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Help please (Manual clean doesn't work)

Posted: Tue Jan 13, 2015 10:03 pm
by superimperial11
Hi. So my changes weren't appearing in game randomly yesterday, so I just did a manual clean today. It did nothing. It still doesn't make the changes and I don't know what to do. Any help is appreciated : :cry: .

Re: Help please (Manual clean doesn't work)

Posted: Tue Jan 13, 2015 11:22 pm
by AnthonyBF2
Move data_MOD out of the modtools, then make a new world with same ID, title, and description.

Then copy all your lua, sides, worlds, and other assets from the old one into the new one and try to munge and play.

I have done this several times to fix an issue that I had lost track of.

Re: Help please (Manual clean doesn't work)

Posted: Wed Jan 14, 2015 12:57 am
by superimperial11
OK. I just tried yours and now it crashes without an error and the ModTools log has severity 3's but nothing for me to be concerned about. I do not know what to do. :cpu: :faint:

Re: Help please (Manual clean doesn't work)

Posted: Wed Jan 14, 2015 3:59 am
by Anakin
What is crashing?? Modtool while munging or swbf2 while playing??
You sayed there is no error log, but you have severity3 messages?? So you have a log??? Can you show us these messages?

Re: Help please (Manual clean doesn't work)

Posted: Wed Jan 14, 2015 10:36 am
by superimperial11
ModTools (debug) is crashing and so is Battlefront 2. There is an error log but those are there because it is telling me a vehicle I placed doesn't have something. This just appeared this time I read the error log but here you go:
Hidden/Spoiler:
[code]Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>[/code]

Re: Help please (Manual clean doesn't work)

Posted: Wed Jan 14, 2015 1:23 pm
by Anakin
OK so go to your munged map folder (BFII directory) and make a list of all files you can see there.

Re: Help please (Manual clean doesn't work)

Posted: Wed Jan 14, 2015 5:38 pm
by superimperial11
Anakin wrote:OK so go to your munged map folder (BFII directory) and make a list of all files you can see there.
Everything is there:
all
allshell
cisshell
gar
imp
impshell
rep
repshell
tur
core.lvl
mission.lvl
ONF.lvl
addme.script

Re: Help please (Manual clean doesn't work)

Posted: Wed Jan 14, 2015 5:40 pm
by Anakin
Is there something special about the file size?? (just 1KB or somthing like that)

Re: Help please (Manual clean doesn't work)

Posted: Wed Jan 14, 2015 5:49 pm
by superimperial11
Anakin wrote:Is there something special about the file size?? (just 1KB or somthing like that)
Nope.

Re: Help please (Manual clean doesn't work)

Posted: Thu Jan 15, 2015 4:23 am
by Anakin
Can you please post your lua

Re: Help please (Manual clean doesn't work)

Posted: Thu Jan 15, 2015 1:44 pm
by superimperial11
Anakin wrote:Can you please post your lua
Here is my ONFc_con.lllua
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()

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(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",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_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")
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\\tur.lvl",
"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()
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:ONF\\ONF.lvl", "ONF_conquest")
ReadDataFile("dc:ONF\\ONF.lvl", "ONF_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]

Re: Help please (Manual clean doesn't work)

Posted: Thu Jan 15, 2015 6:39 pm
by hunpeter12
I made a map and used this LUA and it worked fine, so that shouldn't be a problem. Sadly, I don't really have a clue on what the problem is.
EDIT: You're using the munge fix and run it as and administrator, right? What I'd try is maybe opening one of the map's lvl files in Notepad++ and try to munge while they're open. If the munging actually changes the files, Notepad ++ should show a message about whether you want to apply the changes visually or not. This way you can check if your visualmunge is the problem. Just a quick idea though.

Re: Help please (Manual clean doesn't work)

Posted: Thu Jan 15, 2015 7:09 pm
by Marth8880
What is the last thing you did to your map itself, not the Lua? Which changes weren't showing up in-game?

Re: Help please (Manual clean doesn't work)

Posted: Thu Jan 15, 2015 8:09 pm
by superimperial11
Marth8880 wrote:What is the last thing you did to your map itself, not the Lua? Which changes weren't showing up in-game?
Just changing models for characters and weapons.

Re: Help please (Manual clean doesn't work)

Posted: Thu Jan 15, 2015 8:28 pm
by Marth8880
What happens if you undo the changes you made?

Re: Help please (Manual clean doesn't work)

Posted: Fri Jan 16, 2015 5:36 am
by Anakin
superimperial11 wrote:
Marth8880 wrote:What is the last thing you did to your map itself, not the Lua? Which changes weren't showing up in-game?
Just changing models for characters and weapons.

have you checked if the changed models have the right names?? I have often more than one model in my project folder (rifleman_1, rifleman_2, rifleman_org, rifleman_old,...) so that i sometimes miss to check what name is used in the odf file.

Re: Help please (Manual clean doesn't work)

Posted: Fri Jan 16, 2015 1:53 pm
by superimperial11
Here is my mungelog:
Hidden/Spoiler:
[code]C:\BF2_ModTools\data_ONF\_BUILD\Common\..\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\ONF\ONFg_con.lua:82: unexpected symbol near `)'
ERROR[scriptmunge scripts\ONF\ONFg_con.lua]:Could not read input file.ERROR[scriptmunge scripts\ONF\ONFg_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

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

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

ucft <--
[continuing]
2 Errors 0 Warnings[/code]

Re: Help please (Manual clean doesn't work)

Posted: Fri Jan 16, 2015 2:16 pm
by Anakin
So what's the problem now?? have a look at ONFg_con.lua in around line 82 should be something wrong. (you posted ONFc_con above)

Re: Help please (Manual clean doesn't work)

Posted: Fri Jan 16, 2015 8:33 pm
by superimperial11
Anakin wrote:So what's the problem now?? have a look at ONFg_con.lua in around line 82 should be something wrong. (you posted ONFc_con above)
Here take a look for yourself:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

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

function ScriptPostLoad()


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



--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()

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(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\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_hero_hansolo_tat",)

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
flame = {"all_inf_flametrooper",1,4}

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

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

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:ONF\\ONF.lvl", "ONF_conquest")
SetDenseEnvironment("false")


-- Sound Stats

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

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

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

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

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

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

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

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

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

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end[/code]

Re: Help please (Manual clean doesn't work)

Posted: Fri Jan 16, 2015 10:03 pm
by AQT
superimperial11 wrote: "all_hero_hansolo_tat",)
You shouldn't have a comma in there.