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fatal errors + other problems.[solved]

Posted: Sat Nov 29, 2008 2:09 pm
by fiddler_on_the_roof
So I recently munged my mon cal map, and before that munge everything had worked fine, but now when I tried it out, I get a fatal error on all the modes, k_con, c_con, g_con, and c_hunt.

Here is the fatal error
Hidden/Spoiler:
[code]Could not open MISSION\MCCc_con.lvl[/code]
Here is the munge log
Hidden/Spoiler:
[code]ERROR[levelpack mission\MCCc_hunt.req]:Expecting bracket, but none was found.
File : munged\pc\mccc_hunt.script.req(1)...

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

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

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

ucft <--

4 Errors 0 Warnings

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

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

ucft <--

2 Errors 0 Warnings

soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_MCC\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_MCC\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_MCC\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_MCC\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_MCC\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_MCC\Sound\shell\shell.sfx[/code]
And here is the munge process log(not sure if you need it)
Hidden/Spoiler:
[code]Common\munge PC
Copying premunged files from MUNGED...
0 File(s) copied
Copying premunged files from MUNGED\PC...
Done
Munging bump_shader.xml
Munging decal_shader.xml
Munging detail_shader.xml
Munging filtercopy_shader.xml
Munging flare_shader.xml
Munging foliage_shader.xml
Munging hdr_shader.xml
Munging interface_shader.xml
Munging lightbeam_shader.xml
Munging normalmapadder_shader.xml
Munging normal_shader.xml
Munging normal_terrain_shader.xml
Munging ocean_shader.xml
Munging particle_shader.xml
Munging perpixeldiffuselighting_shader.xml
Munging pervertexdiffuselighting_shader.xml
Munging prereflection_shader.xml
Munging rain_shader.xml
Munging refraction_shader.xml
Munging sample_shader.xml
Munging scroll_shader.xml
Munging shadowquad_shader.xml
Munging shield_shader.xml
Munging skyfog_shader.xml
Munging specularlighting_shader.xml
Munging specular_shader.xml
Munging sprite_shader.xml
Munging stencilshadow_shader.xml
Munging terrain_shader.xml
Munging terrain_shader2.xml
Munging water_shader.xml
Munging zprepass_shader.xml
Merging ..\..\Common\Localize\PC\English.cfg...
Merging ..\..\Common\Localize\PC\French.cfg...
Merging ..\..\Common\Localize\PC\german.cfg...
Merging ..\..\Common\Localize\PC\Italian.cfg...
Merging ..\..\Common\Localize\PC\japanese.cfg...
Merging ..\..\Common\Localize\PC\spanish.cfg...
Merging ..\..\Common\Localize\PC\uk_english.cfg...
Merging ..\..\Common\Localize\Comments.cfg...
Merging ..\..\Common\Localize\english.cfg...
Merging ..\..\Common\Localize\french.cfg...
Merging ..\..\Common\Localize\german.cfg...
Merging ..\..\Common\Localize\italian.cfg...
Merging ..\..\Common\Localize\japanese.cfg...
Merging ..\..\Common\Localize\spanish.cfg...
Merging ..\..\Common\Localize\uk_english.cfg...

Munging Comments.cfg
Munging English.cfg
Munging French.cfg
Munging german.cfg
Munging Italian.cfg
Munging japanese.cfg
Munging spanish.cfg
Munging uk_english.cfg

C:\BF2_ModTools\data_MCC\_BUILD\Common>levelpack -inputfile core.req -writefiles MUNGED\PC\core.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_MCC\_BUILD\PC_MungeLog.txt"
Munging core.req

C:\BF2_ModTools\data_MCC\_BUILD\Common>levelpack -inputfile common.req -writefiles MUNGED\PC\common.files -common MUNGED\PC\core.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_MCC\_BUILD\PC_MungeLog.txt"

C:\BF2_ModTools\data_MCC\_BUILD\Common>levelpack -inputfile ingame.req -writefiles MUNGED\PC\ingame.files -common MUNGED\PC\core.files MUNGED\PC\common.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_MCC\_BUILD\PC_MungeLog.txt"

C:\BF2_ModTools\data_MCC\_BUILD\Common>levelpack -inputfile inshell.req -writefiles MUNGED\PC\inshell.files -common MUNGED\PC\core.files MUNGED\PC\common.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_MCC\_BUILD\PC_MungeLog.txt"

C:\BF2_ModTools\data_MCC\_BUILD\Common>levelpack -inputfile MISSION\*.req -common MUNGED\PC\core.files MUNGED\PC\common.files MUNGED\PC\ingame.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir MUNGED\PC 2>>"C:\BF2_ModTools\data_MCC\_BUILD\PC_MungeLog.txt"
Munging MCCc_hunt.req

C:\BF2_ModTools\data_MCC\_BUILD\Common>levelpack -inputfile MISSION.req -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_MCC\_BUILD\PC_MungeLog.txt"
Worlds\munge PC
munge_world Common PC
Done
Done
Done
munge_world MCC PC
3 File(s) copied
Done
Done
Done
Munging MCC.PTH
Munging MCC_conquest.PTH
Munging MCC_hunt.PTH
Munging MCC.req
The system cannot find the path specified.
Munging MCC.req
The system cannot find the path specified.
Sound\munge PC
File Not Found
File Not Found
Munging common.bnk, this could take a while...
Munging addme.lua...done.
Copying files to Battlefront II directory:
"C:\Program Files\LucasArts\Star Wars Battlefront II\GameData"
Addon dir exists, continuing...
Mod dir "MCC"exists, continuing...
Copying addme.script to mod dir...done
Copying "mission.lvl" to modDir\data\_LVL_PC\...done
Copying "core.lvl" to modDir\data\_LVL_PC\...done
Copying "MCC" to modDir\data\_LVL_PC\...done
Copying "SIDE" to modDir\data\_LVL_PC\...done
Munge process finished[/code]
If you need any other files, just ask. Thanks. I hope to get the map done soon, but it wont if I can't get halp.

Thanks for future help!!!

Re: fatal errors + other problems.

Posted: Sat Nov 29, 2008 3:59 pm
by DarthD.U.C.K.
it would be good to have the clonewarsconquestlua :P

Re: fatal errors + other problems.

Posted: Sat Nov 29, 2008 4:18 pm
by fiddler_on_the_roof
Ok, here are teh .luas

MCCc_con
Hidden/Spoiler:
[code]--
-- 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;

ForceAIOntoTeam1(2)
ForceHumansOntoTeam1(1)


function ScriptPostLoad()
SetClassProperty("rep_inf_ep2_jettrooper_rifleman", "PointsToUnlock", 0)
SetClassProperty("rep_inf_ep2_rocketeer", "PointsToUnlock", 3)
SetClassProperty("rep_inf_ep3_sniper", "PointsToUnlock", 5)
SetClassProperty("rep_inf_ep2_engineer", "PointsToUnlock", 6)
SetClassProperty("rep_inf_ep2_officer", "PointsToUnlock", 8)
SetClassProperty("rep_inf_ep3_jettrooper", "PointsToUnlock", 12)


--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"}



--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:Start()

EnableSPHeroRules()

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")


SetMaxFlyHeight(100)
SetMaxPlayerFlyHeight (100)

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\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper")
ReadDataFile("dc:SIDE\\rep212th.lvl",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_recon",
"rep_inf_ep3_commander",
"rep_hover_fightertank",
"rep_hero_obiwan",
"rep_hover_barcspeeder,")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\geg.lvl",
"cis_hero_grievous")

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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep2_jettrooper_rifleman",9, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1,4}

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

AddUnitClass(REP, "rep_inf_ep2_jettrooper_rocketeer",1,4)
AddUnitClass(REP, "rep_inf_ep3_officer",1,4)
AddUnitClass(REP, "rep_inf_ep3_jettrooper",1,4)
AddUnitClass(REP, "rep_inf_ep3_recon",1,4)
AddUnitClass(REP, "rep_inf_ep3_commander",1,4)

SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(REP, "rep_hero_obiwan")



-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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:MCC\\MCC.lvl", "MCC_conquest")
ReadDataFile("dc:MCC\\MCC.lvl", "MCC_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
[/code]
MCCg_con
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

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

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"}
cp5 = CommandPost:New{name = "cp5"}



--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:Start()

EnableSPHeroRules()

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")



SetMaxFlyHeight(100)
SetMaxPlayerFlyHeight(100)


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\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")

ReadDataFile("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_fly_destroyer_dome" )

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

-- 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:MCC\\MCC.lvl", "MCC_conquest")
SetDenseEnvironment("false")


-- 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("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")

-- 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
[/code]
and MCCk_con
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ReadDataFile("dc:MCC\\core.lvl")
ScriptCB_DoFile("ObjectiveConquest")

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

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"}
cp5 = CommandPost:New{name = "cp5"}



--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:Start()

EnableSPHeroRules()

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")



SetMaxFlyHeight(100)
SetMaxPlayerFlyHeight(100)


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\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\rvs.lvl",
"kor_hero_traya",
"kor_hero_revan",
"rvs_inf_rbasic",
"rvs_inf_sbasic",
"rvs_inf_rheavy",
"rvs_inf_sheavy",
"rvs_inf_rmelee",
"rvs_inf_smelee",
"rvs_inf_rsupport",
"rvs_inf_ssupport",
"rvs_inf_rstealth",
"rvs_inf_sstealth",
"rvs_inf_sadept",
"rvs_inf_radept",
"rvs_inf_rofficer",
"rvs_inf_sofficer",
"rvs_inf_rdroid",
"rvs_inf_sdroid",)

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

SetupTeams{
rep = {
team = ALL,
units = 60,
reinforcements = 150,
soldier = { "rvs_inf_rbasic", 7,24},
assault = { "rvs_inf_rheavy", 2,8},
engineer= { "rvs_inf_rmelee", 2,8},
sniper = { "rvs_inf_rsupport", 2,8},
officer = { "rvs_inf_rofficer", 2,8},
special = { "rvs_inf_rstealth", 1,4},

},
}



SetupTeams{
imp = {
team = IMP,
units = 60,
reinforcements = 150,
soldier = { "rvs_inf_sbasic", 7,24},
assault = { "rvs_inf_sheavy", 2,8},
engineer= { "rvs_inf_smelee", 2,8},
sniper = { "rvs_inf_ssupport", 2,8},
officer = { "rvs_inf_sofficer", 2,8},
special = { "rvs_inf_sstealth", 1,4},
},
}

AddUnitClass(IMP, "rvs_inf_sdroid",1,4)
AddUnitClass(ALL, "rvs_inf_rdroid",1,4)
AddUnitClass(ALL,"rvs_inf_radept",1,2)
AddUnitClass(IMP,"rvs_inf_sith_lord",1,2)
AddUnitClass(IMP, "rvs_inf_sadept",1,2)

SetHeroClass(ALL, "kor_hero_revan")
SetHeroClass(IMP, "kor_hero_traya")
-- 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:MCC\\MCC.lvl", "MCC_conquest")
SetDenseEnvironment("false")


-- 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("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")

-- 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
[/code]
and finally, the MCCc_hunt
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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



function ScriptPostLoad()
SetClassProperty("cis_inf_officer_hunt", "PointsToUnlock", 0)
force all the human players onto the attacking side

hunt = ObjectiveTDM:New{teamATT = 1, teamDEF = 2, pointsPerKillATT = 2, pointsPerKillDEF = 1, textATT = "level.kas2.hunt.ATT", textDEF = "level.kas2.hunt.DEF", multiplayerRules = true}

hunt.OnStart = function(self)
AddAIGoal(ATT, "Deathmatch", 1000)
AddAIGoal(DEF, "Deathmatch", 1000)
end


hunt:Start()

function ScriptInit()
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3720000)
ReadDataFile("ingame.lvl")

SetMaxFlyHeight(100)

ReadDataFile("sound\\kas.lvl;kas2cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_cat_dome")


ReadDataFile("dc:SIDE\\rep212th.lvl",
"rep_inf_ep3_commander")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_gunship_dome",
"cis_inf_officer_hunt"
"cis_inf_rifleman")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_beam",
"tur_bldg_recoilless_kas")

SetupTeams{

rep = {
team = REP,
units = 32,
reinforcements = -1,

soldier = { "rep_inf_ep3_commander",5},


},
cis = {
team = CIS,
units = 32,
reinforcements = -1,
soldier = { "cis_inf_officer_hunt", 8},
sniper = { "cis_inf_rifleman", 5},

}
}

SetTeamName(1, "CIS")
SetTeamName(2, "Wookiees")

-- Attacker Stats
--SetUnitCount(ATT, 25)
--SetReinforcementCount(ATT, 250)
--SetTeamAsEnemy(DEF,3)

-- Defender Stats
--SetUnitCount(DEF, 32)
--SetReinforcementCount(DEF, -1)
--SetTeamAsFriend(ATT,3)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 4 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize("Aimer", 100)
SetMemoryPoolSize("BaseHint", 240)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityCloth", 80)
SetMemoryPoolSize("EntityHover", 15)
SetMemoryPoolSize("EntityLight", 60)
SetMemoryPoolSize("MountedTurret", 20)
SetMemoryPoolSize("Obstacle", 590)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("TentacleSimulator", 22)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", 265)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("MCC\\MCC.lvl", "MCC_hunt")
SetDenseEnvironment("false")
SetMaxFlyHeight(100)
SetMaxPlayerFlyHeight(100)

-- Fishies
SetNumFishTypes(1)
SetFishType(0,0.8,"fish")

-- Local Stats
--SetTeamName(3, "locals")
--SetTeamIcon(3, "all_icon")
--SetTeamAsEnemy(3,DEF)
--SetTeamAsFriend(3,ATT)

-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "rep_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)
AudioStreamAppendSegments("sound\\global.lvl", "rep_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\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kas")

-- 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)

SetAmbientMusic(REP, 1.0, "rep_kas_amb_hunt", 0,1)
-- SetAmbientMusic(REP, 0.9, "rep_kas_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1, "rep_kas_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_kas_amb_hunt", 0,1)
-- SetAmbientMusic(CIS, 0.9, "cis_kas_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1, "cis_kas_amb_end", 2,1)

SetVictoryMusic(REP, "rep_kas_amb_victory")
SetDefeatMusic (REP, "rep_kas_amb_defeat")
SetVictoryMusic(CIS, "cis_kas_amb_victory")
SetDefeatMusic (CIS, "cis_kas_amb_defeat")

SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")

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)

--Kas2 Docks
--Wide beach shot
AddCameraShot(0.977642, -0.052163, -0.203414, -0.010853, 66.539520, 21.864969, 168.598495);
AddCameraShot(0.969455, -0.011915, 0.244960, 0.003011, 219.552948, 21.864969, 177.675674);
AddCameraShot(0.995040, -0.013447, 0.098558, 0.001332, 133.571289, 16.216759, 121.571236);
AddCameraShot(0.350433, -0.049725, -0.925991, -0.131394, 30.085188, 32.105236, -105.325264);



-- GOOD SHOTS --
-- Gate to Right


--Kinda Cool --

AddCameraShot(0.163369, -0.029669, -0.970249, -0.176203, 85.474831, 47.313362, -156.345627);
AddCameraShot(0.091112, -0.011521, -0.987907, -0.124920, 97.554062, 53.690968, -179.347076);
AddCameraShot(0.964953, -0.059962, 0.254988, 0.015845, 246.471008, 20.362143, 153.701050);


end[/code]
If you can't look over everything, it doesn't matter. If you could it would be nice. I don't think that it is in the lua, because I never changed the gcw lua, and that doesn't work, but what do I know about this.

thanks

Re: fatal errors + other problems.

Posted: Sat Nov 29, 2008 4:25 pm
by FragMe!
Question, do you have the conversion pack installed? I am going to guess yes because you have a k mode
Try doing thing, move one of the maps (non-conversion) from your addon folder to somewhere else, restart the game and see if your map now works.

As a side question do you have more multiple map things like the converison pack in your addon folder.

Re: fatal errors + other problems.

Posted: Sat Nov 29, 2008 5:31 pm
by fiddler_on_the_roof
FragMe! wrote:Question, do you have the conversion pack installed? I am going to guess yes because you have a k mode
Try doing thing, move one of the maps (non-conversion) from your addon folder to somewhere else, restart the game and see if your map now works.

As a side question do you have more multiple map things like the converison pack in your addon folder.
part 1-yes, I have the conversion pack installed
part 2-I removed another map, and restarted it, but Fatal message again.
part 3-No, I only have the Convo pack, and then some single maps(eg Tatooine tusken camp)

I don't know if this will help, but before I munged it this final time, if I remember correctly, I
1)changed the hunt lua from the one here( http://www.gametoast.com/forums/viewtop ... 27&t=12542 ) to the Kas one, and deleted the stuff about birds and gate, and changed the units, because with the lua at teh link, I got the Fatal message, though only for the hunt

Thanks

edit1 I munged it again, after cleaning it, and here is the munge log.
Hidden/Spoiler:
[code]C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\MCC\MCCc_con.lua:105: unexpected symbol near `)'
ERROR[scriptmunge scripts\MCC\MCCc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\MCC\MCCc_con.lua]:Could not read input file. [continuing]
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\MCC\MCCc_hunt.lua:20: `=' expected near `all'
ERROR[scriptmunge scripts\MCC\MCCc_hunt.lua]:Could not read input file.ERROR[scriptmunge scripts\MCC\MCCc_hunt.lua]:Could not read input file. [continuing]
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\MCC\MCCk_con.lua:97: unexpected symbol near `)'
ERROR[scriptmunge scripts\MCC\MCCk_con.lua]:Could not read input file.ERROR[scriptmunge scripts\MCC\MCCk_con.lua]:Could not read input file. [continuing]
6 Errors 0 Warnings

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

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

ucft <--
[continuing]
2 Errors 0 Warnings

ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

WARNING[PC_modelmunge msh\grievous.msh]:grievous has 6728 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\grievous_low1.msh]:grievous_low1 has 6728 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 2 Warnings

WARNING[PC_modelmunge msh\kam_bldg_bridge2.msh]:kam_bldg_bridge2 has 1374 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_bldg_artillerygun.msh]:rep_bldg_artillerygun has 2926 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_bldg_artillerygun_destroyed.msh]:rep_bldg_artillerygun_destroyed has 2047 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 3 Warnings

ERROR[configmunge world1\MCC.fx.fx]:This file is missing a closing bracket somewhere!
1 Errors 0 Warnings[/code]
I can fix the fx file hopefully, but I still have to try it out, no time right now. Hopefully soon.