Trouble with Vehicles (Now you see them, now you don't)

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jgalt
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Trouble with Vehicles (Now you see them, now you don't)

Post by jgalt »

After searching everywhere I could think I still have come up empty. I have been attempting to create a large-scale map with the center-point being a large open battle with vehicles. I posted a topic months ago in order to find why some of my vehicles were not appearing. Now I have encountered a new problem along the same lines as the old one but with a slight twist. I was working this week on adding additional vehicles when all of a sudden the cis units vanished. Every unit, with the exception of the droideka and the super battle droid, were gone. Then both cis and rep vehicles also followed suit. Now I was sure that I had found out what was wrong until I tested it out. I thought that the addition of new vehicles took away old units (logical conclusion), however, the deletion of old units did not bring back the ones that had vanished. I do not understand why this would be the case and was wondering if anyone knew of a restriction for the amount of vehicles allowed into battle. I have double checked all of my spawn points, assigned each one a team, checked my logs (as thoroughly as I can), checked my “set memory pools”, and tested each vehicle/unit in a test map. I have about forty different vehicles and units for my map. I checked previous posts about vehicles troubles on this site and found none. I read and reread all of the guides-tutorials for adding vehicles. I posted the munge-log, the script Lua for my conquest map.
Hidden/Spoiler:
ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\all_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\all_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\cis_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\cis_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\cor_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\cw_music.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\dea_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\des_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\fel_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\gam_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\gcw_music.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\geo_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\global_vo_quick.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\global_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\gun_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\hot_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\imp_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\imp_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\kam_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\KAS_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\mus_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\myg_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\nab_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\pol_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\rep_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\rep_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\spa1_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\tan_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\uta_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\wok_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\wok_vo_quick.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav - while munging C:\BF2_ModTools\data_CLH\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\global\yav_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_CLH\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav - while munging C:\BF2_ModTools\data_CLH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_CLH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav - while munging C:\BF2_ModTools\data_CLH\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\shell\shell_music.stm - while munging C:\BF2_ModTools\data_CLH\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging C:\BF2_ModTools\data_CLH\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\shell\shell_vo.stm - while munging C:\BF2_ModTools\data_CLH\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav - while munging C:\BF2_ModTools\data_CLH\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\shell\shell_ui.st4 - while munging C:\BF2_ModTools\data_CLH\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_CLH\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_CLH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_CLH\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_CLH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CLH\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_CLH\Sound\shell\shell.sfx

Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

OnObjectRespawnName(PlayAnimRise, "Console");
OnObjectKillName(PlayAnimDrop, "Console");
OnObjectRespawnName(PlayAnimRise1, "Console1");
OnObjectKillName(PlayAnimDrop1, "Console1");
OnObjectRespawnName(PlayAnimRise2, "Console2");
OnObjectKillName(PlayAnimDrop2, "Console2");
OnObjectRespawnName(PlayAnimRise3, "Console3");
OnObjectKillName(PlayAnimDrop3, "Console3");
EnableSPHeroRules()

end

--START BRIDGEWORK!

-- OPEN
function PlayAnimDrop()
PauseAnimation("wallmove1");
RewindAnimation("wallmove");
PlayAnimation("wallmove");

-- prevent the AI from running across it
--BlockPlanningGraphArcs("Connection82");
--BlockPlanningGraphArcs("Connection83");
--EnableBarriers("Bridge");

end
-- CLOSE
function PlayAnimRise()
PauseAnimation("wallmove");
RewindAnimation("wallmove1");
PlayAnimation("wallmove1");
end
-- OPEN
function PlayAnimDrop1()
PauseAnimation("wallmovem1");
RewindAnimation("wallmovem");
PlayAnimation("wallmovem");

-- prevent the AI from running across it
--BlockPlanningGraphArcs("Connection82");
--BlockPlanningGraphArcs("Connection83");
--EnableBarriers("Bridge");

end
-- CLOSE
function PlayAnimRise1()
PauseAnimation("wallmovem");
RewindAnimation("wallmovem1");
PlayAnimation("wallmovem1");
end
-- OPEN
function PlayAnimDrop2()
PauseAnimation("wallmovem3");
RewindAnimation("wallmovem2");
PlayAnimation("wallmovem2");

-- prevent the AI from running across it
--BlockPlanningGraphArcs("Connection82");
--BlockPlanningGraphArcs("Connection83");
--EnableBarriers("Bridge");

end
-- CLOSE
function PlayAnimRise2()
PauseAnimation("wallmovem2");
RewindAnimation("wallmovem3");
PlayAnimation("wallmovem3");


-- allow the AI to run across it
--UnblockPlanningGraphArcs("Connection82");
--UnblockPlanningGraphArcs("Connection83");
--DisableBarriers("Bridge");


end

-- OPEN
function PlayAnimDrop3()
PauseAnimation("wallmoves1");
RewindAnimation("wallmoves");
PlayAnimation("wallmoves");

-- prevent the AI from running across it
--BlockPlanningGraphArcs("Connection82");
--BlockPlanningGraphArcs("Connection83");
--EnableBarriers("Bridge");

end
-- CLOSE
function PlayAnimRise3()
PauseAnimation("wallmoves");
RewindAnimation("wallmoves1");
PlayAnimation("wallmoves1");


-- allow the AI to run across it
--UnblockPlanningGraphArcs("Connection82");
--UnblockPlanningGraphArcs("Connection83");
--DisableBarriers("Bridge");


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(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",700) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",700) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",650) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",7800) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("dc:soundan2.lvl;an2cw")
ReadDataFile("dc:sound\\an2.lvl;an2cw")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_hover_fightertank",
"rep_walk_atte",
"rep_walk_oneman_atst")

ReadDataFile("SIDE\\imp.lvl",
"imp_hover_fightertank")

ReadDataFile("dc:SIDE\\new.lvl",
"rep_hover_swampspeeder_2man",
"rep_hover_swampspeeder",
"rep_walk_atxt",
"rep_walk_atap")

ReadDataFile("dc:SIDE\\wrk.lvl",
"rep_walk_atap")

ReadDataFile("dc:SIDE\\mac.lvl",
"rep_walk_sphat")

ReadDataFile("dc:SIDE\\abc.lvl",
"abc_drive_HAVwA6J")

ReadDataFile("dc:SIDE\\cpt.lvl",
"all_walk_atpt")

ReadDataFile("dc:SIDE\\uta.lvl",
"rep_hover_utat")

ReadDataFile("dc:SIDE\\fme.lvl",
"atpt")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_tread_hailfire",
"cis_tread_snailtank",
"cis_walk_spider",
"cis_walk_spiderkas",
"cis_hover_stap")

ReadDataFile("dc:SIDE\\new.lvl",
"com_hover_light_attack_speeder",
"cis_hover_aatx",
"cis_hover_gat",
"cis_hover_mtt")

ReadDataFile("dc:SIDE\\dwf.lvl",
"cis_walk_dwarfspider")

ReadDataFile("dc:SIDE\\hag.lvl",
"cis_hover_hag")

ReadDataFile("dc:SIDE\\tri.lvl",
"cis_walk_tridroid")

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

SetupTeams{
rep = {
team = REP,
units = 20,
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},

},
cis = {
team = CIS,
units = 20,
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_anakin")


-- Level Stats
-- ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 8) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 22) --replace "@#$" with the number of TWO legged walkers in your map
AddWalkerType(2, 10) -- replace "@#$" with the number of FOUR legged walkers in your map
AddWalkerType(3, 3) -- replace "@#$" with the number of SIX legged walkers in your map in your map
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 750)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 69)
SetMemoryPoolSize("CommandWalker", 3)
SetMemoryPoolSize("Commandhover", 9)
SetMemoryPoolSize("EntityLight", 16)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 4096)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 640)
SetMemoryPoolSize("SoldierAnimation",10000)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:CLH\\CLH.lvl", "CLH_conquest")
ReadDataFile("dc:CLH\\CLH.lvl", "CLH_conquest")
SetDenseEnvironment("false")




-- Sound

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

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

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

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

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

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

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

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

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


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

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

As you can see the munge-log says that there is no problem. So I must be missing something in my Lua. Here is the list of units that disappeared (in order from first to last).
  • "imp_hover_fightertank"
    "cis_inf_rocketeer"
    "cis_inf_engineer"
    "cis_inf_sniper"
    "cis_inf_officer"
    "cis_tread_hailfire"
    "cis_tread_snailtank"
    "cis_walk_spider"
    "cis_walk_spiderkas"
    "rep_walk_ATAP"


I just tried a manual cleaning and now when I munge the pc_TextureMunge.exe crashes. I am running windows 7 and I had previously downloaded the windows 7 munge fix. Hope that there is a way around this problem. I apologize for the rather lengthy post. I appreciate any help in this matter.

I still am not sure if there is a limit to the amount of vehicles allowed on a map but I did figure out that the munger was the source of the problem. I run my munger with windows xp virtual machine because if I munge in windows it leaves some files unmunged (this is with the windows 7 munge fix). So I decided to set the BFII directory to a folder on my virtual hard drive. Then I take the folder and put it on my real hard drive in the addon folder. Both the units and vehicles are back and working but while I was running the munger it had a popup that said "pc_texturemunge.exe has stopped working". I pressed Ok and everything continued as normal except now some textures have been replaced by dark blob outlines of the model. Does anyone know how to fix this problem?
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