[GT-B]Caleb1117's map help (updated)

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phazon_elite
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Post by phazon_elite »

That addme is fine. Now you have your GCW back again.

EDIT: Lol (Xfire)

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Post by Caleb1117 »

Well I just now munge'd and got this error from thr PC_mungelog

Code: Select all

ERROR[levelpack mission\PM2c_con.req]:Expecting bracket, but none was found.
File : munged\pc\pm2c_con.script.req(1)...

ucft <--
ERROR[levelpack mission\PM2c_con.req]:Expecting bracket, but none was found.
File : munged\pc\pm2c_con.script.req(1)...

ucft <--

   2 Errors    0 Warnings

I'm gonna now try to play GCW and CW...

Edit: CW worked fine but GCW...
The map loaded and I was at the choose to spawn as rebels or IMP screen all was fine untill my mouse touched one of the team bottons, it then crashed. No error popup

however I ran the modtools.exe and came up with one level 3 error of signifigance.

Code: Select all

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\MOS\data\_LVL_PC\core.lvl
prev =     none     iLastPage =     nil
prev =     texture     iLastPage =     1
prev =     texture     iLastPage =     2
prev =     texture     iLastPage =     3
prev =     texture     iLastPage =     4
ifs_legal.Exit
also got a Level 2 that seemed important

Code: Select all

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment GRV0.000000ly

+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    10
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    11
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    12
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    13
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    14
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    15
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    17
EraSelection.subst =     c    era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    18
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    23
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    24
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    25
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
num, Selection =    1    table: 03CA134C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    40
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
play movie    GRV         200    ,    300         510    x    400
the short story: CW fine, GCW crashes.
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Post by phazon_elite »

Whoops! Forgot one thing.

Go to the Common\mission folder and see if there is a g_con req file. If not, copy c_con, rename it, and then edit it to be g_con. That should do it. And if not still, clean and munge with the Common box checked.

Are there modded sides for GCW? There might be an odf error if so. The BFront2 log doesn't count odf errors (only "expecting bracket near [insert whatever here]" stuff).

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Post by Caleb1117 »

I have a g_con.req, I guess I never deleted it. :)
I'll try a clean as I don't think I've done one recently
and no I am not useing a cutom side.

Offtopic: corporal now! Image
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Post by phazon_elite »

Ok then.

Also, that core.lvl error does nothing. I think it comes up if you have the SWBF1 Conversion Pack installed, that's what someone said one time.

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Post by Caleb1117 »

It still crashes in GCW when my mouse touches a side's botton.
I really don't know how this is happening... I think I'll run modtools.exe
again and see if I can see any mojor errors.
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Post by phazon_elite »

Off Topic: Sorry I left that match earlier today without saying so. I had to get some new ice skates.

On Topic: Try the ModTools.exe and post the log here. Only include things that aren't repeated 30-40 times like "SoldierAnimationBank is full, should be raised to #".
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Post by Caleb1117 »

okiedokie
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2007-02-09 1441
ingame stream movies\crawl.mvs

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\MOS\data\_LVL_PC\core.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
ifs_legal.Exit

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03CA134C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie GRV 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment GRV0.000000ly

+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 10
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 11
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 12
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 13
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 14
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 15
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 17
EraSelection.subst = c era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 18
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 23
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 24
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 25
EraSelection.subst = c era_c
EraSelection.subst = g era_g
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CA134C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 40
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie GRV 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment GRV0.000000ly

this.CurButton = check_era1
cur_button = nil
this.CurButton = check_mode4
cur_button = nil
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CA134C
EraSelection.subst = c era_c
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = nil bEra_Galactic = 1
clonewar_visable = true galactic_visable = true
Adding map: PM2g_con idx: 1
play movie GRV 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment GRV0.000000ly

this.CurButton = Launch
cur_button = nil

~~~~~~~~~~~
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

~~~~~~~~~~~~ got a ton of these ^, don't think I've ever seen something like it before.

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk tur_bldg_laser in data\_lvl_pc\SIDE\tur.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in SIDE\tur.lvl

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "all_inf_rifleman" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "all_inf_rocketeer" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "all_inf_sniper" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "all_inf_engineer" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "all_inf_officer" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "all_inf_wookiee" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "imp_inf_rifleman" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "imp_inf_rocketeer" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "imp_inf_sniper" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "imp_inf_engineer" (check the side's .req file)

Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "gt1_prop_barrel_exp" missing effect "gt1_barrel_explosion"

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret16, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret34, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret32, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret19, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret22, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret23, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret6, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret14, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret3, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret25, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret7, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret33, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret1, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret24, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret29, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret9, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret31, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_lightsaber"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_lightsaber, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret8, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret11, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret28, that does not have an .odf file associated with it

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=9bc22a49: trying to replace "kas2_prop_sea_walldoor_2" with "kas2_prop_sea_walldoor_23"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=b3f05870: trying to replace "hoth_prop_bridge_short" with "hoth_prop_bridge_short1"

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret12, that does not have an .odf file associated with it

[/code]
I got a LOT more turret errors but I figure I showed ya enough of them. :wink:
thats all the seemingly important ones.
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phazon_elite
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Joined: Tue Jan 16, 2007 9:10 pm
Projects :: No Mod project currently.
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xbox live or psn: No gamertag set
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Contact:

Post by phazon_elite »

It wouldn't have been so bad if EVERY single req for the sides was missing!

You didn't put a dc: before the sides, did you? If you did, it means that SWBF2 is looking in the map's SIDE folder to find the imp and all.lvl, which you don't have according to what you said earlier.

You are also obviously missing "com_weap_inf_defenseturret". It's in the data_***\Common\odfs folder. There is a com_bldg_inf_defensegridturret, though.
I can't really explain the effect stuff, since that doesn't affect anything except the effect, which wouldn't show up.

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Caleb1117
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Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
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Post by Caleb1117 »

Now the map crashes the moment the map finishes loading
Modtools.exe log
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2007-02-11 2110
ingame stream movies\crawl.mvs

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\MOS\data\_LVL_PC\core.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
ifs_legal.Exit

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03CA132C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie GRV 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment GRV0.000000ly

+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 6
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 7
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 13
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 14
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 19
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 22
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 23
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 25
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 26
EraSelection.subst = c era_c
EraSelection.subst = g era_g
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CA132C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 39
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie GRV 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment GRV0.000000ly

this.CurButton = nil
cur_button = nil
this.CurButton = nil
cur_button = nil
this.CurButton = check_era1
cur_button = nil
this.CurButton = check_mode4
cur_button = nil
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CA132C
EraSelection.subst = c era_c
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = nil bEra_Galactic = 1
clonewar_visable = true galactic_visable = true
Adding map: PM2g_con idx: 1
play movie GRV 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment GRV0.000000ly

this.CurButton = Launch
cur_button = nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open SIDE\

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open SIDE\

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk tur_bldg_laser in data\_lvl_pc\SIDE\tur.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in SIDE\tur.lvl


Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "all_inf_rifleman" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "all_inf_rocketeer" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "all_inf_sniper" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "all_inf_engineer" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "all_inf_officer" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "all_inf_wookiee" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "imp_inf_rifleman" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "imp_inf_rocketeer" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "imp_inf_sniper" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "imp_inf_engineer" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "imp_inf_officer" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "imp_inf_dark_trooper" (check the side's .req file)

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "all_hero_luke_pilot" not found for team 2 (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(658)
Team missing hero class "0x5d8c1790" (check the side's .req file)

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "imp_hero_bobafett" not found for team 1 (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(658)
Team missing hero class "0x1d028024" (check the side's .req file)

Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "gt1_prop_barrel_exp" missing effect "gt1_barrel_explosion"

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "com_weap_gunturret" already loaded in ather level file

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 09d24a57

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 0ad24bea

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 0bd24d7d

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "com_icon_turret" already loaded in ather level file

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'bunkerinandoutbig' [531e661a] uses 2.67 MB

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'bunkerinandoutbig' [531e661a] uses 2.67 MB

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'pol_sfx_steamgrate' not found

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=20abd8ce: trying to replace "rhn_bldg_look_out" with "rhn_bldg_look_out2"

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret16, that does not have an .odf file associated with it

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=9ac228b6: trying to replace "kas2_prop_sea_walldoor_2" with "kas2_prop_sea_walldoor_22"

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180
[/code]
User avatar
phazon_elite
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Posts: 597
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Contact:

Post by phazon_elite »

Hmm...Oh I see.

The problem is it can't open SIDE\. Post the LUA and I'll tell you what the problem is.

EDIT: Wait a second........Did you clean and munge with the Common box checked? That might be it.

- EP-000782
Caleb1117
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Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
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Post by Caleb1117 »

Yah I did clean and munge before I can try that again but in the meantime heres the lua.
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
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(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()

EnableSPHeroRules()

end


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

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(300)
SetMaxPlayerFlyHeight(300)
SetUberMode(1)


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

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\",
"all_inf_rifleman_snow",
"all_inf_rocketeer_snow",
"all_inf_sniper_snow",
"all_inf_engineer_snow",
"all_inf_officer_snow",
"all_inf_wookiee_snow",
"all_hero_luke_pilot")

ReadDataFile("SIDE\\",
"imp_inf_rifleman_snow",
"imp_inf_rocketeer_snow",
"imp_inf_engineer_snow",
"imp_inf_sniper_snow",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )

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

SetupTeams{
all = {
team = ALL,
units = 60,
reinforcements = 400,
soldier = { "all_inf_rifleman",5, 25},
assault = { "all_inf_rocketeer",5,15},
engineer = { "all_inf_engineer",5,15},
sniper = { "all_inf_sniper",5,15},
officer = { "all_inf_officer",5,25},
special = { "all_inf_wookiee",5,7},

},
imp = {
team = IMP,
units = 60,
reinforcements = 400,
soldier = { "imp_inf_rifleman",5, 25},
assault = { "imp_inf_rocketeer",5,15},
engineer = { "imp_inf_engineer",5,15},
sniper = { "imp_inf_sniper",5,15},
officer = { "imp_inf_officer",5,25},
special = { "imp_inf_dark_trooper",5,7},
},
}

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


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:PM2\\PM2.lvl", "PM2_conquest")
SetDenseEnvironment("false")




-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

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

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
[/code]
User avatar
AceMastermind
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Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

LUA mistake

Post by AceMastermind »

You need to finish this line for the ALL and IMP:
ReadDataFile("SIDE\\",

To:
ReadDataFile("SIDE\\all.lvl",
and:
ReadDataFile("SIDE\\imp.lvl",
User avatar
phazon_elite
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Location: I'm sorry Link, I can't give the location. Come back when you're a little...mmmh...RICHER!
Contact:

Post by phazon_elite »

I already covered that with him over XFire (he's testing the map right now). Just in case you didn't know already, caleb, change the names in SetupTeams to the ones in your unit listings.

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Caleb1117
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Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
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Post by Caleb1117 »

AceMastermind wrote:You need to finish this line for the ALL and IMP:
ReadDataFile("SIDE",

To:
ReadDataFile("SIDE\\all.lvl",
and:
ReadDataFile("SIDE\\imp.lvl",
nice to know its not just me and phazon here. :P
Thanks again phazon, stupid mistake. :lol:
any way I was trying to add water to my map useing the tut found here
http://www.gametoast.com/index.php?name ... pic&t=7776

any way map works fine and all and water is... there... sorta. :?
best explained with pics.

Image
Image

How might I fix this?
Oh and once I fix the above I will require assistance in making my map
"dusk-ish" like almost night, I don't know how to mess with lighting
but I think I'll soon find out. :wink:
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