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SlugMantheAlmighty

Aka Snork

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3rd February 2007

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#1 11 years ago

I just finished making a new map and munged.:bawl: This is what came up in the log. C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\OSU\OSUg_con.lua:90: `)' expected (to close `(' at line 76) near `ReadDataFile' ERROR[scriptmunge scripts\OSU\OSUg_con.lua]:Could not read input file.ERROR[scriptmunge scripts\OSU\OSUg_con.lua]:Could not read input file. [continuing] 2 Errors 0 Warnings ERROR[levelpack mission\OSUg_con.req]:Expecting bracket, but none was found. File : munged\pc\osug_con.script.req(1)... ucft <-- ERROR[levelpack mission\OSUg_con.req]:Expecting bracket, but none was found. File : munged\pc\osug_con.script.req(1)... ucft <-- [continuing] 2 Errors 0 Warnings Help!!!!




LastJedi

I'm the last of them.

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12th December 2006

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#2 11 years ago

You need to work with OSUg_con.req and OSUg_con.lua. -LastJedi




t551

The Internet ends at GF

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27th November 2004

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#3 11 years ago

No, just with the .lua. The .req is generated during the munge process.

You've messed up one of your ReadDataFile sections. Check around line 76.




SlugMantheAlmighty

Aka Snork

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#4 11 years ago

don't know how. I put in my side name for ReadDataFile, put in my soldier on SetupTeams, and KABAM! It gave mthat. I'll try it though. Thanks




SlugMantheAlmighty

Aka Snork

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#5 11 years ago

Okay...I tried it. I opened the munge thingy and it said in the bar at the bottom "Error reading osugcw.LUA" or something like that. I opened the game and played it a blank screen came up. I alt-tabed, viola! A message that says "could not open OSU.lvl"




SlugMantheAlmighty

Aka Snork

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#6 11 years ago

:mad: :bawl::mad: :bawl: :mad::bawl: HELP@!!!




t551

The Internet ends at GF

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#7 11 years ago

Post the .lua that crashes.




SlugMantheAlmighty

Aka Snork

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#8 11 years ago

The whole thing?




SlugMantheAlmighty

Aka Snork

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#9 11 years ago

Things in red are things I edited.

-- -- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved. -- ScriptCB_DoFile("setup_teams") ScriptCB_DoFile("ObjectiveConquest") -- Empire Attacking (attacker is always #1) local [COLOR="Red"]OVN[/COLOR] = 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[COLOR="red"]("sound\\mus.lvl;mus2gcw")[/COLOR] ReadDataFile("SIDE\\[COLOR="red"]OVN[/COLOR].lvl", [COLOR="red"]"ovn_inf_ovensquirrel", )[/COLOR] ReadDataFile("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 = { [COLOR="red"]team = OVN, units = 25, reinforcements = 150, soldier = { "ovn_inf_ovensquirrel",25, 25},[/COLOR] }, imp = { team = IMP, [COLOR="red"]units = 25, reinforcements = 150,[/COLOR] 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:OSU\\OSU.lvl", "OSU_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




LastJedi

I'm the last of them.

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12th December 2006

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#10 11 years ago

I'd keep the rebellion and just make your "ovensquirrel" (LOL) a unit on the team. You may actually have a problem with your side. I always edit an existing side so I don't have problems. Do you need "dc" at the beginning of the OVN side load area? -LastJedi