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Campaign Lua Error

Posted: Thu Sep 02, 2010 10:08 pm
by FelixXxX
I was wondering if anyone could help me out with this error i get when i try the campaign mode on my map.
Hidden/Spoiler:
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\CommandPost.cpp(493)
Command Post missing capture region "cp3_c_capture"
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_pilot
This is the only severity message 3's and here is the lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("Ambush")
ScriptCB_SetGameRules("campaign")

-- REP Attacking (attacker is always #1)
CIS = 2
REP = 1
-- These variables do not change
ATT = 1
DEF = 2
Diet Dr. Pepper = 3
Lol = 4
Dro = 5
Cell_ambush = 6
CAB = Cell_ambush
Elite_ambush = 7
ELI = Elite_ambush
sniper_ambush = 8
SNI = sniper_ambush
function ScriptPostLoad()
SetupAmbushTrigger("ambushregion1","ambushpath1", 10, 6)
SetupAmbushTrigger("ambushregion2","ambushpath2", 8, 7)
SetupAmbushTrigger("ambushregion3","ambushpath3", 4, 8)
KillObject("cp3_c")
KillObject("cp4_c")
KillObject("cp5_c")
KillObject("cp7_c")
KillObject("dro_cp1_c")
KillObject("lol_cp2_c")
KillObject("cp6_c")
KillObject("Diet Dr. Pepper_cp2_c")
SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, true)
AllowAISpawn(5, false)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")

onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)

end
end)


--objective: Capture the Guard post!
Objective1CP = CommandPost:New{name = "cp2_c"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.1", popupText = "level.000.campaign.rep.1_popup", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)

Objective1:AddHint("level.geo1.hints.capture_cp")

Objective1.OnStart = function(self)
AICanCaptureCP("cp2_c", ATT, true)
AICanCaptureCP("cp2_c", DEF, true)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50, "cp2_c")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50, "cp2_c")
att_obj1_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
AllowAISpawn(ATT, true)
AllowAISpawn(DEF, true)
end

Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(att_obj1_aigoal2)
DeleteAIGoal(def_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal2)
SetProperty("cp2_c", "Team", 1)
RespawnObject ("cp3_c")
AddUnitClass(REP,"rep_inf_ep2_sergeant",1, 9)
SetUnitCount(2, 15)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 10)


end



--objective:Kill the escaping droids!
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.000.campaign.rep.2", popupText = "level.000.campaign.rep.2_popup"}

Dclass = TargetType:New{classname = "cis_inf_marine", killLimit = 20}
Objective2:AddTarget(Dclass)

Objective2.OnStart = function(self)
Objective2.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "cp3_c")
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "cp3_c")
end

Objective2.OnComplete = function(self)
DeleteAIGoal(Objective2.Dclass_cpGoal1)
DeleteAIGoal(Objective2.Dclass_cpGoal2)
SetProperty("cp3_c", "Team", 1)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 30)
end




--objective :Get over to the desquised ammo tank!
Objective3 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.000.campaign.rep.3", popupText = "level.000.campaign.rep.3_popup",
regionName = "goto1", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective3:AddHint("level.geo1.hints.movement")
Objective3:AddHint("level.geo1.hints.obj_markers")
Objective3:AddHint("level.geo1.hints.review_objectives")
Objective3:AddHint("level.geo1.hints.sprint")


Objective3.OnStart = function(self)
att_obj3_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj3_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("kill_me", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)

end

Objective3.OnComplete = function(self)
DeleteAIGoal(att_obj3_aigoal)
DeleteAIGoal(def_obj3_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("kill_me")
SetProperty("kill_me", "MaxHealth", 2000)
SetProperty("kill_me", "CurHealth", 1900)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 50)

end



--objective: Destroy the ammo tank!
Dobjekt = Target:New{name = "kill_me"}
Dobjekt.OnDestroy = function(self)

end

Objective4 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.000.campaign.rep.4", popupText = "level.000.campaign.rep.4_popup"}
Objective4:AddTarget(Dobjekt)


Objective4.OnStart = function(self)


end

Objective4.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
RespawnObject ("cp4_c")
KillObject("Diet Dr. Pepper_cp1_c")
RespawnObject ("Diet Dr. Pepper_cp2_c")
AddUnitClass(REP,"rep_inf_ep2_officer",1, 7)
AddUnitClass(REP,"rep_inf_ep2_jettrooper_c",1, 7)
AddUnitClass(REP,"rep_inf_ep2_incinerator",1, 5)
AddUnitClass(CIS,"cis_inf_engineer",1, 10)
AddUnitClass(3,"cis_inf_officer",1, 10)

AICanCaptureCP("cp2_c", DEF, false)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 20)

end




--objective: capture the bridge guard cp
Objective5CP = CommandPost:New{name = "cp4_c"}
Objective5 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.5", popupText = "level.000.campaign.rep.5_popup", AIGoalWeight = 0}
Objective5:AddCommandPost(Objective5CP)

Objective5:AddHint("level.geo1.hints.capture_cp")

Objective5.OnStart = function(self)
AICanCaptureCP("cp4_c", ATT, true)
AICanCaptureCP("cp4_c", DEF, true)
att_obj5_aigoal = AddAIGoal(ATT, "Defend", 50, "cp4_c")
def_obj5_aigoal = AddAIGoal(DEF, "Defend", 50, "cp4_c")
att_obj5_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj5_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end

Objective5.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj5_aigoal)
DeleteAIGoal(att_obj5_aigoal2)
DeleteAIGoal(def_obj5_aigoal)
DeleteAIGoal(def_obj5_aigoal2)
SetProperty("cp4_c", "Team", 1)
RespawnObject ("cp5_c")
AllowAISpawn(3, false)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 5)


end
--objective :Retreat!
Objective6 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.000.campaign.rep.6", popupText = "level.000.campaign.rep.6_popup",
regionName = "goto2", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective6:AddHint("level.geo1.hints.movement")
Objective6:AddHint("level.geo1.hints.obj_markers")
Objective6:AddHint("level.geo1.hints.review_objectives")
Objective6:AddHint("level.geo1.hints.sprint")


Objective6.OnStart = function(self)
att_obj6_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj6_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("goto_obj_1", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)

end

Objective6.OnComplete = function(self)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 50)
KillObject("cp1c")
KillObject("cp2_c")
KillObject("cp3_c")
RespawnObject ("cp7_c")
KillObject("lol_cp1_c")
RespawnObject ("cp6_c")
DeleteAIGoal(att_obj6_aigoal)
DeleteAIGoal(def_obj6_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("goto_obj_1")

end




--objective: Defend the CP!
Objective7CP = CommandPost:New{name = "cp6_c"}
Objective7 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.7", popupText = "level.000.campaign.rep.7_popup", timeLimit = 140, timeLimitWinningTeam = ATT}

Objective7:AddCommandPost(Objective7CP)

Objective7.OnStart = function(self)
att_obj5_aigoal = AddAIGoal(ATT, "Defend", 500, "cp6_c")
def_obj5_aigoal = AddAIGoal(DEF, "Defend", 500, "cp6_c")
MapAddEntityMarker("cp6_c", "hud_objective_icon_circle", 3.0, ATT, "YELLOW", true, true, true)
AICanCaptureCP("cp6_c", ATT, false)
RespawnObject ("lol_cp2_c")
AICanCaptureCP("cp6_c", DEF, true)
end

Objective7.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
KillObject("cp7_c")
ClearAIGoals(ATT)
ClearAIGoals(DEF)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 40)
SetProperty("cp6_c", "Team", 1)
SetProperty("cp6_c", "CaptureRegion", "")

end
--objective: take back the cp!
Objective8CP = CommandPost:New{name = "cp4_c"}
Objective8 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.8", popupText = "level.000.campaign.rep.8_popupo", AIGoalWeight = 0}
Objective8:AddCommandPost(Objective8CP)

Objective8:AddHint("level.geo1.hints.capture_cp")

Objective8.OnStart = function(self)
AICanCaptureCP("cp4_c", ATT, true)
AICanCaptureCP("cp4_c", DEF, true)
att_obj8_aigoal = AddAIGoal(ATT, "Defend", 500, "cp4_c")
def_obj8_aigoal = AddAIGoal(DEF, "Defend", 500, "cp4_c")
att_obj8_aigoal2 = AddAIGoal(ATT, "Deathmatch", 10)
def_obj8_aigoal2 = AddAIGoal(DEF, "Deathmatch", 10)
end

Objective8.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj8_aigoal)
DeleteAIGoal(att_obj8_aigoal2)
DeleteAIGoal(def_obj8_aigoal)
DeleteAIGoal(def_obj8_aigoal2)
SetProperty("cp4_c", "Team", 1)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 30)


end
--objective: Take the left cp!
Objective9CP = CommandPost:New{name = "cp8_c"}
Objective9 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.9", popupText = "level.000.campaign.rep.9_popup", AIGoalWeight = 0}
Objective9:AddCommandPost(Objective9CP)

Objective9:AddHint("level.geo1.hints.capture_cp")

Objective9.OnStart = function(self)
AICanCaptureCP("cp8_c", ATT, true)
AICanCaptureCP("cp8_c", DEF, true)
att_obj9_aigoal = AddAIGoal(ATT, "Defend", 500, "cp8_c")
def_obj9_aigoal = AddAIGoal(DEF, "Defend", 500, "cp8_c")
att_obj9_aigoal2 = AddAIGoal(ATT, "Deathmatch", 10)
def_obj9_aigoal2 = AddAIGoal(DEF, "Deathmatch", 10)
end

Objective9.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
UnblockPlanningGraphArcs(b11)
DeleteAIGoal(att_obj9_aigoal)
DeleteAIGoal(att_obj9_aigoal2)
DeleteAIGoal(def_obj9_aigoal)
KillObject("Diet Dr. Pepper_cp2_c")
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 60)
DeleteAIGoal(def_obj9_aigoal2)
SetProperty("cp8_c", "Team", 1)


end
--objective: take the first of their two main cp!
Objective10CP = CommandPost:New{name = "cp9_c"}
Objective10 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.10", popupText = "level.000.campaign.rep.10_popup", AIGoalWeight = 0}
Objective10:AddCommandPost(Objective10CP)

Objective10:AddHint("level.geo1.hints.capture_cp")

Objective10.OnStart = function(self)
AICanCaptureCP("cp9_c", ATT, true)
AICanCaptureCP("cp9_c", DEF, true)
att_obj10_aigoal = AddAIGoal(ATT, "Defend", 500, "cp9_c")
def_obj10_aigoal = AddAIGoal(DEF, "Defend", 500, "cp9_c")
att_obj10_aigoal2 = AddAIGoal(ATT, "Deathmatch", 10)
def_obj10_aigoal2 = AddAIGoal(DEF, "Deathmatch", 10)
end

Objective10.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj10_aigoal)
DeleteAIGoal(att_obj10_aigoal2)
DeleteAIGoal(def_obj10_aigoal)
DeleteAIGoal(def_obj10_aigoal2)
SetProperty("cp9_c", "Team", 1)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 30)


end
function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 4)
StartTimer(beginobjectivestimer)
end

function BeginObjectives()
--This creates the objective "container" and specifies order of objectives, and gets that running
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4.5}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5)
objectiveSequence:AddObjectiveSet(Objective6)
objectiveSequence:AddObjectiveSet(Objective7)
objectiveSequence:AddObjectiveSet(Objective8)
objectiveSequence:AddObjectiveSet(Objective9)
objectiveSequence:AddObjectiveSet(Objective10)
objectiveSequence:Start()
end
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(500)
SetMaxPlayerFlyHeight (500)
SetGroundFlyerMap(1)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1760)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1039)
SetMemoryPoolSize("RedShadingState", 50)
SetMemoryPoolSize("SoldierAnimation", 800)
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_ep2_rifleman",
"rep_inf_ep2_rifleman1",
"rep_inf_ep2_support",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_corporol",
"rep_inf_ep2_incinerator",
"rep_inf_ep2_sergeant",
"rep_inf_ep2_sniper",
"rep_inf_ep2_officer",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_jettrooper_c",
"rep_fly_assault_dome",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_fly_v19",
"rep_fly_vwing",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_pilot",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_inf_recon",
"cis_inf_magnaguard",
"cis_inf_commander",
"cis_fly_fedlander_dome",
"cis_fly_gunship_dome",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_fly_greviousfighter",
"cis_fly_scarab")


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

-- 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:000\\000.lvl", "000_c")
ReadDataFile("dc:000\\000.lvl", "000_c")
SetDenseEnvironment("false")

SetupTeams{
rep = {
team = REP,
units = 55,
reinforcements = 30,
soldier = { "rep_inf_ep2_rifleman1",1, 12},
assault = { "rep_inf_ep2_rifleman",1, 12},
engineer = { "rep_inf_ep2_corporol",1, 11},

},
cis = {
team = CIS,
units = 55,
reinforcements = -1,
soldier = { "cis_inf_rifleman",1, 10},
},

cab = {
team = CAB,
units = 10,
reinforcements = -1,
soldier = { "cis_inf_rifleman",1, 5},
assault = { "cis_inf_officer",1,5},
},
sni = {
team = SNI,
units = 4,
reinforcements = -1,
soldier = { "cis_inf_sniper",1, 4},
},
eli = {
team = ELI,
units = 8,
reinforcements = -1,
soldier = { "cis_inf_pilot",1, 8},
}
}
SetTeamName (3, "CIS")
AddUnitClass (3, "cis_inf_rocketeer", 10,15)
SetUnitCount (3, 35)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)

SetTeamName (5, "CIS")
AddUnitClass (5, "cis_inf_rocketeer", 1,10)
AddUnitClass (5, "cis_inf_officer", 1,10)
AddUnitClass (5, "cis_inf_rifleman", 1,15)
SetUnitCount (5, 35)
AddAIGoal(5, "Deathmatch", 100)
SetTeamAsEnemy(ATT,5)
SetTeamAsEnemy(5,ATT)
SetTeamAsFriend(DEF,5)
SetTeamAsFriend(5,DEF)

SetTeamName (CAB, "CIS")
SetTeamAsFriend(DEF,CAB)
SetTeamAsFriend(CAB,DEF)
SetTeamAsEnemy(ATT,CAB)
SetTeamAsEnemy(CAB,ATT)
SetTeamAsFriend(CAB,3)
SetTeamAsFriend(3,CAB)
SetTeamAsEnemy(CAB,4)
SetTeamAsEnemy(4,CAB)
AddAIGoal(CAB, "Deathmatch", 100)

SetTeamName (ELI, "CIS")
SetTeamAsFriend(DEF,ELI)
SetTeamAsFriend(ELI,DEF)
SetTeamAsEnemy(ATT,ELI)
SetTeamAsEnemy(ELI,ATT)
SetTeamAsFriend(ELI,3)
SetTeamAsFriend(3,ELI)
SetTeamAsEnemy(ELI,4)
SetTeamAsEnemy(4,ELI)
AddAIGoal(ELI, "Deathmatch", 100)

SetTeamName (4, "REP")
AddUnitClass (4, "rep_inf_ep2_support", 10,15)
SetUnitCount (4, 15)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsEnemy(3,4)
SetTeamAsEnemy(4,3)
SetTeamAsEnemy(DEF,4)
SetTeamAsEnemy(4,DEF)
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(4,ATT)

-- 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")
AddDeathRegion("deathregion")


--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
Thanks


EDIT
I found the answer but when i try to munge the capture region it says
Hidden/Spoiler:
Common\munge PC
2 was unexpected at this time.
Munging addme.lua...done

then the normal end visual munge things does anyone know what is going on with this?
EDIT:
I fixed the capture region problem but still the errors with

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_pilot
still appears with the same lua
Thanks if you can shed some light on this for me.

Re: Campaign Lua Error

Posted: Tue Sep 07, 2010 6:16 am
by sim-al2
I'll admit I have little experience with scripting but is the error causing actual problems in the game?

Re: Campaign Lua Error

Posted: Tue Sep 07, 2010 6:59 am
by lucasfart
I'm guessing a lot of your hint nodes are calling for cp's which you removed and now no longer exist, especially in the case of mines, which can be attached to a certain cp. Check all the cp's that are referenced in your hint nodes and this should be solved.

Also, is your map crashing, or did you just want to know what these issues were?