Problem adding wave...

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darthhalv
Private First Class
Posts: 88
Joined: Sun Dec 05, 2010 8:40 am
Projects :: No Mod project currently.
Games I'm Playing :: starwarsbattlefront2

Problem adding wave...

Post by darthhalv »

I just tried adding the wave mode to my mustafar map but when i munge i receive the messege:
Hidden/Spoiler:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\VSK\VSKg_eli.lua:483: <eof> expected near `end'
ERROR[scriptmunge scripts\VSK\VSKg_eli.lua]:Could not read input file.ERROR[scriptmunge scripts\VSK\VSKg_eli.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

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

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

ucft <--

2 Errors 0 Warnings

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

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

ucft <--

2 Errors 0 Warnings
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DarthD.U.C.K.
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Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Problem adding wave...

Post by DarthD.U.C.K. »

obviously you made an error editing the lua. could you post it here please?
darthhalv
Private First Class
Posts: 88
Joined: Sun Dec 05, 2010 8:40 am
Projects :: No Mod project currently.
Games I'm Playing :: starwarsbattlefront2

Re: Problem adding wave...

Post by darthhalv »

Here it is
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ambush")

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

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
UnblockPlanningGraphArcs("Connection74")
DisableBarriers("1")

AllowAISpawn(ALL, false)

--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:AddCommandPost(cp5)
--conquest:AddCommandPost(cp6)

ScriptCB_SetGameRules("campaign")


EnableSPHeroRules()
--Kill the capture regions
SetProperty("CP1", "captureregion", " ")
SetProperty("CP2", "captureregion", " ")
SetProperty("CP3", "captureregion", " ")
SetProperty("CP4", "captureregion", " ")
SetProperty("CP5", "captureregion", " ")
SetProperty("CP6", "captureregion", " ")
--Change up teams

SetProperty("CP4CON", "team", "1")
SetProperty("CP5CON", "team", "2")
KillObject("CP1")
KillObject("CP2")
KillObject("CP3")
KillObject("CP4")
KillObject("CP5")
--KillObject("CP6")

EnableSPHeroRules()
-- This is the actual objective setup
[[TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm2",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start() ]]

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)

--WAVES

totalkills = 0
yesvader = 0
yesemp = 0
shadowtally = 0
scomm = 0
royal = 0
shadg = 0
spawnonce = 0
SetReinforcementCount(DEF, totalkills)

tally = OnObjectKill(
function(object, killer)
--[[if killer and IsCharacterHuman(killer) then
if GetObjectTeam(object) == 2 then
totalkills = totalkills + 1
SetReinforcementCount(DEF, totalkills)
end
end
if killer and IsCharacterHuman(killer) then
if GetObjectTeam(object) == 3 then
totalkills = totalkills + 1
SetReinforcementCount(DEF, totalkills)
end
end
if killer and IsCharacterHuman(killer) then
if GetObjectTeam(object) == 4 then
totalkills = totalkills + 1
SetReinforcementCount(DEF, totalkills)
end
end]]
--[[if GetObjectTeam(object) == 4 then
--if GetObjectTeam(object) == 5 then
totalkills = totalkills + 1
SetReinforcementCount(DEF, totalkills)
--end
end
--totalkills = GetTeamPoints(ATT)
--SetReinforcementCount(DEF, totalkills)
--SetReinforcementCount(DEF, GetTeamPoints(ATT))]]

--[[if GetEntityClass(object) == FindEntityClass("CIS_inf_officer") then
--print("shadowdeath")
--totalkills = totalkills + 1
--SetReinforcementCount(DEF, totalkills)
shadg = shadg + 1
SetReinforcementCount(DEF, (scomm + royal + shadg))
end]]

if GetEntityClass(object) == FindEntityClass("CIS_inf_sniper") and royal < 14 then
--print("shadowdeath")
--totalkills = totalkills + 1
--SetReinforcementCount(DEF, totalkills)
royal = royal + 1
SetReinforcementCount(DEF, royal)
end

--[[if GetEntityClass(object) == FindEntityClass("cis_inf_droideka") then
--print("shadowdeath")
--totalkills = totalkills + 1
--SetReinforcementCount(DEF, totalkills)
scomm = scomm + 1
SetReinforcementCount(DEF, (scomm + royal + shadg))
end]]

if GetEntityClass(object) == FindEntityClass("cis_hero_darthmaul") then
print("shadowdeath")
--totalkills = totalkills + 1
--SetReinforcementCount(DEF, totalkills)
shadowtally = shadowtally + 1
end

if GetEntityClass(object) == FindEntityClass("cis_hero_countdooku") then
print("vaderdeath")
yesvader = 1
end
if GetEntityClass(object) == FindEntityClass("rep_hero_obiwan") then
print("empdeath")
yesemp = 1
end

end
)

dying = OnCharacterDeath(
function(character)
if IsCharacterHuman(character) then
MapRemoveClassMarker("cis_hero_darthmaul")
MapRemoveClassMarker("cis_hero_countdooku")
MapRemoveClassMarker("rep_hero_obiwan")
MissionDefeat(ATT)
end
end
)


wavetimer = CreateTimer("waves")
SetTimerValue(wavetimer, 30)

wavetimer0 = CreateTimer("waves0")
SetTimerValue(wavetimer0, 45)

wavetimer1 = CreateTimer("waves1")
SetTimerValue(wavetimer1, 80)

wavetimer2 = CreateTimer("waves2")
SetTimerValue(wavetimer2, 70)

wavetimer3 = CreateTimer("waves3")
SetTimerValue(wavetimer3, 70)

wavetimer4 = CreateTimer("waves4")
SetTimerValue(wavetimer4, 100)

wavetimer5 = CreateTimer("waves5")
SetTimerValue(wavetimer5, 120)

--wavetimer6 = CreateTimer("waves4")
--SetTimerValue(wavetimer6, 150)
firstspawn = OnCharacterSpawn(
function(player)
if GetCharacterTeam(player) == 1 and spawnonce == 0 then
--ShowObjectiveTextPopup("level.dea1.wavemode", ATT)
StartTimer(wavetimer)
ShowTimer(nil)
ShowTimer(wavetimer)
--ShowMessageText("level.dea1.wave")
Ambush("CP1Spawn", 1, 2)
Ambush("CP2Spawn", 1, 2)
Ambush("CP3Spawn", 1, 2)
Ambush("CP4Spawn", 1, 2)
Ambush("CP5Spawn", 2, 2)
Ambush("CP6Spawn", 2, 2)
SetReinforcementCount(ATT, 1)
spawnonce = 1
end
end
)

wtime0 = OnTimerElapse(
function(timer)
StartTimer(wavetimer0)
ShowTimer(nil)
ShowTimer(wavetimer0)
--ShowMessageText("level.dea1.wave")
Ambush("CP1Spawn", 2, 2)
Ambush("CP2Spawn", 2, 2)
Ambush("CP3Spawn", 2, 2)
Ambush("CP4Spawn", 2, 2)
Ambush("CP5Spawn", 2, 2)
Ambush("CP6Spawn", 2, 2)
SetReinforcementCount(ATT, 2)
--Ambush("CP1Spawn", 4, 3)
--Ambush("CP2Spawn", 4, 3)
--Ambush("CP3Spawn", 4, 3)
--Ambush("CP4Spawn", 4, 3)
--Ambush("CP5Spawn", 4, 3)
--Ambush("CP6Spawn", 4, 3)

DestroyTimer(timer)
end,
wavetimer
)

wtime1 = OnTimerElapse(
function(timer)
StartTimer(wavetimer1)
ShowTimer(nil)
ShowTimer(wavetimer1)
--ShowMessageText("level.dea1.wave")
Ambush("CP1Spawn", 2, 2)
Ambush("CP2Spawn", 2, 2)
Ambush("CP3Spawn", 2, 2)
Ambush("CP4Spawn", 2, 2)
Ambush("CP5Spawn", 2, 2)
Ambush("CP6Spawn", 2, 2)
Ambush("CP1Spawn", 1, 3)
Ambush("CP2Spawn", 1, 3)
Ambush("CP3Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP5Spawn", 1, 3)
Ambush("CP6Spawn", 1, 3)
SetReinforcementCount(ATT, 3)
DestroyTimer(timer)
end,
wavetimer0
)

wtime2 = OnTimerElapse(
function(timer)
StartTimer(wavetimer2)
ShowTimer(nil)
ShowTimer(wavetimer2)
--ShowMessageText("level.dea1.wave")
Ambush("CP1Spawn", 3, 2)
Ambush("CP2Spawn", 2, 2)
Ambush("CP3Spawn", 3, 2)
Ambush("CP4Spawn", 2, 2)
Ambush("CP5Spawn", 3, 2)
Ambush("CP6Spawn", 2, 2)
Ambush("CP1Spawn", 2, 3)
Ambush("CP2Spawn", 2, 3)
Ambush("CP3Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP5Spawn", 2, 3)
Ambush("CP6Spawn", 2, 3)
Ambush("CP1Spawn", 1, 4)
Ambush("CP2Spawn", 1, 4)
Ambush("CP3Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP5Spawn", 1, 4)
Ambush("CP6Spawn", 1, 4)
SetReinforcementCount(ATT, 4)
DestroyTimer(timer)
end,
wavetimer1
)

wtime3 = OnTimerElapse(
function(timer)
StartTimer(wavetimer3)
ShowTimer(nil)
ShowTimer(wavetimer3)
--ShowMessageText("level.dea1.wave")
--ShowObjectiveTextPopup("level.dea1.shadowwave", ATT)
Ambush("CP1Spawn", 2, 2)
Ambush("CP2Spawn", 2, 2)
Ambush("CP3Spawn", 2, 2)
Ambush("CP4Spawn", 2, 2)
Ambush("CP5Spawn", 2, 2)
Ambush("CP6Spawn", 2, 2)
Ambush("CP1Spawn", 2, 3)
Ambush("CP2Spawn", 2, 3)
Ambush("CP3Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP5Spawn", 2, 3)
Ambush("CP6Spawn", 2, 3)
Ambush("CP1Spawn", 3, 4)
Ambush("CP2Spawn", 2, 4)
Ambush("CP3Spawn", 3, 4)
Ambush("CP4Spawn", 2, 4)
Ambush("CP5Spawn", 3, 4)
Ambush("CP6Spawn", 2, 4)
SetReinforcementCount(ATT, 5)


Ambush("CP1Spawn", 1, 5)

Ambush("CP2Spawn", 1, 5)

Ambush("CP3Spawn", 1, 5)

--Ambush("CP4Spawn", 0, 5)

Ambush("CP5Spawn", 1, 5)

Ambush("CP6Spawn", 1, 5)
MapAddClassMarker("cis_hero_darthmaul", "hud_objective_icon_circle", 3.5, ATT, "GREEN", true)

DestroyTimer(timer)
end,
wavetimer2
)

wtime4 = OnTimerElapse(
function(timer)
StartTimer(wavetimer4)
ShowTimer(nil)
ShowTimer(wavetimer4)
--ShowMessageText("level.dea1.wave")
--ShowObjectiveTextPopup("level.dea1.vaderwave", ATT)
Ambush("CP1Spawn", 3, 2)
Ambush("CP2Spawn", 2, 2)
Ambush("CP3Spawn", 3, 2)
Ambush("CP4Spawn", 2, 2)
Ambush("CP5Spawn", 3, 2)
Ambush("CP6Spawn", 2, 2)
Ambush("CP1Spawn", 3, 3)
Ambush("CP2Spawn", 2, 3)
Ambush("CP3Spawn", 3, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP5Spawn", 3, 3)
Ambush("CP6Spawn", 2, 3)
Ambush("CP1Spawn", 3, 4)
Ambush("CP2Spawn", 3, 4)
Ambush("CP3Spawn", 3, 4)
Ambush("CP4Spawn", 3, 4)
Ambush("CP5Spawn", 4, 4)
Ambush("CP6Spawn", 3, 4)
SetReinforcementCount(ATT, 6)
vad = math.random(6)
if vad == 1 then
Ambush("CP1Spawn", 1, 6)
elseif vad == 2 then
Ambush("CP2Spawn", 1, 6)
elseif vad == 3 then
Ambush("CP3Spawn", 1, 6)
elseif vad == 4 then
Ambush("CP4Spawn", 1, 6)
elseif vad == 5 then
Ambush("CP5Spawn", 1, 6)
elseif vad == 6 then
Ambush("CP6Spawn", 1, 6)
end
MapAddClassMarker("cis_hero_countdooku", "hud_objective_icon_circle", 3.5, ATT, "YELLOW", true)
DestroyTimer(timer)
end,
wavetimer3
)

wtime5 = OnTimerElapse(
function(timer)
if yesvader == 1 and shadowtally > 2 and royal <= 13 then
MapRemoveClassMarker("cis_hero_darthmaul")
MapRemoveClassMarker("cis_hero_countdooku")
MapRemoveClassMarker("rep_hero_obiwan")
MissionVictory(ATT)
elseif yesvader == 1 and shadowtally > 2 and shadowtally < 5 then
MapRemoveClassMarker("cis_hero_darthmaul")
MapRemoveClassMarker("cis_hero_countdooku")
MapRemoveClassMarker("rep_hero_obiwan")
MissionVictory(ATT)
elseif yesvader == 1 and shadowtally > 4 and royal > 13 then
StartTimer(wavetimer5)
ShowTimer(nil)
ShowTimer(wavetimer5)
--ShowMessageText("level.dea1.wave")
--ShowObjectiveTextPopup("level.dea1.empwave", ATT)
Ambush("CP1Spawn", 4, 2)
Ambush("CP2Spawn", 4, 2)
Ambush("CP3Spawn", 4, 2)
Ambush("CP4Spawn", 4, 2)
Ambush("CP5Spawn", 4, 2)
Ambush("CP6Spawn", 4, 2)
Ambush("CP1Spawn", 4, 3)
Ambush("CP2Spawn", 4, 3)
Ambush("CP3Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP5Spawn", 4, 3)
Ambush("CP6Spawn", 4, 3)
Ambush("CP1Spawn", 4, 4)
Ambush("CP2Spawn", 4, 4)
Ambush("CP3Spawn", 4, 4)
Ambush("CP4Spawn", 4, 4)
Ambush("CP5Spawn", 4, 4)
Ambush("CP6Spawn", 4, 4)
SetReinforcementCount(ATT, 7)
Ambush("CP6Spawn", 1, 7)

MapAddClassMarker("imp_hero_sidious", "hud_objective_icon_circle", 3.5, ATT, "RED", true)
DestroyTimer(timer)
elseif yesvader == 0 or shadowtally <= 2 then
MapRemoveClassMarker("cis_hero_darthmaul")
MapRemoveClassMarker("cis_hero_countdooku")
MapRemoveClassMarker("rep_hero_obiwan")
MissionDefeat(ATT)
end
end,
wavetimer4
)

wtime6 = OnTimerElapse(
function(timer)
if yesemp == 1 then
MapRemoveClassMarker("cis_hero_darthmaul")
MapRemoveClassMarker("cis_hero_countdooku")
MapRemoveClassMarker("rep_hero_obiwan")
MissionVictory(ATT)
elseif yesemp == 0 then
MapRemoveClassMarker("cis_hero_darthmaul")
MapRemoveClassMarker("cis_hero_countdooku")
MapRemoveClassMarker("rep_hero_obiwan")
MissionDefeat(ATT)
end
end,
wavetimer5
)








end

-- OPEN
function PlayAnimDrop()
PauseAnimation("lava_bridge_raise");
RewindAnimation("lava_bridge_drop");
PlayAnimation("lava_bridge_drop");

-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection82");
BlockPlanningGraphArcs("Connection83");
EnableBarriers("Bridge");
PlayAnimRise()
DisableBarriers("BALCONEY")
DisableBarriers("bALCONEY2")
DisableBarriers("hallway_f")
DisableBarriers("hackdoor")
DisableBarriers("outside")

OnObjectRespawnName(PlayAnimRise, "DingDong");
OnObjectKillName(PlayAnimDrop, "DingDong");


end,

--START BRIDGEWORK!



end
-- CLOSE
function PlayAnimRise()
PauseAnimation("lava_bridge_drop");
RewindAnimation("lava_bridge_raise");
PlayAnimation("lava_bridge_raise");


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


end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3600000)

ReadDataFile("ingame.lvl")

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

SetUberMode(1);


SetMemoryPoolSize ("ClothData",40)
SetMemoryPoolSize ("Combo",170) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",1850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",14000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",1140) -- should be ~1x #combo -- should be ~1x #combo

SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)
AISnipeSuitabilityDist(30)

ReadDataFile("sound\\mus.lvl;mus1cw")

ReadDataFile("dc:SIDE\\rpk.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_hero_cloakedanakin",
"rep_hero_obiwan")
----"rep_bldg_defensegridturret")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hero_countdooku",
"cis_hero_darthmaul",
"CIS_inf_officer",
"cis_inf_droideka")
----"cis_bldg_defensegridturret")

ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian",
"geo_inf_agro_geonosian")


SetAttackingTeam(ATT)
SetupTeams{
REP = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_hero_cloakedanakin",0, 1},
--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_hero_cloakedanakin",0, 1},

},

}

SetupTeams{
CIS = {
team = CIS,
units = 230,
reinforcements = -1,
soldier = { "CIS_inf_rifleman",7, 60},
assault = { "CIS_inf_rocketeer",2, 60},
engineer = { "CIS_inf_engineer", 2, 60},
--sniper = { "CIS_inf_sniper",1, 4},
--officer = { "CIS_inf_officer", 1, 4},
--special = { "cis_inf_droideka",1, 4},

},

}

SetTeamName(3, "imp")
AddUnitClass(3, "gen_inf_geonosian",2,60)
AddUnitClass(3, "CIS_inf_rocketeer",2,60)
AddUnitClass(3, "CIS_inf_engineer",2,60)
AddUnitClass(3, "geo_inf_agro_geonosian",2,60)
SetUnitCount (3, 100)
--first number is numteam, second is numunits
AddAIGoal(3, "Deathmatch", 100)


SetTeamName(4, "cis")
AddUnitClass(4, "CIS_inf_rifleman",2,60)
AddUnitClass(4, "gen_inf_geonosian",2,60)
AddUnitClass(4, "CIS_inf_engineer",2,60)
SetUnitCount (4, 100)
--first number is numteam, second is numunits
AddAIGoal(4, "Deathmatch", 100)

SetTeamName(5, "cis")
AddUnitClass (5, "cis_hero_darthmaul", 1, 1)

SetUnitCount (5, 50)
--first number is numteam, second is numunits
AddAIGoal(5, "Deathmatch", 100)

SetTeamName(6, "cis")
AddUnitClass (6, "cis_hero_countdooku", 1, 1)
SetUnitCount (6, 50)
--first number is numteam, second is numunits
AddAIGoal(6, "Deathmatch", 100)

SetTeamName(7, "obi")
AddUnitClass (7, "rep_hero_obiwan", 1, 1)
SetUnitCount (7, 50)
--first number is numteam, second is numunits
AddAIGoal(7, "Deathmatch", 100)

SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)

SetTeamAsEnemy(ATT,4)
SetTeamAsEnemy(4,ATT)
SetTeamAsFriend(DEF,4)
SetTeamAsFriend(4,DEF)
SetTeamAsFriend(3,4)
SetTeamAsFriend(4,3)

SetTeamAsEnemy(ATT,5)
SetTeamAsEnemy(5,ATT)
SetTeamAsFriend(DEF,5)
SetTeamAsFriend(5,DEF)
SetTeamAsFriend(4,5)
SetTeamAsFriend(5,4)
SetTeamAsFriend(3,5)
SetTeamAsFriend(5,3)

SetTeamAsEnemy(ATT,6)
SetTeamAsEnemy(6,ATT)
SetTeamAsFriend(DEF,6)
SetTeamAsFriend(6,DEF)
SetTeamAsFriend(5,6)
SetTeamAsFriend(6,5)
SetTeamAsFriend(4,6)
SetTeamAsFriend(6,4)
SetTeamAsFriend(3,6)
SetTeamAsFriend(6,3)

SetTeamAsEnemy(ATT,7)
SetTeamAsEnemy(7,ATT)
SetTeamAsFriend(DEF,7)
SetTeamAsFriend(7,DEF)
SetTeamAsFriend(6,7)
SetTeamAsFriend(7,6)
SetTeamAsFriend(5,7)
SetTeamAsFriend(7,5)
SetTeamAsFriend(4,7)
SetTeamAsFriend(7,4)
SetTeamAsFriend(3,7)
SetTeamAsFriend(7,3)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
local weaponCnt = 2000
SetMemoryPoolSize ("Aimer", 50)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 300)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 100)
SetMemoryPoolSize ("EntityLight", 100)
SetMemoryPoolSize ("EntitySoundStatic", 30)
SetMemoryPoolSize ("SoundSpaceRegion", 50)
SetMemoryPoolSize ("MountedTurret", 0)
SetMemoryPoolSize ("Navigator", 300)
SetMemoryPoolSize ("Obstacle", 260)
SetMemoryPoolSize ("PathFollower", 300)
SetMemoryPoolSize ("PathNode", 512)
SetMemoryPoolSize ("RedOmniLight", 130)
SetMemoryPoolSize ("ShieldEffect", 0)
SetMemoryPoolSize ("TreeGridStack", 200)
SetMemoryPoolSize ("UnitAgent", 300)
SetMemoryPoolSize ("UnitController", 300)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize ("EntityFlyer", 6)
SetMemoryPoolSize("SoldierAnimation", 1800)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:GIF\\mus1.lvl", "MUS1_TDM")

SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(900)
SetMaxPlayerFlyHeight(900)

-- Sound Stats

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\\mus.lvl", "mus1")
OpenAudioStream("sound\\mus.lvl", "mus1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\mus.lvl", "mus1_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_mus_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_mus_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_mus_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_mus_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_mus_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_mus_amb_end", 2,1)

SetVictoryMusic(REP, "rep_mus_amb_victory")
SetDefeatMusic (REP, "rep_mus_amb_defeat")
SetVictoryMusic(CIS, "cis_mus_amb_victory")
SetDefeatMusic (CIS, "cis_mus_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")

AddCameraShot(0.446393, -0.064402, -0.883371, -0.127445, -93.406929, 72.953865, -35.479401);

AddCameraShot(-0.297655, 0.057972, -0.935337, -0.182169, -2.384067, 71.165306, 18.453350);

AddCameraShot(0.972488, -0.098362, 0.210097, 0.021250, -42.577881, 69.453072, 4.454691);

AddCameraShot(0.951592, -0.190766, -0.236300, -0.047371, -44.607018, 77.906273, 113.228661);

AddCameraShot(0.841151, -0.105984, 0.526154, 0.066295, 109.567764, 77.906273, 7.873035);

AddCameraShot(0.818472, -0.025863, 0.573678, 0.018127, 125.781593, 61.423031, 9.809184);

AddCameraShot(-0.104764, 0.000163, -0.994496, -0.001550, -13.319855, 70.673264, 63.436607);

AddCameraShot(0.971739, 0.102058, 0.211692, -0.022233, -5.680069, 68.543945, 57.904160);

AddCameraShot(0.178437, 0.004624, -0.983610, 0.025488, -66.947433, 68.543945, 6.745875);

AddCameraShot(-0.400665, 0.076364, -0896894, -0.170941, 96.201210, 79.913033, -58.604382)
end
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Problem adding wave...

Post by Frisbeetarian »

darthhalv wrote:C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\VSK\VSKg_eli.lua:483: <eof> expected near `end'
First line tells you exactly where to go. When a "<eof>" is expected (end of file), it means that a bracket or an "end" is extra or missing. Open the file in your editor of choice and look for line 483, as it says in your log. I noticed that your problem seems to be the "end" followed by a comma before the "--START BRIDGEWORK!" comment. Fix that line and you'll get past at least this error.
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