Munge errors

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

Moderator: Moderators

Post Reply
stealthunt3r
Private Recruit
Posts: 22
Joined: Mon May 12, 2014 6:37 pm
Projects :: Clones Revenge
Games I'm Playing :: star wars
xbox live or psn: No gamertag set

Munge errors

Post by stealthunt3r »

When i munged my map i got these two errors. they are causing my map to crash
Hidden/Spoiler:
[code]C:\BF2_ModTools\data_AAA\_BUILD\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\AAA\AAAy_con.lua:130: `}' expected (to close `{' at line 105) near `SetHeroClass'
ERROR[scriptmunge scripts\AAA\AAAy_con.lua]:Could not read input file.ERROR[scriptmunge scripts\AAA\AAAy_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

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

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

ucft <--

2 Errors 0 Warnings
[/code]

also here's my lau file.
Hidden/Spoiler:
[code]SupportsCustomEraTeams = true
CustomEraTeam1 = "666th legion"
CustomEraTeam2 = "CIS"
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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


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"}



--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:Start()

SetUberMode(1);

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(900)
SetMaxPlayerFlyHeight (900)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc: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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 200,
reinforcements = 1500,
soldier = { "rep_inf_ep3_rifleman",30, 250},
assault = { "rep_inf_ep3_rocketeer",10, 40},
engineer = { "rep_inf_ep3_engineer",10, 40},
sniper = { "rep_inf_ep3_sniper",10, 40},
officer = {"rep_inf_ep3_officer",10, 40},
special = { "rep_inf_ep3_jettrooper",10, 40},

cis = {
team = CIS,
units = 200,
reinforcements = 1500,
soldier = { "cis_inf_rifleman",30, 250},
assault = { "cis_inf_rocketeer",10, 40},
engineer = { "cis_inf_engineer",10, 40},
sniper = { "cis_inf_sniper",10, 40},
officer = {"cis_inf_officer",10, 40},
special = { "cis_inf_droideka",10, 40},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- 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:AAA\\AAA.lvl", "AAA_conquest")
ReadDataFile("dc:AAA\\AAA.lvl", "AAA_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

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

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

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

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

[/code]
LRKfm946
Master Sergeant
Master Sergeant
Posts: 163
Joined: Sun Feb 02, 2014 6:13 pm
Projects :: Battlefront II Hunger Games
Games I'm Playing :: SWBF2 BF3
Contact:

Re: Munge errors

Post by LRKfm946 »

Code: Select all

SetupTeams{
		rep = {
			team = REP,
			units = 200,
			reinforcements = 1500,
			soldier  = { "rep_inf_ep3_rifleman",30, 250},
			assault  = { "rep_inf_ep3_rocketeer",10, 40},
			engineer = { "rep_inf_ep3_engineer",10, 40},
			sniper   = { "rep_inf_ep3_sniper",10, 40},
			officer = {"rep_inf_ep3_officer",10, 40},
			special = { "rep_inf_ep3_jettrooper",10, 40},
	        

      }, --<<Add this right here



		cis = {
			team = CIS,
			units = 200,
			reinforcements = 1500,
			soldier  = { "cis_inf_rifleman",30, 250},
			assault  = { "cis_inf_rocketeer",10, 40},
			engineer = { "cis_inf_engineer",10, 40},
			sniper   = { "cis_inf_sniper",10, 40},
			officer = {"cis_inf_officer",10, 40},
			special = { "cis_inf_droideka",10, 40},
		}
	}
stealthunt3r
Private Recruit
Posts: 22
Joined: Mon May 12, 2014 6:37 pm
Projects :: Clones Revenge
Games I'm Playing :: star wars
xbox live or psn: No gamertag set

Re: Munge errors

Post by stealthunt3r »

That worked thanks. but i'm trying to get ai to move through a building or corridor, are there any threads that talk about it or do i use planning or path
LRKfm946
Master Sergeant
Master Sergeant
Posts: 163
Joined: Sun Feb 02, 2014 6:13 pm
Projects :: Battlefront II Hunger Games
Games I'm Playing :: SWBF2 BF3
Contact:

Re: Munge errors

Post by LRKfm946 »

This thread will tell you all you need: http://www.gametoast.com/viewtopic.php?f=27&t=20144

When you're looking for help with something general like that, it's a good idea to check the FAQ/Everything You Need Thread first, because there's a 95% chance you'll find the answer you need there.
stealthunt3r
Private Recruit
Posts: 22
Joined: Mon May 12, 2014 6:37 pm
Projects :: Clones Revenge
Games I'm Playing :: star wars
xbox live or psn: No gamertag set

Re: Munge errors

Post by stealthunt3r »

I can't find anything on the thread that talks about making ai go through buildings. unless i miss something
LRKfm946
Master Sergeant
Master Sergeant
Posts: 163
Joined: Sun Feb 02, 2014 6:13 pm
Projects :: Battlefront II Hunger Games
Games I'm Playing :: SWBF2 BF3
Contact:

Re: Munge errors

Post by LRKfm946 »

You don't treat it much differently than any other planning in zeroeditor. Put barriers around the walls and leave doorways open, then place your hubs and connections to make the aI go in and out of the building.

If your building has multiple floors, you need to make sure none of your plans for any floor overlap the plans for any other building because planning is only 2D. Overlapping plans will probably result in aI running into walls inside the building.
stealthunt3r
Private Recruit
Posts: 22
Joined: Mon May 12, 2014 6:37 pm
Projects :: Clones Revenge
Games I'm Playing :: star wars
xbox live or psn: No gamertag set

Re: Munge errors

Post by stealthunt3r »

i got the paths to work. but now i can't find my unit in the game. i searched it up and found some things i missed, i add them, munge it and the unit doesn't appear.
my lau
Hidden/Spoiler:
SupportsCustomEraTeams = true
CustomEraTeam1 = "666th legion"
CustomEraTeam2 = "CIS"
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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


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"}
cp6 = CommandPost:New{name = "cp6"}

--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(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()

SetUberMode(1);

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(900)
SetMaxPlayerFlyHeight (900)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc: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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_inf_ep3_arctrooper")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 200,
reinforcements = 1500,
soldier = { "rep_inf_ep3_rifleman",30, 250},
assault = { "rep_inf_ep3_rocketeer",10, 40},
engineer = { "rep_inf_ep3_engineer",10, 40},
sniper = { "rep_inf_ep3_sniper",10, 40},
officer = {"rep_inf_ep3_officer",10, 40},
special = { "rep_inf_ep3_jettrooper",10, 40},
arctrooper = {"rep_inf_ep3_arctrooper",25, 50},

},

cis = {
team = CIS,
units = 200,
reinforcements = 1500,
soldier = { "cis_inf_rifleman",30, 250},
assault = { "cis_inf_rocketeer",10, 40},
engineer = { "cis_inf_engineer",10, 40},
sniper = { "cis_inf_sniper",10, 40},
officer = {"cis_inf_officer",10, 40},
special = { "cis_inf_droideka",10, 40},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- 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:AAA\\AAA.lvl", "AAA_conquest")
ReadDataFile("dc:AAA\\AAA.lvl", "AAA_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

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

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

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

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
the units odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "arctrooper"
ClassParent = "rep_inf_default_arctrooper"


[Properties]
Label = "Arc Trooper"
UnitType = "arctrooper"
IconTexture = "rep_trooper_icon"

GeometryName = "rep_inf_arc_red"
GeometryLowRes = "rep_inf_arctrooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
ClothODF = "rep_inf_arctrooper_cape"

OverrideTexture = "rep_inf_arc_red"
OverrideTexture2 = "rep_inf_arc_pack_red"
units weapons
Hidden/Spoiler:
GameObjectClass]
ClassParent = "rep_inf_default"

[Properties]
UnitType = "assault"

MaxHealth = 550.0

MaxSpeed = 6.0 // base forward speed
MaxStrafeSpeed = 4.5 // base right/left speed

WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rocket_launcher"
WeaponAmmo = 7

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_pistol"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_inf_mine_dispenser"
WeaponAmmo = 3
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6

WEAPONSECTION = 6
WeaponName = "rep_weap_award_rocket_launcher"
WeaponAmmo = 4

VOUnitType = 121
and the req
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"rep_inf_arctrooper"
}
}
EDIT
munge visual isn't munging my map at all. every time i hit munge only these come up.
Hidden/Spoiler:
\Common was unexpected at this time.
Munging addme.lua...done.
Copying files to Battlefront II directory:
"C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront II\GameData"
Addon dir exists, continuing...
Mod dir "AAA"exists, continuing...
Copying addme.script to mod dir...done
Copying "mission.lvl" to modDir\data\_LVL_PC\...done
Copying "core.lvl" to modDir\data\_LVL_PC\...done
Copying "AAA" to modDir\data\_LVL_PC\...done
Copying "SIDE" to modDir\data\_LVL_PC\...done
Munge process finished
Double posting is against the RULES; please EDIT your post instead -Staff
Noobasaurus
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2006
Joined: Tue Aug 17, 2010 5:56 pm

Re: Munge errors

Post by Noobasaurus »

arctrooper = {"rep_inf_ep3_arctrooper",25, 50},
"arctrooper" isn't a valid unit type. Try using pilot.

Your munger isn't working because something happened to it. Have you done anything with it recently?
stealthunt3r
Private Recruit
Posts: 22
Joined: Mon May 12, 2014 6:37 pm
Projects :: Clones Revenge
Games I'm Playing :: star wars
xbox live or psn: No gamertag set

Re: Munge errors

Post by stealthunt3r »

i Searched it up and found another thread with a fix to it, so i got it to work. and how would i open the arctrooper in softi munge? and is it possible to put three factions in a galactic conquest?
User avatar
Firefang
Major
Major
Posts: 518
Joined: Mon Nov 15, 2010 8:55 pm
Location: California

Re: Munge errors

Post by Firefang »

stealthunt3r wrote:is it possible to put three factions in a galactic conquest?
As far as I know, it is not possible. You might be able to add three teams to the start and load scripts, but the entirety of the rest of the code is based on two teams. So I don't believe it would be compatible.
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Munge errors

Post by JimmyAngler »

Actually, using locals, you can make it look like three teams, but only playable on two.
stealthunt3r
Private Recruit
Posts: 22
Joined: Mon May 12, 2014 6:37 pm
Projects :: Clones Revenge
Games I'm Playing :: star wars
xbox live or psn: No gamertag set

Re: Munge errors

Post by stealthunt3r »

co i can add like clones to the local team? But what about adding another team to galactic conquest. so there's three teams taking over planet's?
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Munge errors

Post by JimmyAngler »

You can add anything to a local team. Yes, you can make the (local) clones be on your team so you get the visual of three teams attacking a planet.
stealthunt3r
Private Recruit
Posts: 22
Joined: Mon May 12, 2014 6:37 pm
Projects :: Clones Revenge
Games I'm Playing :: star wars
xbox live or psn: No gamertag set

Re: Munge errors

Post by stealthunt3r »

but is it possible to add the clones to the galactic conquest. so there can be a rebel cruiser, imperial cruiser, and a clone cruiser with different colored planets? example would be imperial planets are colored black to show they own it. rebels red and clones blue?


Edit: never mind, didn't realize i got my answer from a previous comment
are there any tutorials on making your own galactic conquest?
User avatar
Firefang
Major
Major
Posts: 518
Joined: Mon Nov 15, 2010 8:55 pm
Location: California

Re: Munge errors

Post by Firefang »

stealthunt3r
Private Recruit
Posts: 22
Joined: Mon May 12, 2014 6:37 pm
Projects :: Clones Revenge
Games I'm Playing :: star wars
xbox live or psn: No gamertag set

Re: Munge errors

Post by stealthunt3r »

Thank you very much. now is there a way to make a arctrooper using softimunge? i've tried looking for vid's but didn't find any.

Edit never mind. So i've tired using this tutorial on adding vehicles viewtopic.php?f=27&t=12787. but they never appear. how do i fix this?
Also what does this mean

Code: Select all

could not open MISSION\RERy_con.lvl
is it possible to add and change some of the scripts in the game?
Post Reply