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My map is crashing!

Posted: Mon Jul 28, 2008 6:40 pm
by Firenic
Well. I'm doing a Jabba's Rep vs Gamorrean Map. The level crashes and the log does look like this.
Hidden/Spoiler:
Opened logfile BFront2.log 2008-07-29 0040
ingame stream movies\crawlsp.mvs

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\shell.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
ifs_autonet dedicated
AutoNet Main
AutoNet Multi
AutoNet Gamespy
AutoNet multi main
AutoNet Server
AutoNet Game Options
Updating Lobby and attempting to Launch

Message Severity: 3
.\Source\LuaHelper.cpp(112)
OpenScript(TA3c_con): script (df33595f) not found

Message Severity: 5
.\Source\GameState.cpp(1283)
Could not open MISSION\TA3c_con.lvl
Any Help?
Thanks!

Re: Crash! Oh my...

Posted: Mon Jul 28, 2008 6:51 pm
by Grev
Theres something messed up with your scripts and .lvl file.

PS: PM me about 97th. What happened?

Re: Crash! Oh my...

Posted: Mon Jul 28, 2008 7:44 pm
by computergeek
I had that .lvl error, I fixed it by cleaning, manual cleaning and re- munging

Re: Crash! Oh my...

Posted: Tue Jul 29, 2008 4:41 am
by Firenic
Doesn't Work.
Maybe If I place here my LUa's?

TA3c_con:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
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

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
StealArtistHeap(700*1024) -- steal from art heap

-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(4087000)
ReadDataFile("ingame.lvl")

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


-- Memory settings ---------------------------------------------------------------------
SetMemoryPoolSize("Combo::Condition", 100)
SetMemoryPoolSize("Combo::State", 160)
SetMemoryPoolSize("Combo::Transition", 100)
local weaponCnt = 190
SetMemoryPoolSize("ActiveRegion", 8)
SetMemoryPoolSize("Aimer", 10)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 105)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 17)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityLight", 141)
SetMemoryPoolSize("EntitySoundStatic", 3)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 50)
SetMemoryPoolSize("MountedTurret", 1)
SetMemoryPoolSize("Navigator", 35)
SetMemoryPoolSize("Obstacle", 200)
SetMemoryPoolSize("PathNode", 196)
SetMemoryPoolSize("PathFollower", 35)
SetMemoryPoolSize("RedOmniLight", 146)
SetMemoryPoolSize("SoundSpaceRegion", 80)
SetMemoryPoolSize("TentacleSimulator", 12)
SetMemoryPoolSize("TreeGridStack", 75)
SetMemoryPoolSize("UnitAgent", 35)
SetMemoryPoolSize("UnitController", 35)
SetMemoryPoolSize("Weapon", weaponCnt)
----------------------------------------------------------------------------------------


SetTeamAggressiveness(CIS, 0.95)
SetTeamAggressiveness(REP, 0.95)

--ReadDataFile("dc:sound\\tat.lvl")
ReadDataFile("sound\\tat.lvl;tat3cw")
ReadDataFile("dc:TA3\\tat3.lvl", "Tatooine3_conquest")
ReadDataFile("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_ep3_jettrooper",
"rep_hero_aalya")

ReadDataFile("dc:SIDE\\GAM.lvl",
gam_inf_gamorreanguard")

---[[ Gamorrean Guards
ReadDataFile("SIDE\\gam.lvl",
"gam_inf_gamorreanguard")
SetTeamName(3, "locals")
AddUnitClass(3, "gam_inf_gamorreanguard",3)
SetUnitCount(3, 2)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsEnemy(DEF, 3)
AddAIGoal(3,"Deathmatch",100)
--]]

SetupTeams{
rep = {
team = REP,
units = 0,
reinforcements = 100,
soldier = { "rep_inf_ep3_rifleman",7, 25},
assault = { "rep_inf_ep3_rocketeer",1,4},
engineer = { "rep_inf_ep3_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 = GAM,
units = 0,
reinforcements = 50,
soldier = { "gam_inf_gamorreanguard",7, 25},
}
}



SetSpawnDelay(10.0, 0.25)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- Droidekas
AddWalkerType(1, 0)
AddWalkerType(2, 0)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat3.lvl", "tat3_con")
SetDenseEnvironment("true")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
AISnipeSuitabilityDist(30)

-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "gam_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\\tat.lvl", "tat3")
OpenAudioStream("sound\\tat.lvl", "tat3")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\tat.lvl", "tat3_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

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

SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_tat_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_tat_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_tat_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tat_amb_victory")
SetDefeatMusic (REP, "rep_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_tat_amb_victory")
SetDefeatMusic (CIS, "cis_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
--Tat 3 - Jabbas' Palace
AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444)
AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551)
AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990)
AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519)
AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025)
AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255)
AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096)
AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620)
AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437)
AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003)
AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054)
AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029)
AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563)
end
And the TA3g_con
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")


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

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
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

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
StealArtistHeap(950*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3997152)
ReadDataFile("ingame.lvl")

-- Memory settings ---------------------------------------------------------------------
local weaponCnt = 220
SetMemoryPoolSize ("Combo::Transition",75) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize("Aimer", 0)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 105)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 22)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityLight", 145)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 3)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 35)
SetMemoryPoolSize("Obstacle", 202)
SetMemoryPoolSize("PathFollower", 35)
SetMemoryPoolSize("RedOmniLight", 150)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("SoundSpaceRegion", 80)
SetMemoryPoolSize("TentacleSimulator", 12)
SetMemoryPoolSize("TreeGridStack", 80)
SetMemoryPoolSize("UnitAgent", 35)
SetMemoryPoolSize("UnitController", 35)
SetMemoryPoolSize("Weapon", weaponCnt)
----------------------------------------------------------------------------------------

ReadDataFile("sound\\tat.lvl;tat3gcw")
ReadDataFile("dc:TA3\\tat3.lvl", "Tatooine3_conquest")
ReadDataFile("dc:SIDE\\GAM.lvl",
gam_inf_gamorreanguard")
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")


---[[ Gamorrean Guards
ReadDataFile("SIDE\\gam.lvl",
"gam_inf_gamorreanguard")
SetTeamName(3, "locals")
AddUnitClass(3, "gam_inf_gamorreanguard",3)
SetUnitCount(3, 2)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsEnemy(DEF, 3)
AddAIGoal(3,"Deathmatch",100)
--]]


SetupTeams{
all = {
team = GAM,
units = 0,
reinforcements = 50,
soldier = { "gam_inf_gamorreanguard",7, 25},

},
imp = {
team = IMP,
units = 0,
reinforcements = 100,
soldier = { "imp_inf_rifleman",7, 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_luke_jedi")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0)
AddWalkerType(1, 0)
AddWalkerType(2, 0)


SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat3.lvl", "tat3_con")
SetDenseEnvironment("true")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
AISnipeSuitabilityDist(30)


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "gam_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", "tat3")
OpenAudioStream("sound\\tat.lvl", "tat3")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\tat.lvl", "tat3_emt")

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
--Tat 3 - Jabbas' Palace
AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444)
AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551)
AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990)
AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519)
AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025)
AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255)
AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096)
AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620)
AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437)
AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003)
AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054)
AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029)
AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563)

end
Any Ideas? Thanks!

Re: Crash! Oh my...

Posted: Tue Jul 29, 2008 8:34 am
by obiboba3po
lol just for future reference, put the luas in code boxes. (hence the smiley in one of them :lol:)
Firenic wrote:Doesn't Work.
Maybe If I place here my LUa's?

TA3c_con:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
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

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
StealArtistHeap(700*1024) -- steal from art heap

-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(4087000)
ReadDataFile("ingame.lvl")

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


-- Memory settings ---------------------------------------------------------------------
SetMemoryPoolSize("Combo::Condition", 100)
SetMemoryPoolSize("Combo::State", 160)
SetMemoryPoolSize("Combo::Transition", 100)
local weaponCnt = 190
SetMemoryPoolSize("ActiveRegion", 8)
SetMemoryPoolSize("Aimer", 10)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 105)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 17)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityLight", 141)
SetMemoryPoolSize("EntitySoundStatic", 3)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 50)
SetMemoryPoolSize("MountedTurret", 1)
SetMemoryPoolSize("Navigator", 35)
SetMemoryPoolSize("Obstacle", 200)
SetMemoryPoolSize("PathNode", 196)
SetMemoryPoolSize("PathFollower", 35)
SetMemoryPoolSize("RedOmniLight", 146)
SetMemoryPoolSize("SoundSpaceRegion", 80)
SetMemoryPoolSize("TentacleSimulator", 12)
SetMemoryPoolSize("TreeGridStack", 75)
SetMemoryPoolSize("UnitAgent", 35)
SetMemoryPoolSize("UnitController", 35)
SetMemoryPoolSize("Weapon", weaponCnt)
----------------------------------------------------------------------------------------


SetTeamAggressiveness(CIS, 0.95)
SetTeamAggressiveness(REP, 0.95)

--ReadDataFile("dc:sound\\tat.lvl")
ReadDataFile("sound\\tat.lvl;tat3cw")
ReadDataFile("dc:TA3\\tat3.lvl", "Tatooine3_conquest")
ReadDataFile("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_ep3_jettrooper",
"rep_hero_aalya")

ReadDataFile("dc:SIDE\\GAM.lvl",
gam_inf_gamorreanguard")

---[[ Gamorrean Guards
ReadDataFile("SIDE\\gam.lvl",
"gam_inf_gamorreanguard")
SetTeamName(3, "locals")
AddUnitClass(3, "gam_inf_gamorreanguard",3)
SetUnitCount(3, 2)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsEnemy(DEF, 3)
AddAIGoal(3,"Deathmatch",100)
--]]

SetupTeams{
rep = {
team = REP,
units = 0,
reinforcements = 100,
soldier = { "rep_inf_ep3_rifleman",7, 25},
assault = { "rep_inf_ep3_rocketeer",1,4},
engineer = { "rep_inf_ep3_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 = GAM,
units = 0,
reinforcements = 50,
soldier = { "gam_inf_gamorreanguard",7, 25},
}
}



SetSpawnDelay(10.0, 0.25)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- Droidekas
AddWalkerType(1, 0)
AddWalkerType(2, 0)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat3.lvl", "tat3_con")
SetDenseEnvironment("true")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
AISnipeSuitabilityDist(30)

-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "gam_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\\tat.lvl", "tat3")
OpenAudioStream("sound\\tat.lvl", "tat3")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\tat.lvl", "tat3_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

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

SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_tat_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_tat_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_tat_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tat_amb_victory")
SetDefeatMusic (REP, "rep_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_tat_amb_victory")
SetDefeatMusic (CIS, "cis_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
--Tat 3 - Jabbas' Palace
AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444)
AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551)
AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990)
AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519)
AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025)
AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255)
AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096)
AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620)
AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437)
AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003)
AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054)
AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029)
AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563)
end[/code]
And the TA3g_con
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")


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

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
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

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
StealArtistHeap(950*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3997152)
ReadDataFile("ingame.lvl")

-- Memory settings ---------------------------------------------------------------------
local weaponCnt = 220
SetMemoryPoolSize ("Combo::Transition",75) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize("Aimer", 0)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 105)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 22)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityLight", 145)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 3)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 35)
SetMemoryPoolSize("Obstacle", 202)
SetMemoryPoolSize("PathFollower", 35)
SetMemoryPoolSize("RedOmniLight", 150)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("SoundSpaceRegion", 80)
SetMemoryPoolSize("TentacleSimulator", 12)
SetMemoryPoolSize("TreeGridStack", 80)
SetMemoryPoolSize("UnitAgent", 35)
SetMemoryPoolSize("UnitController", 35)
SetMemoryPoolSize("Weapon", weaponCnt)
----------------------------------------------------------------------------------------

ReadDataFile("sound\\tat.lvl;tat3gcw")
ReadDataFile("dc:TA3\\tat3.lvl", "Tatooine3_conquest")
ReadDataFile("dc:SIDE\\GAM.lvl",
gam_inf_gamorreanguard")
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")


---[[ Gamorrean Guards
ReadDataFile("SIDE\\gam.lvl",
"gam_inf_gamorreanguard")
SetTeamName(3, "locals")
AddUnitClass(3, "gam_inf_gamorreanguard",3)
SetUnitCount(3, 2)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsEnemy(DEF, 3)
AddAIGoal(3,"Deathmatch",100)
--]]


SetupTeams{
all = {
team = GAM,
units = 0,
reinforcements = 50,
soldier = { "gam_inf_gamorreanguard",7, 25},

},
imp = {
team = IMP,
units = 0,
reinforcements = 100,
soldier = { "imp_inf_rifleman",7, 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_luke_jedi")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0)
AddWalkerType(1, 0)
AddWalkerType(2, 0)


SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat3.lvl", "tat3_con")
SetDenseEnvironment("true")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
AISnipeSuitabilityDist(30)


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "gam_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", "tat3")
OpenAudioStream("sound\\tat.lvl", "tat3")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\tat.lvl", "tat3_emt")

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
--Tat 3 - Jabbas' Palace
AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444)
AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551)
AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990)
AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519)
AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025)
AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255)
AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096)
AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620)
AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437)
AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003)
AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054)
AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029)
AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563)

end[/code]
Any Ideas? Thanks!
anyways...it appears you are using not default sounds...make sure that all those are right. (ie: correct file names)

also...wow this is strange. i compared this with one of my luas...and it appears you are missing an entire section. i cannot find this in yours:

Code: Select all

-  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:ABR\\ABR.lvl", "ABR_conquest")
    ReadDataFile("dc:ABR\\ABR.lvl", "ABR_conquest")
    SetDenseEnvironment("false")
maybe its there just reworded. the "dc:ABR.... stuff though is what causes the sev. 5 error. make sure this is in yours.

EDIT:ahh i see part of the problem. youre "setmemorypoolsizes" are out of order. they come after the side callup, not before. im a little confused with youre lua lol anyone else wanna help?

Re: Crash! Oh my...

Posted: Tue Jul 29, 2008 8:40 am
by Firenic
I just tried to do a Jabba's Palace map (The original one) But with Rep vs. Gamorrean battle.
I'm soo bad at modding.
Thanks for your help, What do I have to do?

Re: Crash! Oh my...

Posted: Tue Jul 29, 2008 10:14 am
by MercuryNoodles
There is one problem that will cause you some trouble, but I'm not sure if it'll actually cause a crash. You're loading two units from two lvl files, but both units have the exact same name. Change the name of your custom Gamorrean, and have the lua call for the renamed unit. Keep in mind that basically anything you load via ReadDataFile is being loaded into what amounts to a collective memory. At the very least, loading two things with identical names will replace one with the other, or even cause a bit of a hybrid thing to turn up ingame.

The memory pools are fine, as far as placement.

Look at your SetupTeams stuff. Your second team cannot, CANNOT, be GAM. It has to be one of the teams defined earlier in the lua. It'll be easiest to just change GAM back to CIS and ALL, respectively, since the defined teams are referred to multiple times in any lua. (Changing the defined team means changing everything.) This, I'm virtually certain, is the game breaker, since you're calling for something that doesn't exist, as far as the scripting is concerned.

Re: Crash! Oh my...

Posted: Tue Jul 29, 2008 10:49 am
by Firenic
Ok, I've changed the name of Team 2 to CIS and it doesn't seem to work either, Diet Dr. Pepper xDDD.
Any more ideas,? Thank you.

Re: Crash! Oh my...

Posted: Tue Jul 29, 2008 10:55 am
by MercuryNoodles
Where did this line come from?

Code: Select all

StealArtistHeap(700*1024)   -- steal from art heap
The lines below are noted as needing to be first within that function.

Re: Crash! Oh my...

Posted: Tue Jul 29, 2008 10:56 am
by Firenic
I followed the How to edit a shipped map tutorial. So I pasted all the TAT3.lua's content in mine.
So that must be a part of that lua.

Re: Crash! Oh my...

Posted: Tue Jul 29, 2008 11:21 am
by MercuryNoodles
Try commenting it out, just to see it has any effect. Also, are you getting any new errors in the mungelog or error log?

Re: Crash! Oh my...

Posted: Tue Jul 29, 2008 12:09 pm
by Firenic
I deleted it. It still doesn't work. Here is the Mungelog.
Hidden/Spoiler:
[code]C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TA3\TA3c_con.lua:96: unfinished string near `")'
ERROR[scriptmunge scripts\TA3\TA3c_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TA3\TA3c_con.lua]:Could not read input file. [continuing]
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TA3\TA3g_con.lua:80: unfinished string near `")'
ERROR[scriptmunge scripts\TA3\TA3g_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TA3\TA3g_con.lua]:Could not read input file. [continuing]
4 Errors 0 Warnings

ERROR[levelpack mission\TA3c_con.req]:Expecting bracket, but none was found.
File : munged\pc\ta3c_con.script.req(1)...

ucft <--
ERROR[levelpack mission\TA3c_con.req]:Expecting bracket, but none was found.
File : munged\pc\ta3c_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\gam_inf_gamorreanguard.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge MSH\gam_inf_gamorreanguard.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge MSH\gam_inf_gamorreanguard.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge MSH\gam_inf_gamorreanguard.msh]:gam_inf_gamorreanguard has 1731 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 4 Warnings

WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_prop_CZ1droid_parts.msh]:tat3_prop_CZ1droid_parts has 1588 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 7 Warnings

soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\all_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\all_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\cis_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\cis_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\cor_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\cw_music.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\dea_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\des_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\fel_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\gam_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\gcw_music.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\geo_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\global_vo_quick.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\global_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\gun_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\hot_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\imp_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\imp_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\kam_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\KAS_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\mus_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\myg_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\nab_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\pol_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\rep_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\rep_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\spa1_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\tan_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\uta_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\wok_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\wok_vo_quick.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\yav_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\shell\shell_music.stm - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\shell\shell_vo.stm - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\shell\shell_ui.st4 - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_TA3\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_TA3\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell.sfx
[/code]

Re: Crash! Oh my...

Posted: Tue Jul 29, 2008 12:43 pm
by AceMastermind
You're missing a quotation mark before gam_inf_gamorreanguard, in your lua scripts:

Code: Select all

ReadDataFile("dc:SIDE\\GAM.lvl",
         gam_inf_gamorreanguard")

should be:

Code: Select all

ReadDataFile("dc:SIDE\\GAM.lvl",
         "gam_inf_gamorreanguard")
Tip:
When you get errors in your munge log there's no need to run/test/play the map, fix the errors first.

Re: Crash! Oh my...

Posted: Tue Jul 29, 2008 1:18 pm
by Firenic
Well, To make things easier. I'll post my current Mungelog, and Ta3c_con. And my bfront2log.

Mungelog:
Hidden/Spoiler:
[code]C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TA3\TA3g_con.lua:80: unfinished string near `")'
ERROR[scriptmunge scripts\TA3\TA3g_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TA3\TA3g_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

ERROR[levelpack mission\TA3g_con.req]:Expecting bracket, but none was found.
File : munged\pc\ta3g_con.script.req(1)...

ucft <--
ERROR[levelpack mission\TA3g_con.req]:Expecting bracket, but none was found.
File : munged\pc\ta3g_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\gam_inf_gamorreanguard.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge MSH\gam_inf_gamorreanguard.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge MSH\gam_inf_gamorreanguard.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge MSH\gam_inf_gamorreanguard.msh]:gam_inf_gamorreanguard has 1731 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 4 Warnings

WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_prop_CZ1droid_parts.msh]:tat3_prop_CZ1droid_parts has 1588 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 7 Warnings

soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\all_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\all_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\cis_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\cis_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\cor_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\cw_music.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\dea_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\des_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\fel_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\gam_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\gcw_music.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\geo_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\global_vo_quick.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\global_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\gun_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\hot_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\imp_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\imp_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\kam_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\KAS_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\mus_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\myg_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\nab_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\pol_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\rep_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\rep_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\spa1_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\tan_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\uta_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\wok_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\wok_vo_quick.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav - while munging C:\BF2_ModTools\data_TA3\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\global\yav_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_TA3\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\shell\shell_music.stm - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\shell\shell_vo.stm - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\shell\shell_ui.st4 - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_TA3\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_TA3\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_TA3\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_TA3\Sound\shell\shell.sfx
[/code]
TA3c_con LUA
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
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

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()

-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(4087000)
ReadDataFile("ingame.lvl")

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


-- Memory settings ---------------------------------------------------------------------
SetMemoryPoolSize("Combo::Condition", 100)
SetMemoryPoolSize("Combo::State", 160)
SetMemoryPoolSize("Combo::Transition", 100)
local weaponCnt = 190
SetMemoryPoolSize("ActiveRegion", 8)
SetMemoryPoolSize("Aimer", 10)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 105)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 17)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityLight", 141)
SetMemoryPoolSize("EntitySoundStatic", 3)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 50)
SetMemoryPoolSize("MountedTurret", 1)
SetMemoryPoolSize("Navigator", 35)
SetMemoryPoolSize("Obstacle", 200)
SetMemoryPoolSize("PathNode", 196)
SetMemoryPoolSize("PathFollower", 35)
SetMemoryPoolSize("RedOmniLight", 146)
SetMemoryPoolSize("SoundSpaceRegion", 80)
SetMemoryPoolSize("TentacleSimulator", 12)
SetMemoryPoolSize("TreeGridStack", 75)
SetMemoryPoolSize("UnitAgent", 35)
SetMemoryPoolSize("UnitController", 35)
SetMemoryPoolSize("Weapon", weaponCnt)
----------------------------------------------------------------------------------------


SetTeamAggressiveness(CIS, 0.95)
SetTeamAggressiveness(REP, 0.95)

--ReadDataFile("dc:sound\\tat.lvl")
ReadDataFile("sound\\tat.lvl;tat3cw")
ReadDataFile("dc:TA3\\tat3.lvl", "Tatooine3_conquest")
ReadDataFile("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_ep3_jettrooper",
"rep_hero_aalya")

ReadDataFile("dc:SIDE\\GAM.lvl",
"gam_inf_gamorreanguard")

SetupTeams{
rep = {
team = REP,
units = 0,
reinforcements = 100,
soldier = { "rep_inf_ep3_rifleman",7, 25},
assault = { "rep_inf_ep3_rocketeer",1,4},
engineer = { "rep_inf_ep3_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 = 0,
reinforcements = 50,
soldier = { "gam_inf_gamorreanguard",7, 25},
}
}



SetSpawnDelay(10.0, 0.25)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- Droidekas
AddWalkerType(1, 0)
AddWalkerType(2, 0)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat3.lvl", "tat3_con")
SetDenseEnvironment("true")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
AISnipeSuitabilityDist(30)

-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "gam_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\\tat.lvl", "tat3")
OpenAudioStream("sound\\tat.lvl", "tat3")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\tat.lvl", "tat3_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

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

SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_tat_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_tat_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_tat_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tat_amb_victory")
SetDefeatMusic (REP, "rep_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_tat_amb_victory")
SetDefeatMusic (CIS, "cis_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
--Tat 3 - Jabbas' Palace
AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444)
AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551)
AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990)
AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519)
AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025)
AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255)
AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096)
AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620)
AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437)
AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003)
AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054)
AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029)
AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563)
end
[/code]
Bfront2 log (Just severity 3)
Hidden/Spoiler:
[code]Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk Tatooine3_conquest in C:\Archivos de programa\LucasArts\Star Wars Battlefront II PC Server\AddOn\TA3\Data\_lvl_pc\TA3\tat3.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1011)
Unable to find level chunk in dc:TA3\tat3.lvl

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\tat.lvl;tat3cw

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\shell.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
ifs_autonet dedicated
AutoNet Main
AutoNet Multi
AutoNet Gamespy
AutoNet multi main
AutoNet Server
AutoNet Game Options
Updating Lobby and attempting to Launch
[/code]
Well, we're advancing. Now the map loads, and when the bar is loaded, it returns to my desktop. xDD

Re: Crash! Oh my...

Posted: Tue Jul 29, 2008 1:26 pm
by Darth_Z13

Code: Select all

C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TA3\TA3g_con.lua:80: [b]unfinished string near `")'[/b]
ERROR[scriptmunge scripts\TA3\TA3g_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TA3\TA3g_con.lua]:Could not read input file. [continuing]
   2 Errors    0 Warnings
That's your problem.

Although I can't see anything, and it doesn't seem to be giving you the line where the error is...

Re: Crash! Oh my...

Posted: Tue Jul 29, 2008 1:32 pm
by AceMastermind
I should have mentioned earlier that you have the same problem in both luas, a missing quotation mark.

Re: Crash! Oh my...

Posted: Tue Jul 29, 2008 2:30 pm
by Teancum
Darth_Z13 wrote:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TA3\TA3g_con.lua:80: unfinished string near `")'
ERROR[scriptmunge scripts\TA3\TA3g_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TA3\TA3g_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
That's your problem.

Although I can't see anything, and it doesn't seem to be giving you the line where the error is...
TA3g_con.lua:80: <--- Line #80

Re: Crash! Oh my... (HELP!!!)

Posted: Wed Jul 30, 2008 6:38 pm
by Firenic
I fixed that on Line 80, was the gamorrean ". Now the problem seems to be the sound. But I'm not sure.

Code: Select all

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\shell.lvl
prev =     none     iLastPage =     nil
prev =     texture     iLastPage =     2
prev =     texture     iLastPage =     3
ifs_legal.Exit
ifs_autonet    dedicated
AutoNet Main
AutoNet Multi
AutoNet Gamespy
AutoNet multi main
AutoNet Server
AutoNet Game Options
Updating Lobby and attempting to Launch

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\tat.lvl;tat3cw

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open dc:TAT\tat3.lvl
I followed The shipped world tutorial. What can be wrong?

Can it be this?
In a step, it makes you change the folders name. world2 to world1 and viceversa. But as TAT has 2 world folders, i changed the TA3(My world) onto world2, and the others into world3, and world4.

Edit
Please! Help is needed! I beg you!

P.D:Sorry for double post.

Re: Crash! Oh my... (HELP!!!)

Posted: Wed Jul 30, 2008 6:47 pm
by Teancum
Are you needing to make any changes to the actual map at all, or is this just a side mod?

Re: Crash! Oh my... (HELP!!!)

Posted: Thu Jul 31, 2008 4:14 am
by Firenic
The map itself is the same. Just a side mod. But it doesn't seem to find the tat.lvl file.
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
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

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()

-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(4087000)
ReadDataFile("ingame.lvl")

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


-- Memory settings ---------------------------------------------------------------------
SetMemoryPoolSize("Combo::Condition", 100)
SetMemoryPoolSize("Combo::State", 160)
SetMemoryPoolSize("Combo::Transition", 100)
local weaponCnt = 190
SetMemoryPoolSize("ActiveRegion", 8)
SetMemoryPoolSize("Aimer", 10)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 105)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 17)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityLight", 141)
SetMemoryPoolSize("EntitySoundStatic", 3)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 50)
SetMemoryPoolSize("MountedTurret", 1)
SetMemoryPoolSize("Navigator", 35)
SetMemoryPoolSize("Obstacle", 200)
SetMemoryPoolSize("PathNode", 196)
SetMemoryPoolSize("PathFollower", 35)
SetMemoryPoolSize("RedOmniLight", 146)
SetMemoryPoolSize("SoundSpaceRegion", 80)
SetMemoryPoolSize("TentacleSimulator", 12)
SetMemoryPoolSize("TreeGridStack", 75)
SetMemoryPoolSize("UnitAgent", 35)
SetMemoryPoolSize("UnitController", 35)
SetMemoryPoolSize("Weapon", weaponCnt)
----------------------------------------------------------------------------------------


SetTeamAggressiveness(CIS, 0.95)
SetTeamAggressiveness(REP, 0.95)
ReadDataFile("Sound\\tat.lvl")
ReadDataFile("sound\\tat.lvl;tat3cw")
ReadDataFile("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_ep3_jettrooper",
"rep_hero_aalya")

ReadDataFile("dc:SIDE\\GAM.lvl",
"gam_inf_gamorreanguard")

SetupTeams{
rep = {
team = REP,
units = 0,
reinforcements = 100,
soldier = { "rep_inf_ep3_rifleman",7, 25},
assault = { "rep_inf_ep3_rocketeer",1,4},
engineer = { "rep_inf_ep3_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 = 0,
reinforcements = 50,
soldier = { "gam_inf_gamorreanguard",7, 25},
}
}



SetSpawnDelay(10.0, 0.25)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- Droidekas
AddWalkerType(1, 0)
AddWalkerType(2, 0)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat3.lvl", "tat3_con")
SetDenseEnvironment("true")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
AISnipeSuitabilityDist(30)

-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "gam_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\\tat.lvl", "tat3")
OpenAudioStream("sound\\tat.lvl", "tat3")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\tat.lvl", "tat3_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

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

SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_tat_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_tat_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_tat_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tat_amb_victory")
SetDefeatMusic (REP, "rep_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_tat_amb_victory")
SetDefeatMusic (CIS, "cis_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
--Tat 3 - Jabbas' Palace
AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444)
AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551)
AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990)
AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519)
AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025)
AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255)
AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096)
AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620)
AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437)
AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003)
AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054)
AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029)
AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563)
end
[/code]
TA3g_con
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")


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

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
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

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
StealArtistHeap(950*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3997152)
ReadDataFile("ingame.lvl")

-- Memory settings ---------------------------------------------------------------------
local weaponCnt = 220
SetMemoryPoolSize ("Combo::Transition",75) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize("Aimer", 0)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 105)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 22)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityLight", 145)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 3)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 35)
SetMemoryPoolSize("Obstacle", 202)
SetMemoryPoolSize("PathFollower", 35)
SetMemoryPoolSize("RedOmniLight", 150)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("SoundSpaceRegion", 80)
SetMemoryPoolSize("TentacleSimulator", 12)
SetMemoryPoolSize("TreeGridStack", 80)
SetMemoryPoolSize("UnitAgent", 35)
SetMemoryPoolSize("UnitController", 35)
SetMemoryPoolSize("Weapon", weaponCnt)
----------------------------------------------------------------------------------------

ReadDataFile("sound\\tat.lvl;tat3gcw")
ReadDataFile("dc:SIDE\\cis.lvl",
"gam_inf_gamorreanguard")
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")





SetupTeams{
all = {
team = CIS,
units = 0,
reinforcements = 50,
soldier = { "gam_inf_gamorreanguard",7, 25},

},
imp = {
team = IMP,
units = 0,
reinforcements = 100,
soldier = { "imp_inf_rifleman",7, 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},
},
}



-- Level Stats
ClearWalkers()
AddWalkerType(0, 0)
AddWalkerType(1, 0)
AddWalkerType(2, 0)


SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat3.lvl", "tat3_con")
SetDenseEnvironment("true")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
AISnipeSuitabilityDist(30)


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "gam_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", "tat3")
OpenAudioStream("sound\\tat.lvl", "tat3")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\tat.lvl", "tat3_emt")

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
--Tat 3 - Jabbas' Palace
AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444)
AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551)
AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990)
AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519)
AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025)
AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255)
AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096)
AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620)
AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437)
AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003)
AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054)
AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029)
AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563)

end

[/code]
The log

Code: Select all

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open Sound\tat.lvl

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\tat.lvl;tat3cw

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\shell.lvl
prev =     none     iLastPage =     nil
prev =     texture     iLastPage =     2
prev =     texture     iLastPage =     3
ifs_legal.Exit
ifs_autonet    dedicated
AutoNet Main
AutoNet Multi
AutoNet Gamespy
AutoNet multi main
AutoNet Server
AutoNet Game Options
Updating Lobby and attempting to Launch
It's so frustrating.
But thanks for the help teancum.