Damn errors! Can´t make that right. -1 reply

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#1 11 years ago

Damn! Something else I can´t say. I created a funmap. Everything was okay. Then the last step: Munging the World. After Munging and there came a MungeLog, wich says this: C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\RAC\RACc_con.lua:94: `)' expected (to close `(' at line 85) near `"rep_hover_barcspeeder"' ERROR[scriptmunge scripts\RAC\RACc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\RAC\RACc_con.lua]:Could not read input file. [continuing] 2 Errors 0 Warnings I do not know what I have to do. Help me, please! For every helpful answer I will be very thankful! :bows::bows::bows::bows::bows::bows::bows::bows::bows::bows:




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#2 11 years ago

Sry the MungeLog isn´t good to read here again: C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\RAC\RACc_con.lua:94: `)' expected (to close `(' at line 85) near `"rep_hover_barcspeeder"' ERROR[scriptmunge scripts\RAC\RACc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\RAC\RACc_con.lua]:Could not read input file. [continuing] 2 Errors 0 Warnings




Maveritchell

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#3 11 years ago

What you did was add things to the REP side in the .lua. However, you forgot to close off the section with a close-parenthesis ")" Go to line 94 (or thereabouts) of your .lua, see where you forgot to close the parentheses.




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#4 11 years ago

LOL! Thank you very much! I made there a very stupid mistake: I forgot to click space between the object, I added, and the bracet. But I can only say THANKS A LOT!!! :-)




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#5 11 years ago

Hmmh I tried it, but the errors comes always when I munge again. I´ll copy the .lua text data in here.




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#6 11 years ago

-- -- 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(1000) SetMaxPlayerFlyHeight (1000) 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("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", "cis_hero_jangofett", "rep_hover_barcspeeder" ) ReadDataFile("SIDE\\cis.lvl", "cis_inf_rifleman", "cis_inf_rocketeer", "cis_inf_engineer", "cis_inf_sniper", "cis_inf_officer", "cis_inf_droideka", "cis_hero_jangofett", "cis_hover_aat" "rep_hover_barcspeeder" )

ReadDataFile("SIDE\\tur.lvl", "tur_bldg_laser", "tur_bldg_tower") SetupTeams{ rep = { team = REP, units = 20, reinforcements = 250, 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 = 250, 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_jangofett") SetHeroClass(REP, "cis_hero_jangofett") -- 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:RAC\\RAC.lvl", "RAC_conquest") ReadDataFile("dc:RAC\\RAC.lvl", "RAC_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




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#7 11 years ago

Please copy the line which I have to correct in your text field and make the letters I have to correct bold, but correctet please.




SlugMantheAlmighty

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#8 11 years ago

you are edting it in Notepad right? press CTRL + G and in the box, type 94. It should show you the line you needa correct.




Maveritchell

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#9 11 years ago

ReadDataFile("SIDE\\cis.lvl", "cis_inf_rifleman", "cis_inf_rocketeer", "cis_inf_engineer", "cis_inf_sniper", "cis_inf_officer", "cis_inf_droideka", "cis_hero_jangofett", "cis_hover_aat" "rep_hover_barcspeeder" )

Put a comma after "cis_hover_aat"




SlugMantheAlmighty

Aka Snork

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#10 11 years ago

ahhh that would do it.




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