argument expedted near \ -1 reply

Please wait...

1z2x3c

The forums staffers think I'm Cool

50 XP

5th September 2006

0 Uploads

160 Posts

0 Threads

#1 11 years ago

i cant find it plz help

C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\NGH\NGHc_con.lua:117: function arguments expected near `\' ERROR[scriptmunge scripts\NGH\NGHc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\NGH\NGHc_con.lua]:Could not read input file. [continuing] 2 Errors 0 Warnings

-- -- 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"} cp5 = CommandPost:New{name = "cp5"} cp6 = CommandPost:New{name = "cp6"} --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() AddAIGoal(1, "conquest", 1000) AddAIGoal(2, "conquest", 1000) AddAIGoal(3, "Deathmatch", 100)

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") SetUberMode(1) SetMaxFlyHeight(500) SetMaxPlayerFlyHeight (500) 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 SetTeamAggressiveness(CIS, 1.0) SetTeamAggressiveness(REP, 0.2)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\yav.lvl;yav1cw") ReadDataFile("dc:SIDE\\rep.lvl", "rep_inf_ep2_jettrooper_rifleman", "rep_inf_ep3_rifleman", "rep_inf_ep3_rocketeer", "rep_inf_ep3_engineer", "rep_inf_ep3_sniper", "rep_inf_ep3_pilot", "rep_inf_ep3_officer", "rep_inf_ep3_jettrooper", "rep_hero_aalya", "rep_fly_naboo_starfighter")

ReadDataFile("dc:SIDE\\cis.lvl", "cis_fly_droidfighter_sc", "cis_hover_aat", "cis_inf_rifleman", "cis_inf_rocketeer", "cis_inf_engineer", "cis_inf_sniper", "cis_inf_officer", "cis_hero_darthmaul", "cis_inf_droideka", "cis_hover_stap")

ReadDataFile("dc:SIDE\\vehicles.lvl", "cis_hover_mtt", "gun_walk_kaadu", "com_hover_flashspeeder") ReadDataFile("SIDE\\tur.lvl", "tur_bldg_laser", "tur_bldg_tower") ReadDataFile(dc:SIDE\\gun.lvl", "gun_inf_rider", "gun_inf_defender", "gun_inf_soldier") SetupTeams{ rep = { team = REP, units = 50, reinforcements = 200, soldier = { "rep_inf_ep3_jettrooper",5, 10}, assault = { "rep_inf_ep3_rocketeer",4, 8}, engineer = { "rep_inf_ep3_engineer",4, 8}, sniper = { "rep_inf_ep3_sniper",4, 8}, officer = {"rep_inf_ep3_officer",4, 8}, special = { "rep_inf_ep2_jettrooper_rifleman",4, 8}, }, cis = { team = CIS, units = 50, reinforcements = 200, soldier = { "cis_inf_rifleman",5, 10}, assault = { "cis_inf_rocketeer",4, 8}, engineer = { "cis_inf_engineer",4, 8}, sniper = { "cis_inf_sniper",4, 8}, officer = {"cis_inf_officer",4, 8}, special = { "cis_inf_droideka",4, 8}, } } SetHeroClass(CIS, "cis_hero_darthmaul") SetHeroClass(REP, "rep_hero_aalya") ---[[ gungans SetTeamName(3, "locals") AddUnitClass(3, "gun_inf_rider", 15) AddUnitClass(3, "gun_inf_soldier", 15) AddUnitClass(3, "gun_inf_defender", 15) SetUnitCount(3, 45) SetTeamAsFriend(3,ATT) SetTeamAsEnemy(3,DEF) SetTeamAsFriend(ATT, 3) SetTeamAsEnemy(DEF, 3) --]]

-- Level Stats -- ClearWalkers() AddWalkerType(0, 10) -- special -> droidekas AddWalkerType(1, 30) -- 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", 1000) SetMemoryPoolSize("AmmoCounter", weaponCnt) SetMemoryPoolSize("BaseHint", 1024) SetMemoryPoolSize("EnergyBar", weaponCnt) SetMemoryPoolSize("EntityCloth", 32) SetMemoryPoolSize("EntityFlyer", 32) SetMemoryPoolSize("Commandhover", 8) SetMemoryPoolSize("EntityHover", 50) SetMemoryPoolSize("Entitywalker", 32) SetMemoryPoolSize("EntityLight", 2000) SetMemoryPoolSize("EntitySoundStream", 400) SetMemoryPoolSize("EntitySoundStatic", 32) SetMemoryPoolSize("MountedTurret", 32) SetMemoryPoolSize("Navigator", 128) SetMemoryPoolSize("Obstacle", 1024) SetMemoryPoolSize("PathFollower", 50) 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:NGH\\NGH.lvl", "NGH_conquest") ReadDataFile("dc:NGH\\NGH.lvl", "NGH_conquest") SetDenseEnvironment("true")

-- 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_nab_amb_start", 0,1) SetAmbientMusic(REP, 0.8, "rep_nab_amb_middle", 1,1) SetAmbientMusic(REP, 0.2,"rep_nab_amb_end", 2,1) SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start", 0,1) SetAmbientMusic(CIS, 0.8, "cis_nab_amb_middle", 1,1) SetAmbientMusic(CIS, 0.2,"cis_nab_amb_end", 2,1)

SetVictoryMusic(REP, "rep_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




Guest

I didn't make it!

0 XP

 
#2 11 years ago

....huh? I can't really get what you are trying to say... at all.