Destroying Frigate Turrets? (FAQ)

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Murdocr

RE: Destroying Frigate Turrets?

Post by Murdocr »

C:\BF2_ModTools\data_SCL\Common\scripts\linkedturrets and linkeddestroyables is what you need although i have no idea how it works as i have never done a space map
Qdin
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RE: Destroying Frigate Turrets?

Post by Qdin »

he said that :wink:

try looking into that file and see if there are actually sometihng IN it :o

but I think I've seen some turrets on frigates in some campaigns being destroyed as well; just look the file(s) uup for that one :)
Murdocr

Re: RE: Destroying Frigate Turrets?

Post by Murdocr »

Qdin wrote:he said that :wink:
Doh!!! :oops: lol
xwingguy

Destroy frigate turrets on destruction of frigate

Post by xwingguy »

I wrote this code purely to do what you're talking about. Read carefully and remember to put me in your credits.

I call this "LinkedFrigate" (you know like LinkedShields and LinkedDestroyables) and this code that I made actually does it better than what the people at Pandemic did.

Here's what you need to do step by step.

Go to your data_???\Common\Scripts folder and copy the LinkedDestroyables.lua file you will find there and paste it any other folder.
(So we don't accidently overwrite LinkedDestroyables.)

Open the LinkedDestroyables.lua that you just pasted with notepad or word pad and delete ALL of its contents.

Paste this new code in the empty LinkedDestroyables.lua.
Hidden/Spoiler:
[code]--
-- No longer Pandemic's, xwingguy wrote this code.
-- That means if you use this, you MUST include me in your credits.
--


-- Also this code assumes that your Frigate Turrets have no destroyed geometry
--------------------------------------------
LinkedFrigate =
{
TurretList = nil, --List of turret names that must be destroyed when the Frigate is destroyed
Frigate = nil, --Name of the frigate (duh)

New = function(self, o)
o = o or {}
setmetatable(o, self)
self.__index = self
return o
end,


Init = function(self)

local DestroyFrigate = function(list)
for _, obj in ipairs(list) do
if IsObjectAlive(obj) then
KillObject(obj)
end
SetProperty( obj, "RespawnTime", 99999999)
SetProperty( obj, "Team", 0)
end
end
--init stuff (really dang simple actually)
OnObjectKillName(
function()
DestroyFrigate(self.TurretList)
end,
self.Frigate)

end,
}
[/code]
Save the file and exit notepad/wordpad.

Rename the LinkedDestroyables.lua that you just modified to "LinkedFrigate" (without quotes).

Move LinkedFrigate.lua to data_???\Common\Scripts

Now you must fix the REQ for the new script file. Open the "mission.req" in data_???\Common folder.

All we're doing is adding 1 line. Underneath "scripts" which is underneath the second REQN add "LinkedFrigate" (with quotes included)
It should look something like this:
Hidden/Spoiler:
[code]
ucft
{
REQN
{
"config"
"ingame_movies"
}

REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
"LinkedFrigate"
}

REQN
{
"lvl"
"???g_Diet Dr. Pepper"
"???g_1flag"
}
}

[/code]

Now you've got to add it into your actual game scripts. So open your ???_cmn file in data_???\Common\Scripts\???.

right below where it says ScriptCB_Dofile("setupTeams") add this line:

Code: Select all

ScriptCB_Dofile("LinkedFrigate") 


Now here's where you do the coding for YOUR frigates, I'm just gonna show some example code. (This code should be placed in the setupTurrets() function.)

If you know how to make linkedTurrets or linkedShields, well it's pretty much the same. Here's the key facts:

You must specify TurretList which is the names of the turrets on a certain frigate in the form of an array as shown.

You must specify Frigate which is the name of the certain frigate as shown below.
Hidden/Spoiler:
[code] --imp Frigates
local impfrig1list = {"imp_bldg_frig_turbo", "imp_bldg_frig_turbo1",
"imp_bldg_frig_turbo2", "imp_bldg_frig_turbo3",
"imp_bldg_boxturret8", "imp_bldg_boxturret10",
"imp_bldg_boxturret9" }
ImpFrigate1 = LinkedFrigate:New{TurretList = impfrig1list, Frigate = "imp-frigate"}
ImpFrigate1:Init()

--all Frigates
local allfriglist= {"all_bldg_frig_turbo", "all_bldg_frig_turbo1",
"all_bldg_frig_turbo2", "all_bldg_frig_turbo3",
"all-frigtur1", "all-frigtur2", "all-frigtur3",
"all-frigtur4", "all-frigtur5",
"all-frigtur6", "all-frigtur7", "all-frigtur8"}
AllFrigate = LinkedFrigate:New{TurretList = allfriglist, Frigate = "all-frigate"}
AllFrigate:Init()
[/code]

Sorry if that was too complicated, but I'll anwser any questions.
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Post by Qdin »

You're tha' man! :P :P :P

Sticky this, please! :wink: and/or spilt it as well to a new sticky :P

I completely understood it :) great job
OGEB1103

Post by OGEB1103 »

Yeah i managed to get this to work the first time but when i put a second frigate in it didn't work. I simply copied the first one and renamed to local "repfrig2list", and then changed the frigate and all the turrets.
xwingguy

Post by xwingguy »

If you mess up a single name of a turret or a frigate, the whole system falls apart so best to double check.
OGEB1103

Post by OGEB1103 »

Ah yes i had given the turrets names in the lua but had not yet changed them in the editor. I'm guessing it works now, thanks.
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How do I use xwingguys linked frigates?

Post by wishihadaname »

The tutorial was very good up to the point were it says that I need to define the frigate and the turrets, were does all of that go in the script? also how do I define four differant frigates using only one script?
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linkedfrigate code probs?

Post by THEWULFMAN »

I am haveing trouble getting the script that xwingguy made to work, i get a munge error when i try to munge it, even with the code he supplied in the tutorial unedited. here is my code
Hidden/Spoiler:
[code]--
-- No longer Pandemic's, xwingguy wrote this code.
-- That means if you use this, you MUST include me in your credits.
--


-- Also this code assumes that your Frigate Turrets have no destroyed geometry
--------------------------------------------



local cis1friglist = {"cisturret1", "cisturret2",
"cisturret3", "cisturret4",
"cisturret5", "cisturret6",
"cisturret7", "cisturret8",
"cisturret9", "cisturret10",
"cisturret11", "cisturret12",
"cisturret13", "cisturret14",
"cisturret15", "cisturret16",
"cisturret17", "cisturret18",
"cisturret19", "cisturret20",
"cisturret21", "cisturret22",
"cisturret23", "cisturret24",
"cisturret25", "cisturret26",
"cisturret27", "cisturret28",
"cisturret29", "cisturret30",
"cisturret31", "cisturret32"}
CisFrigate1 = LinkedFrigate:New{TurretList = cis1friglist, Frigate = "bank1"}
CisFrigate1:Init()




New = function(self, o)
o = o or {}
setmetatable(o, self)
self.__index = self
return o
end,


Init = function(self)

local DestroyFrigate = function(list)
for _, obj in ipairs(list) do
if IsObjectAlive(obj) then
KillObject(obj)
end
SetProperty( obj, "RespawnTime", 99999999)
SetProperty( obj, "Team", 0)
end
end
--init stuff (really dang simple actually)
OnObjectKillName(
function()
DestroyFrigate(self.TurretList)
end,
self.Frigate)

end,
}



[/code]
here is my munge error log

Code: Select all

C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\LinkedFrigate.lua:42: unexpected symbol near `='
ERROR[scriptmunge scripts\LinkedFrigate.lua]:Could not read input file.ERROR[scriptmunge scripts\LinkedFrigate.lua]:Could not read input file. [continuing]
   2 Errors    0 Warnings

any ideas?
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Re: linkedfrigate code probs?

Post by Darth_Spiderpig »

THEWULFMAN wrote:
Hidden/Spoiler:
[code]Init = function(self)[/code]

Code: Select all

C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\LinkedFrigate.lua:42: unexpected symbol near `='
any ideas?
In line 42 I extracted above is something wrong with the function. Maybe putting it in "" works?
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Re: linkedfrigate code probs?

Post by DarthD.U.C.K. »

the line

Code: Select all

   New = function(self, o)
works without any """s
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Re: linkedfrigate code probs?

Post by THEWULFMAN »

, nothing working, i cant figure out whats wrong...

its REALY wierd that even xwingguys example code causes the errors
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Re: Destroying Frigate Turrets? (FAQ)

Post by JazzMaster »

I tried this and i get no munge errors, but when the map crashes bf2 almost instantly after click launch in instant action. I'm trying to do this for three frigates on the cis side.

XXXc_common lua:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Common File
-- Common script that shares all setup information
--

ScriptCB_DoFile("setup_teams")
ScriptCB_Dofile("LinkedFrigate")

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

function SetupUnits()
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_pilot",
"cis_inf_marine",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_fly_tridroidfighter")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end

myTeamConfig = {
rep = {
team = REP,
units = 32,
reinforcements = -1,
pilot = { "rep_inf_ep3_pilot",26},
marine = { "rep_inf_ep3_marine",6},
},
cis = {
team = CIS,
units = 32,
reinforcements = -1,
pilot = { "cis_inf_pilot",26},
marine = { "cis_inf_marine",6},
}
}

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()

--cis Frigates
local cisfrig1list = {"cis_turr_43", "cis_turr_44"}
CisFrigate1 = LinkedFrigate:New{TurretList = cisfrig1list, Frigate = "cis-frigate"}
CisFrigate1:Init()
local cisfrig2list = {"cis_turr_38", "cis_turr_37", "cis_turr_41", "cis_turr_39", "cis_turr_40", "cis_turr_42"}
CisFrigate2 = LinkedFrigate:New{TurretList = cisfrig2list, Frigate = "cis-frigate2"}
CisFrigate2:Init()
local cisfrig3list = {"cis_turr_26", "cis_turr_27", "cis_turr_28", "cis_turr_29", "cis_turr_30", "cis_turr_31", "cis_turr_32", "cis_turret_33", "cis_turr_34", "cis_turr_35", "cis_turr_36"}
CisFrigate3 = LinkedFrigate:New{TurretList = cisfrig3list, Frigate = "cis-frigate1"}
CisFrigate3:Init()

--CIS turrets
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"cis_turr_1", "cis_turr_2", "cis_turr_3", "cis_turr_4", "cis_turr_5", "cis_turr_6"} }
turretLinkageCIS:Init()

function turretLinkageCIS:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)

BroadcastVoiceOver( "ROSMP_obj_20", REP )
BroadcastVoiceOver( "COSMP_obj_21", CIS )
end
function turretLinkageCIS:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", REP)
ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)

BroadcastVoiceOver( "ROSMP_obj_22", REP )
BroadcastVoiceOver( "COSMP_obj_23", CIS )
end


--REP turrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageREP:Init()

function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end

function ScriptPreInit()
SetWorldExtents(2500)
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()
-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")

SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(100)

ReadDataFile("sound\\spa.lvl;spa2cw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);

SetupUnits()
SetupTeams(myTeamConfig)

-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
local units = 72
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 73)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroideka",0)
SetMemoryPoolSize("EntityDroid",0)
SetMemoryPoolSize("EntityHover", 0)
SetMemoryPoolSize("EntityFlyer", 36)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 1784)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1500)
SetMemoryPoolSize("EntityLight", 100)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoldier",guyCnt)
SetMemoryPoolSize("SoldierAnimation", 200)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 70)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 150)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("PathNode", 92)
SetMemoryPoolSize("UnitAgent", units)
SetMemoryPoolSize("UnitController", units)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("Combo::DamageSample", 0)

SetSpawnDelay(10.0, 0.25)

-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end

ReadDataFile("dc:SDA\\spa_sky.lvl", "tat")

ReadDataFile("dc:SDA\\SDA.lvl", myGameMode)

SetDenseEnvironment("false")

SetParticleLODBias(15000)

-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

local 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\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tat.lvl", "tat1_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, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(REP, "Repleaving")
SetOutOfBoundsVoiceOver(CIS, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end", 2,1)

SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetVictoryMusic(CIS, "cis_spa_amb_victory")
SetDefeatMusic (CIS, "cis_spa_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 Battle over Felucia
-- Rep ship from behind
AddCameraShot(0.998795, -0.041143, -0.026739, -0.001101, -720.435303, 809.024963, 2779.057129);
-- CIS ship from behind
AddCameraShot(0.028389, -0.001117, -0.998823, -0.039312, -629.853760, 809.024963, -2050.946289);
-- Overall from right side of map
AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
-- Overall from left side of map
AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);


AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddLandingRegion("rep-CP1Con")
AddLandingRegion("cis-CP1Con")
AddLandingRegion("rep-CP2Con")
AddLandingRegion("cis-CP2Con")

end




[/code]
Short but strange BF2 error log:
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2013-04-13 1309
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: Found custom_gc_11.lvl
custom_gc_11: Entered
ifs_freeform_init_dt.lua
ifs_freeform_start_dt.lua
custom_gc_11: Taking control of custom_GetGCButtonList()...
custom_gc_11: Taking control of custom_PressedGCButton()...
custom_gc_11: Exited
custom_gc_10: No custom_gc_12.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_11: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_11: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode4
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 04ED1AF8
The key, value is: era_c 1
The key, value is: mode_assault_c 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: SDA<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 04AB6BEC
The key, value is: key mode_assault
The key, value is: subst Diet Dr. Pepper
The key, value is: showstr modename.name.spa-assault
The key, value is: descstr modename.description.assault
The key, value is: icon mode_icon_Diet Dr. Pepper
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: SDAc_Diet Dr. Pepper idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
(none):0: attempt to call global `ScriptCB_Dofile' (a nil value)
[/code]


any ideas??
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