Page 1 of 1

Adding units to my LUA

Posted: Wed Feb 16, 2011 6:51 pm
by modmaster13
Ok, I tried to add the naboo guards to my level, when I munged there was a munge log like this:
Hidden/Spoiler:
C:\BF2_ModTools\data_NBT\_BUILD\Common\..\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\NBT\NBTc_1flag.lua:118: unexpected symbol near `}'
ERROR[scriptmunge scripts\NBT\NBTc_1flag.lua]:Could not read input file.ERROR[scriptmunge scripts\NBT\NBTc_1flag.lua]:Could not read input file. [continuing]
C:\BF2_ModTools\data_NBT\_BUILD\Common\..\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\NBT\NBTg_1flag.lua:118: unexpected symbol near `}'
ERROR[scriptmunge scripts\NBT\NBTg_1flag.lua]:Could not read input file.ERROR[scriptmunge scripts\NBT\NBTg_1flag.lua]:Could not read input file. [continuing]
4 Errors 0 Warnings
I have tried for like 10 minutes to try to fix this and i'm stuck. Can someone help me?
Hidden/Spoiler:
NOTE: I added the naboo guards to my setup teams part so that should be the area to find a mistake. :wink:

Re: Adding units to my LUA

Posted: Wed Feb 16, 2011 7:10 pm
by acryptozoo
LUA would be nice
bf2log too :D

Re: Adding units to my LUA

Posted: Wed Feb 16, 2011 7:17 pm
by 501st_commander
Here is how i find errors.

First read the error
Hidden/Spoiler:
[code]C:\BF2_ModTools\data_NBT\_BUILD\Common\..\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\NBT\NBTc_1flag.lua:118: unexpected symbol near `}'
ERROR[scriptmunge scripts\NBT\NBTc_1flag.lua]:Could not read input file.ERROR[scriptmunge scripts\NBT\NBTc_1flag.lua]:Could not read input file. [continuing]
[/code]
Now, reduce it to something you can understand.
Hidden/Spoiler:
[code]NBTc_1flag.lua:118: unexpected symbol near `}'
ERROR[scriptmunge NBTc_1flag.lua]:Could not read input file.[continuing]
[/code]
Looking at the error, it gives you the file, line number and about where the error is.

Line: 118
File: NTBc_1flag.lua

Its found an unexpected symbol near a '}' on line 118

I hope this helps.

Re: Adding units to my LUA

Posted: Wed Feb 16, 2011 7:35 pm
by modmaster13
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveOneFlagCTF")
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()

SoundEvent_SetupTeams( REP, 'rep', CIS, 'cis' )

ctf = ObjectiveOneFlagCTF:New{teamATT = REP, teamDEF = CIS,
textATT = "game.modes.1flag", textDEF = "game.modes.1flag2",
captureLimit = 5, flag = "flag", flagIcon = "flag_icon",
flagIconScale = 3.0, homeRegion = "homeregion",
captureRegionATT = "team1_capture", captureRegionDEF = "team2_capture",
capRegionMarkerATT = "hud_objective_icon_circle", capRegionMarkerDEF = "hud_objective_icon_circle",
capRegionMarkerScaleATT = 3.0, capRegionMarkerScaleDEF = 3.0, multiplayerRules = true}

ctf: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(25)
SetMaxPlayerFlyHeight (25)

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\\nab.lvl;nab2cw")
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_obiwan",
"rep_hover_barcspeeder")
ReadDataFile("dc: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\\gar.lvl",
"gar_inf_soldier",
"gar_inf_vanguard")


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

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 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},
pilot = { "gar_inf_soldier",1, 4},
marine = { "gar_inf_vanguard",1, 4},
}
}
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

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


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

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:NBT\\nab2.lvl", "naboo2_conquest")
ReadDataFile("dc:NBT\\nab2.lvl", "naboo2_1flag")
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\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2_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_nab_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_nab_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_nab_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_nab_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_nab_amb_end", 2,1)

SetVictoryMusic(REP, "rep_nab_amb_victory")
SetDefeatMusic (REP, "rep_nab_amb_defeat")
SetVictoryMusic(CIS, "cis_nab_amb_victory")
SetDefeatMusic (CIS, "cis_nab_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")


-- Camera Stats
--Nab2 Theed
--Palace
AddCameraShot(0.038177, -0.005598, -0.988683, -0.144973, -0.985535, 18.617458, -123.316505);
AddCameraShot(0.993106, -0.109389, 0.041873, 0.004612, 6.576932, 24.040697, -25.576218);
AddCameraShot(0.851509, -0.170480, 0.486202, 0.097342, 158.767715, 22.913860, -0.438658);
AddCameraShot(0.957371, -0.129655, -0.255793, -0.034641, 136.933548, 20.207420, 99.608246);
AddCameraShot(0.930364, -0.206197, 0.295979, 0.065598, 102.191856, 22.665434, 92.389435);
AddCameraShot(0.997665, -0.068271, 0.002086, 0.000143, 88.042351, 13.869274, 93.643898);
AddCameraShot(0.968900, -0.100622, 0.224862, 0.023352, 4.245263, 13.869274, 97.208542);
AddCameraShot(0.007091, -0.000363, -0.998669, -0.051089, -1.309990, 16.247049, 15.925866);
AddCameraShot(-0.274816, 0.042768, -0.949121, -0.147705, -55.505108, 25.990822, 86.987534);
AddCameraShot(0.859651, -0.229225, 0.441156, 0.117634, -62.493008, 31.040747, 117.995369);
AddCameraShot(0.703838, -0.055939, 0.705928, 0.056106, -120.401054, 23.573559, -15.484946);
AddCameraShot(0.835474, -0.181318, -0.506954, -0.110021, -166.314774, 27.687098, -6.715797);
AddCameraShot(0.327573, -0.024828, -0.941798, -0.071382, -109.700180, 15.415476, -84.413605);
AddCameraShot(-0.400505, 0.030208, -0.913203, -0.068878, 82.372711, 15.415476, -42.439548);

end

Re: Adding units to my LUA

Posted: Wed Feb 16, 2011 7:42 pm
by 501st_commander

Code: Select all

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 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},
pilot = { "gar_inf_soldier",1, 4},
marine = { "gar_inf_vanguard",1, 4},
},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
},
}
according to my debugger in the Lua Editor

Re: Adding units to my LUA

Posted: Wed Feb 16, 2011 8:12 pm
by Teancum
modmaster13 wrote:C:\BF2_ModTools\data_NBT\_BUILD\Common\..\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\NBT\NBTc_1flag.lua:118: unexpected symbol near `}'
This means there is a script error on or around line 118 in the lua. It's usually a missing bracket, parenthesis, or comma.

Re: Adding units to my LUA

Posted: Sun Feb 20, 2011 9:49 pm
by ACEwithSPADES
501st commander is right u need the comma after the bracket inbetween the team setups

Re: Adding units to my LUA

Posted: Mon Feb 21, 2011 12:17 am
by THEWULFMAN
ACEwithSPADES wrote:501st commander is right u need the comma after the bracket inbetween the team setups
Not only that, but you have an extra bracket too.
change it to this.
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveOneFlagCTF")
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()

SoundEvent_SetupTeams( REP, 'rep', CIS, 'cis' )

ctf = ObjectiveOneFlagCTF:New{teamATT = REP, teamDEF = CIS,
textATT = "game.modes.1flag", textDEF = "game.modes.1flag2",
captureLimit = 5, flag = "flag", flagIcon = "flag_icon",
flagIconScale = 3.0, homeRegion = "homeregion",
captureRegionATT = "team1_capture", captureRegionDEF = "team2_capture",
capRegionMarkerATT = "hud_objective_icon_circle", capRegionMarkerDEF = "hud_objective_icon_circle",
capRegionMarkerScaleATT = 3.0, capRegionMarkerScaleDEF = 3.0, multiplayerRules = true}

ctf: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(25)
SetMaxPlayerFlyHeight (25)

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\\nab.lvl;nab2cw")
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_obiwan",
"rep_hover_barcspeeder")
ReadDataFile("dc: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\\gar.lvl",
"gar_inf_soldier",
"gar_inf_vanguard")


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

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 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},
pilot = { "gar_inf_soldier",1, 4},
marine = { "gar_inf_vanguard",1, 4},
},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

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


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

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:NBT\\nab2.lvl", "naboo2_conquest")
ReadDataFile("dc:NBT\\nab2.lvl", "naboo2_1flag")
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\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2_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_nab_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_nab_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_nab_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_nab_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_nab_amb_end", 2,1)

SetVictoryMusic(REP, "rep_nab_amb_victory")
SetDefeatMusic (REP, "rep_nab_amb_defeat")
SetVictoryMusic(CIS, "cis_nab_amb_victory")
SetDefeatMusic (CIS, "cis_nab_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")


-- Camera Stats
--Nab2 Theed
--Palace
AddCameraShot(0.038177, -0.005598, -0.988683, -0.144973, -0.985535, 18.617458, -123.316505);
AddCameraShot(0.993106, -0.109389, 0.041873, 0.004612, 6.576932, 24.040697, -25.576218);
AddCameraShot(0.851509, -0.170480, 0.486202, 0.097342, 158.767715, 22.913860, -0.438658);
AddCameraShot(0.957371, -0.129655, -0.255793, -0.034641, 136.933548, 20.207420, 99.608246);
AddCameraShot(0.930364, -0.206197, 0.295979, 0.065598, 102.191856, 22.665434, 92.389435);
AddCameraShot(0.997665, -0.068271, 0.002086, 0.000143, 88.042351, 13.869274, 93.643898);
AddCameraShot(0.968900, -0.100622, 0.224862, 0.023352, 4.245263, 13.869274, 97.208542);
AddCameraShot(0.007091, -0.000363, -0.998669, -0.051089, -1.309990, 16.247049, 15.925866);
AddCameraShot(-0.274816, 0.042768, -0.949121, -0.147705, -55.505108, 25.990822, 86.987534);
AddCameraShot(0.859651, -0.229225, 0.441156, 0.117634, -62.493008, 31.040747, 117.995369);
AddCameraShot(0.703838, -0.055939, 0.705928, 0.056106, -120.401054, 23.573559, -15.484946);
AddCameraShot(0.835474, -0.181318, -0.506954, -0.110021, -166.314774, 27.687098, -6.715797);
AddCameraShot(0.327573, -0.024828, -0.941798, -0.071382, -109.700180, 15.415476, -84.413605);
AddCameraShot(-0.400505, 0.030208, -0.913203, -0.068878, 82.372711, 15.415476, -42.439548);

end

Re: Adding units to my LUA

Posted: Mon Feb 21, 2011 1:00 pm
by 501st_commander
thats what I had..