Coustom Map Keeps Crashing

Started by Delta327, August 30, 2014, 07:31:26 PM

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My Coustom Map did work secssecfuly but the I went ot edit it then clean it then munge it and then it crashed
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

Need more information to help you:

-crash on munge?
-crash on playing?
-how many maps do you have in addon?
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

Ok, first things first, is this Battlefront 1 or 2 we're talking about?
Second, Can you tell us all the steps you took to create this map?
Third, did you modify any scripts? If so please show us them.
Forth, did you create custom units to go along with this map?
And finally, did you receive any error messages after munging?

August 30, 2014, 07:38:37 PM #3 Last Edit: August 31, 2014, 01:15:10 AM by Unit 33
My map when playing it crashes an my maps in addon are 6 maps

I have BF1
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

Can you please answer our other questions? And if you can, please explain them in as much detail as possible.

I just edited my LUA script for GCW and that was all I edit on my maps

here is my LUA script

--start header
function ScriptInit()
local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(IMP,"red", "level.NR1.objectives.1");
AddMissionObjective(IMP,"orange", "level.NR1.objectives.2");
AddMissionObjective(IMP,"orange", "level.NR1.objectives.3");
AddMissionObjective(ALL,"red", "level.NR1.objectives.1");
AddMissionObjective(ALL,"orange", "level.NR1.objectives.2");
AddMissionObjective(ALL,"orange","level.NR1.objectives.3");
--end objectives
--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1gcw");
--end soundlvl

-- Start sidelvls
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler",
"all_fly_kwing",
"all_fly_xwing",
"all_fly_ywing",
"all_hover_combatspeeder",
"all_hover_hovernaut");
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_basic_tie",
"imp_inf_darthvader",
"imp_inf_dark_trooper",
"imp_fly_tiefighter",
"imp_walk_atat");
--end sidelvls
--start loadouts
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldierdesert",10)
AddUnitClass(ALL, "all_inf_vanguard",1)
AddUnitClass(ALL, "all_inf_pilot",2)
AddUnitClass(ALL, "all_inf_marksman",2)
AddUnitClass(ALL, "all_inf_smuggler",1)
SetHeroClass(ALL, "all_inf_lukeskywalker")
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",10)
AddUnitClass(IMP, "imp_inf_shock_trooper",1)
AddUnitClass(IMP, "imp_inf_pilottie",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",2)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
SetHeroClass(IMP, "imp_inf_darthvader")
--end loadouts
--start teamstats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 200)
--end teamstats
--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
SetMemoryPoolSize("EntityWalker",-3)
AddWalkerType(0, 0)-- special -> droidekas
AddWalkerType(1, 0)-- 1x4 (1 pair of legs)
AddWalkerType(2, 4)-- 3 atats (2 pair of legs each)
AddWalkerType(3, 0)-- 3x2 (3 pair of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("EntityFlyer", 10)
SetMemoryPoolSize("EntityHover", 10)
SetMemoryPoolSize("CommandWalker", 3)
SetMemoryPoolSize("CommandHover", 1)
SetMemoryPoolSize("EntityCarrier", 10)
--end memorypools
--start worldlvl
ReadDataFile("dc:NR1\\NR1.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(8.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment
--start birdsandfish
--end birdsandfish
--start deathregions
--end deathregions

--start soundconfig
OpenAudioStream("sound\\tat.lvl","tatgcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\gcw.lvl","gcw_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_tac_vo");
OpenAudioStream("sound\\tat.lvl","tat1_emt");
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,0.99,"all_tat_amb_middle",1,1);
SetAmbientMusic(ALL,0.1,"all_tat_amb_end",2,1);
SetAmbientMusic(IMP,1.0,"imp_tat_amb_start",0,1);
SetAmbientMusic(IMP,0.99,"imp_tat_amb_middle",1,1);
SetAmbientMusic(IMP,0.1,"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("SpawnDisplayUnitChange","shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange","shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplayBack","shell_menu_exit");
SetPlanetaryBonusVoiceOver(IMP,IMP,0,"imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP,ALL,0,"imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP,IMP,1,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,1,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,2,"imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP,ALL,2,"imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP,IMP,3,"imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(IMP,ALL,3,"imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP,IMP,4,"imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP,ALL,4,"imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP,IMP,5,"imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP,ALL,5,"imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP,IMP,6,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,6,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,7,"imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP,ALL,7,"imp_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,ALL,0,"all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(ALL,IMP,0,"all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(ALL,ALL,1,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,1,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,2,"all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(ALL,IMP,2,"all_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(ALL,ALL,3,"all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL,IMP,3,"all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(ALL,ALL,4,"all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL,IMP,4,"all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(ALL,ALL,5,"all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(ALL,IMP,5,"all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(ALL,ALL,6,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,6,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,7,"all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,IMP,7,"all_bonus_imp_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer
end
--end footer

PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

August 30, 2014, 08:29:47 PM #6 Last Edit: August 30, 2014, 08:33:30 PM by Led
And you have your map NR1.lvl installed? 

Nothing stands out to me from the LUA. 

Does your map have any vehicles? 



BTW, DarthC3PO88, please don't make multiple accounts, if you forgot your password, I can reset it.




Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

Quote from: Delta327 on August 30, 2014, 07:49:58 PM--start memorypools
ClearWalkers()
SetMemoryPoolSize("EntityWalker",-3)

this might be causing it. try changing to
SetMemoryPoolSize("EntityWalker", 0)

August 31, 2014, 06:30:18 AM #8 Last Edit: August 31, 2014, 07:31:21 AM by Unit 33
I have in my map 3 atats and I hovernaut , 1 kwing, 3 xwings, 1tie fighter , and 2 combatspeeders

I tested it out and the kwing dosent appear
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

Quote from: Delta327 on August 31, 2014, 06:30:18 AM
I have in my map 3 atats and I hovernaut , 1 kwing, 3 xwings, 1tie fighter , and 2 combatspeeders

Then certainly your walkers line is not right.

Take a look at tatooine desert map LUA for settings to use for all those vehicles.

I will disable your previous account.  Multiple accounts are not allowed here.  If you make another account, all of them will be banned.  Please review our forum rules.
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

Qick question where do you find the LUA script
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

Quote from: Delta327 on August 31, 2014, 06:44:23 AM
Qick question where do you find the LUA script

Look in the stock world assets folder.  I think the GCW asset is tat2r.lua if I recall correctly.
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

August 31, 2014, 07:05:52 AM #12 Last Edit: August 31, 2014, 10:40:53 AM by Unit 33
I look at the LUA scripts and nothing says anything about and I kinda get an idea for it im going to test it out and see what happens


I think something went wrong with the hovernaut and the kwing

It crashed again
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

I do not think the Hovernaut and the K-wing will work in stock sides.  Try taking them out of reference or munge a new side level file with a fixed Hovernaut and K-wing.
The BOBclan:  A Rich History


Quote from: Unit 33 on November 29, 2014, 03:44:44 AM
'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.

This time. I put the atte for rebels and it still crashed
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A