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Hero assault LUA problem [Solved]

Posted: Fri Oct 29, 2010 11:41 pm
by Cerfon Rournes
Hey GT!
I wanted to have a TDM in my map, so I changed the Lua; edited sides, added 2 new sides to It. When I tested It in-game however, All of the sides were still stock, hero sides. I got this error in munge log:
Hidden/Spoiler:
C:\BF2_ModTools\data_HTG\_BUILD\Common\..\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\HTG\HTGg_eli.lua:57: `)' expected (to close `(' at line 55) near `"cmm_inf_demolitions"'
ERROR[scriptmunge scripts\HTG\HTGg_eli.lua]:Could not read input file.ERROR[scriptmunge scripts\HTG\HTGg_eli.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

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

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

ucft <--

2 Errors 0 Warnings
Anybody know how to fix this?
Here is my LUA for the custom hero assult.
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")

CMM = 1
TRN = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\cmm.lvl",
"cmm_inf_ranger"
"cmm_inf_demolitions"
"cmm_inf_sniper"
"cmm_inf_recon"
"cmm_inf_nightops")

ReadDataFile("SIDE\\trn.lvl",
"trn_inf_infiltrator"
"trn_inf_outrider"
"trn_inf_sentinel"
"trn_inf_marauder"
"trn_inf_grenadier")


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

SetupTeams{
cmm = {
team = CMM,
units = 20,
reinforcements = 150,
soldier = { "cmm_inf_ranger",9, 25},
assault = { "cmm_inf_demolitions",1, 4},
engineer = { "cmm_inf_recon",1, 4},
sniper = { "cmm_inf_sniper",1, 4},
officer = { "cmm_inf_nightops",1, 4},

},
trn = {
team = TRN,
units = 20,
reinforcements = 150,
soldier = { "trn_inf_infiltrator",9, 25},
assault = { "trn_inf_outrider",1, 4},
engineer = { "trn_inf_sentinel",1, 4},
sniper = { "trn_inf_marauder",1, 4},
officer = {"trn_inf_grenadier",1, 4},
}
}

SetHeroClass(TRN, "cis_hero_darthmaul")
SetHeroClass(CMM, "rep_hero_anakin")

-- 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 = 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:HTG\\HTG.lvl", "HTG_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

Re: Hero assult LUA problem.

Posted: Fri Oct 29, 2010 11:47 pm
by commander501stappo
try to add "dc:" in front of "side//

Re: Hero assult LUA problem.

Posted: Fri Oct 29, 2010 11:51 pm
by fasty
You're missing your commas after the units :wink:
Hidden/Spoiler:
ReadDataFile("SIDE\\cmm.lvl",
"cmm_inf_ranger"
"cmm_inf_demolitions"
"cmm_inf_sniper"
"cmm_inf_recon"
"cmm_inf_nightops")

ReadDataFile("SIDE\\trn.lvl",
"trn_inf_infiltrator"
"trn_inf_outrider"
"trn_inf_sentinel"
"trn_inf_marauder"
"trn_inf_grenadier")
Needs to be
Hidden/Spoiler:
ReadDataFile("SIDE\\cmm.lvl",
"cmm_inf_ranger",
"cmm_inf_demolitions",
"cmm_inf_sniper",
"cmm_inf_recon",
"cmm_inf_nightops")

ReadDataFile("SIDE\\trn.lvl",
"trn_inf_infiltrator",
"trn_inf_outrider",
"trn_inf_sentinel",
"trn_inf_marauder",
"trn_inf_grenadier")

Re: Hero assult LUA problem.

Posted: Sat Oct 30, 2010 12:03 am
by commander501stappo
so it looks like this: ...dc:"side//...?

EDIT: why did you delete your post?

Re: Hero assult LUA problem.

Posted: Sat Oct 30, 2010 1:31 am
by Cerfon Rournes
commander501stappo wrote:so it looks like this: ...dc:"side//...?

EDIT: why did you delete your post?
Because, I was about to answer you before, then I saw that fasty responded, with the answer to the problem:D

Re: Hero assault LUA problem.

Posted: Sat Oct 30, 2010 1:52 am
by commander501stappo
ok, good luck on your map :wink:

Re: Hero assault LUA problem.

Posted: Sat Oct 30, 2010 2:58 am
by Cerfon Rournes
-----Solved-----