryptozoo »

xl.mrq
Hidden/Spoiler:
ucft
{
REQN
{
"congraph"
"Y4P_xl"
}
REQN
{
"world"
"Y4P_xl"
}
}
EDIT: conquest now works
and it only reports errors in the y4p_xl.req now
rechecking it now
User avatar
ACEwithSPADES
Command Sergeant Major
Command Sergeant Major
Posts: 253
Joined: Thu Jan 20, 2011 3:49 pm
Projects :: Alzoc 3
Games I'm Playing :: Battlefront 2 MW2
xbox live or psn: xundyingxace
Location: Somewhere, but most likely where i am

Re: XL crash

Post by ACEwithSPADES »

FOUND UR PROB in xl it is deathmatch so u don't define ur cps so take out the
Hidden/Spoiler:
[code]--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"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp10 = CommandPost:New{name = "cp10"}[/code]
[code]xl:AddCommandPost(cp1)
xl:AddCommandPost(cp2)
xl:AddCommandPost(cp3)
xl:AddCommandPost(cp4)
xl:AddCommandPost(cp5)
xl:AddCommandPost(cp6)
xl:AddCommandPost(cp7)
xl:AddCommandPost(cp8)
xl:AddCommandPost(cp9)
xl:AddCommandPost(cp10) [/code]
now u didn't see the cps defined in mine did ya bro! :wink:
User avatar
acryptozoo
Master Bounty Hunter
Master Bounty Hunter
Posts: 1642
Joined: Wed Jun 03, 2009 3:14 pm
Projects :: Yavin Mappack
Games I'm Playing :: Homeworld 2
xbox live or psn: acryptozoo
Location: in the jungles of Yavin IV
Contact:

Re: XL crash

Post by acryptozoo »

Thanks that fixed it :D
Post Reply