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FATAL error

Posted: Sun Feb 01, 2009 11:10 am
by RogueKnight
Ok, I was working on a script, and when i tested, i got a fatal error. Its a Hero Assault Script, I ran thru, and didn't see any problems.

EDIT- Updated Script in 3rd post

Re: FATAL error

Posted: Sun Feb 01, 2009 11:18 am
by fiddler_on_the_roof
It could have something to do with the N/A thing. just delete the lines that have the N/A, and try it out. I usually delete them if I'm not using them.

Re: FATAL error

Posted: Sun Feb 01, 2009 11:41 am
by RogueKnight
nope, no luck there either...... Heres the updated script.
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\\des.lvl",
"tat_inf_jawa",
"tat_inf_tuskenhunter")

ReadDataFile("SIDE\\ewk.lvl",
"ewk_inf_basic")

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

ReadDataFile("SIDE\\all.lvl",
"all_inf_officer",
"all_inf_wookiee")

ReadDataFile("SIDE\\gun.lvl",
"gun_inf_soldier")

ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")

--[[ 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 = { "tat_inf_jawa",1,2},
assault = { "all_inf_wookiee", 1,2},
engineer= { "gen_inf_geonosian", 1,2},
sniper = { "tat_inf_tuskenhunter", 1,2}

},
}

SetupTeams{
villain = {
team = IMP,
units = 12,
reinforcements = -1,
soldier = { "ewk_inf_basic", 1,2},
assault = { "snw_inf_wampa",1,2},
engineer= { "gun_inf_soldier", 1,2},
sniper = { "all_inf_officer", 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:TST\\TST.lvl", "TST_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: FATAL error

Posted: Sun Feb 01, 2009 11:51 am
by fiddler_on_the_roof
Ok.

do you have an error log?
what does the fatal error say, like, "cannot open ***" or whatever.

Re: FATAL error

Posted: Sun Feb 01, 2009 12:04 pm
by RogueKnight
FATAL cannot open TSTg_eli.lvl

Re: FATAL error

Posted: Sun Feb 01, 2009 12:44 pm
by FragMe!
Is this a new mode you added to your map? Has it ever worked? Did you add the mode to the addme.lua as well as adding it to the mission.req and make it's own req? If you are not getting errors on munge the things I mentioned above are usually the cause of the cannot find .lvl error.

Re: FATAL error

Posted: Sun Feb 01, 2009 3:57 pm
by RogueKnight
uh... its the stock hero assualt script.

Re: FATAL error

Posted: Sun Feb 01, 2009 5:55 pm
by Master_Ben
Got a mungelog? Tried clean and remunge?

Re: FATAL error

Posted: Sun Feb 01, 2009 5:59 pm
by Fiodis
And did you do everything that FragMe outlined?

Re: FATAL error

Posted: Sun Feb 01, 2009 9:45 pm
by RogueKnight
None of his stuff applied, its the stock Hero Assault script with a unit change.

Re: FATAL error

Posted: Sun Feb 01, 2009 11:29 pm
by FragMe!
So you checked the eli mode when you first created the map?
Can you play any other modes for this map?

Re: FATAL error

Posted: Mon Feb 02, 2009 9:30 am
by RogueKnight
I can play all other modes fine, and the hero assault works fine for other maps.

Re: FATAL error

Posted: Mon Feb 02, 2009 9:53 am
by FragMe!
FragMe! wrote:So you checked the eli mode when you first created the map?
or did you add it in afterwards, what if anything did you change on the eli.lua script?

Re: FATAL error

Posted: Tue Feb 03, 2009 10:02 am
by RogueKnight
Yes, when i created the map, the hero assualt script box was checked. All i did to the lua file was change some of the units.

Re: FATAL error

Posted: Tue Feb 03, 2009 8:44 pm
by FragMe!
Try doing a clean and remunge see if you get any munge errors you may not have noticed the first time around. If you don't get any errors undo the changes you made to the eli lua and remunge see if it works then.