Game doesn't like my lua? (Solved)
Posted: Mon Mar 09, 2009 11:07 am
by bobfinkl
This is my first lua error in a long time, and I don't have a clue how it is even possible. I was munging some work done on the map and a 4th objective (which I deleted trying to get rid of the error), and I get this in my error log.
Here is my lua.
Note: if I add the end in red the error log goes away but it still crashes ingame.
I even tried putting in a fresh conquest lua and just placing my objectives and side info in and it still does the same thing.
Hidden/Spoiler:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\CHL\CHLg_eli.lua:341: `end' expected (to close `function' at line 20) near `<eof>'
ERROR[scriptmunge scripts\CHL\CHLg_eli.lua]:Could not read input file.ERROR[scriptmunge scripts\CHL\CHLg_eli.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[levelpack mission\CHLg_eli.req]:Expecting bracket, but none was found.
File : munged\pc\chlg_eli.script.req(1)...
ucft <--
ERROR[levelpack mission\CHLg_eli.req]:Expecting bracket, but none was found.
File : munged\pc\chlg_eli.script.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[scriptmunge scripts\CHL\CHLg_eli.lua]:Could not read input file.ERROR[scriptmunge scripts\CHL\CHLg_eli.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[levelpack mission\CHLg_eli.req]:Expecting bracket, but none was found.
File : munged\pc\chlg_eli.script.req(1)...
ucft <--
ERROR[levelpack mission\CHLg_eli.req]:Expecting bracket, but none was found.
File : munged\pc\chlg_eli.script.req(1)...
ucft <--
2 Errors 0 Warnings
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("Ambush")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_SetGameRules("Campaign")
-- 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()
SetAIDifficulty(0, 2, "hard")
SetAIDifficulty(0, 3, "hard")
SetAIDifficulty(0, 4, "hard")
ScriptCB_SetGameRules("campaign")
KillObject("eli_cp2")
KillObject("eli_cp3")
KillObject("eli_cp4")
onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
objectives_timer = CreateTimer("objectives_timer")
SetTimerValue(objectives_timer, 2)
StartTimer(objectives_timer)
begin_objectives = OnTimerElapse(
function(timer)
StartObjectives ()
ScriptCB_EnableCommandPostVO(0)
end,
objectives_timer
)
end
end
)
--Go to convoy objective #1
Objective1 = ObjectiveGoto:New{TeamATT = ATT, -- objective made
text = "level.corellia.c.1", popupText = "level.corellia.c.pop.1", -- show objective on screen
regionName = "goto", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective1.OnStart = function(self)
MapAddEntityMarker("goto", "hud_objective_icon", 3.0, 1, "YELLOW", true) -- AI objective
Objective1.OnComplete = function(self)
ActivateRegion("loseregion1")
end
end
--Wait for commander to arrive
rebel_count = 1
Objective2 = Objective:New{TeamATT = ATT,
text = "level.corellia.c.2", popupText = "level.corellia.c.pop.2",
timeLimit = 70, timeLimitWinningTeam = ATT}
testfunction = OnEnterRegion(
function(region, player)
if IsCharacterInRegion(player, "loseregion1") then
SetReinforcementCount(ATT, 0)
end
end,
"loseregion1"
)
Objective2NoKill = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetObjectTeam(object) == DEF and GetObjectLastHitWeaponClass(object) == "imp_weap_inf_sniper_rifle" then
rebel_count = rebel_count - 1
if rebel_count == 0 then
SetReinforcementCount(ATT, 0)
end
end
end
)
Objective2.OnStart = function(self)
AddAIGoal(DEF, "Conquest", 100000, "objective3_cp")
RespawnObject("eli_cp2")
Objective2.OnStart = function(self)
KillObject("eli_cp2")
end
--Kill the commander
Commander = TargetType:New{classname = "all_inf_rocketeer_jungle", killLimit = 1, iconScale = 0.0}
Objective3 = ObjectiveAssault:New{TeamATT = ATT,
text = "level.corellia.c.3", popupText = "level.corellia.c.pop.3",
timeLimit = 10, timeLimitWinningTeam = DEF}
Objective3:AddTarget(Commander)
Objective2NoKill = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetObjectTeam(object) == DEF and GetObjectLastHitWeaponClass(object) == "imp_weap_inf_sniper_rifle" then
rebel_count = rebel_count - 1
if rebel_count == 0 then
SetReinforcementCount(ATT, 1)
end
end
end
)
testfunction = OnEnterRegion(
function(region, player)
if IsCharacterInRegion(player, "loseregion1") then
SetReinforcementCount(ATT, 0)
end
end,
"loseregion1"
)
Objective3.OnStart = function(self)
AddAIGoal(3, "Conquest", 100000, "objective3_cp")
Ambush("commander_spawn", 1, 3)
MapRemoveClassMarker("all_inf_rocketeer_jungle")
Objective3.OnComplete = function(self)
ClearAIGoals(DEF)
ClearAIGoals(3)
DeactivateRegion("loseregion1")
DeactivateRegion("death_objective")
end
end
SetUberMode(1)
EnableSPHeroRules()
end
function StartObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 1.0 }
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:Start()
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("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
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\\kam.lvl;kam1gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman_jungle",
"all_inf_rocketeer_jungle",
"all_inf_sniper_jungle",
"all_inf_engineer_jungle",
"all_hero_luke_jedi",
"",
"all_hero_hansolo_tat")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_engineer",
"",
"imp_inf_sniper",
"imp_inf_officer",
"",
"imp_hero_bobafett",
"imp_hero_darthvader" )
ReadDataFile("dc:SIDE\\sniper.lvl",
"sniper_inf_sniper")
SetupTeams{
all = {
team = ALL,
units = 60,
reinforcements = -1,
soldier = { "all_inf_rifleman_jungle",9, 60},
assault = { "",1,20},
engineer = { "all_inf_engineer_jungle",1,20},
sniper = { "",0,0},
officer = { "",0,0},
special = { "",0,0},
},
imp = {
team = IMP,
units = 0,
reinforcements = 1,
soldier = { "sniper_inf_sniper",0, 0},
assault = { "",0,0},
engineer = { "",0,15},
sniper = { "",0,10},
officer = { "",0,15},
special = { "",0,1},
},
}
SetHeroClass(ALL, "")
SetHeroClass(IMP, "")
SetTeamName(3, "all")
AddUnitClass(3, "all_inf_rocketeer_jungle",1, 2)
SetUnitCount(3, 2)
SetReinforcementCount(3, -1)
SetTeamName(4, "all")
AddUnitClass(4, "all_inf_sniper_jungle",1, 2)
SetUnitCount(4, 2)
SetReinforcementCount(4, -1)
SetTeamAsFriend(3, ALL)
SetTeamAsFriend(ALL, 3)
SetTeamAsFriend(4, ALL)
SetTeamAsFriend(ALL, 4)
SetTeamAsEnemy(3, IMP)
SetTeamAsEnemy(IMP, 3)
SetTeamAsEnemy(4, IMP)
SetTeamAsEnemy(IMP, 4)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 1) -- 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:CHL\\CHL.lvl", "CHL_conquest")
SetDenseEnvironment("true")
-- 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\\kam.lvl", "kam1")
OpenAudioStream("sound\\kam.lvl", "kam1")
-- 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_kam_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_kam_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_kam_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_kam_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_kam_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_kam_amb_end", 2,1)
SetVictoryMusic(ALL, "all_kam_amb_victory")
SetDefeatMusic (ALL, "all_kam_amb_defeat")
SetVictoryMusic(IMP, "imp_kam_amb_victory")
SetDefeatMusic (IMP, "imp_kam_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
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("Ambush")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_SetGameRules("Campaign")
-- 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()
SetAIDifficulty(0, 2, "hard")
SetAIDifficulty(0, 3, "hard")
SetAIDifficulty(0, 4, "hard")
ScriptCB_SetGameRules("campaign")
KillObject("eli_cp2")
KillObject("eli_cp3")
KillObject("eli_cp4")
onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
objectives_timer = CreateTimer("objectives_timer")
SetTimerValue(objectives_timer, 2)
StartTimer(objectives_timer)
begin_objectives = OnTimerElapse(
function(timer)
StartObjectives ()
ScriptCB_EnableCommandPostVO(0)
end,
objectives_timer
)
end
end
)
--Go to convoy objective #1
Objective1 = ObjectiveGoto:New{TeamATT = ATT, -- objective made
text = "level.corellia.c.1", popupText = "level.corellia.c.pop.1", -- show objective on screen
regionName = "goto", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective1.OnStart = function(self)
MapAddEntityMarker("goto", "hud_objective_icon", 3.0, 1, "YELLOW", true) -- AI objective
Objective1.OnComplete = function(self)
ActivateRegion("loseregion1")
end
end
--Wait for commander to arrive
rebel_count = 1
Objective2 = Objective:New{TeamATT = ATT,
text = "level.corellia.c.2", popupText = "level.corellia.c.pop.2",
timeLimit = 70, timeLimitWinningTeam = ATT}
testfunction = OnEnterRegion(
function(region, player)
if IsCharacterInRegion(player, "loseregion1") then
SetReinforcementCount(ATT, 0)
end
end,
"loseregion1"
)
Objective2NoKill = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetObjectTeam(object) == DEF and GetObjectLastHitWeaponClass(object) == "imp_weap_inf_sniper_rifle" then
rebel_count = rebel_count - 1
if rebel_count == 0 then
SetReinforcementCount(ATT, 0)
end
end
end
)
Objective2.OnStart = function(self)
AddAIGoal(DEF, "Conquest", 100000, "objective3_cp")
RespawnObject("eli_cp2")
Objective2.OnStart = function(self)
KillObject("eli_cp2")
end
--Kill the commander
Commander = TargetType:New{classname = "all_inf_rocketeer_jungle", killLimit = 1, iconScale = 0.0}
Objective3 = ObjectiveAssault:New{TeamATT = ATT,
text = "level.corellia.c.3", popupText = "level.corellia.c.pop.3",
timeLimit = 10, timeLimitWinningTeam = DEF}
Objective3:AddTarget(Commander)
Objective2NoKill = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetObjectTeam(object) == DEF and GetObjectLastHitWeaponClass(object) == "imp_weap_inf_sniper_rifle" then
rebel_count = rebel_count - 1
if rebel_count == 0 then
SetReinforcementCount(ATT, 1)
end
end
end
)
testfunction = OnEnterRegion(
function(region, player)
if IsCharacterInRegion(player, "loseregion1") then
SetReinforcementCount(ATT, 0)
end
end,
"loseregion1"
)
Objective3.OnStart = function(self)
AddAIGoal(3, "Conquest", 100000, "objective3_cp")
Ambush("commander_spawn", 1, 3)
MapRemoveClassMarker("all_inf_rocketeer_jungle")
Objective3.OnComplete = function(self)
ClearAIGoals(DEF)
ClearAIGoals(3)
DeactivateRegion("loseregion1")
DeactivateRegion("death_objective")
end
end
SetUberMode(1)
EnableSPHeroRules()
end
function StartObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 1.0 }
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:Start()
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("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
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\\kam.lvl;kam1gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman_jungle",
"all_inf_rocketeer_jungle",
"all_inf_sniper_jungle",
"all_inf_engineer_jungle",
"all_hero_luke_jedi",
"",
"all_hero_hansolo_tat")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_engineer",
"",
"imp_inf_sniper",
"imp_inf_officer",
"",
"imp_hero_bobafett",
"imp_hero_darthvader" )
ReadDataFile("dc:SIDE\\sniper.lvl",
"sniper_inf_sniper")
SetupTeams{
all = {
team = ALL,
units = 60,
reinforcements = -1,
soldier = { "all_inf_rifleman_jungle",9, 60},
assault = { "",1,20},
engineer = { "all_inf_engineer_jungle",1,20},
sniper = { "",0,0},
officer = { "",0,0},
special = { "",0,0},
},
imp = {
team = IMP,
units = 0,
reinforcements = 1,
soldier = { "sniper_inf_sniper",0, 0},
assault = { "",0,0},
engineer = { "",0,15},
sniper = { "",0,10},
officer = { "",0,15},
special = { "",0,1},
},
}
SetHeroClass(ALL, "")
SetHeroClass(IMP, "")
SetTeamName(3, "all")
AddUnitClass(3, "all_inf_rocketeer_jungle",1, 2)
SetUnitCount(3, 2)
SetReinforcementCount(3, -1)
SetTeamName(4, "all")
AddUnitClass(4, "all_inf_sniper_jungle",1, 2)
SetUnitCount(4, 2)
SetReinforcementCount(4, -1)
SetTeamAsFriend(3, ALL)
SetTeamAsFriend(ALL, 3)
SetTeamAsFriend(4, ALL)
SetTeamAsFriend(ALL, 4)
SetTeamAsEnemy(3, IMP)
SetTeamAsEnemy(IMP, 3)
SetTeamAsEnemy(4, IMP)
SetTeamAsEnemy(IMP, 4)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 1) -- 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:CHL\\CHL.lvl", "CHL_conquest")
SetDenseEnvironment("true")
-- 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\\kam.lvl", "kam1")
OpenAudioStream("sound\\kam.lvl", "kam1")
-- 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_kam_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_kam_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_kam_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_kam_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_kam_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_kam_amb_end", 2,1)
SetVictoryMusic(ALL, "all_kam_amb_victory")
SetDefeatMusic (ALL, "all_kam_amb_defeat")
SetVictoryMusic(IMP, "imp_kam_amb_victory")
SetDefeatMusic (IMP, "imp_kam_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
end
I even tried putting in a fresh conquest lua and just placing my objectives and side info in and it still does the same thing.