Naboo campaign map

Started by Ltin, June 28, 2013, 05:05:15 PM

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June 29, 2013, 07:01:44 PM #15 Last Edit: June 29, 2013, 07:33:15 PM by Ltin
thank you. i think im going to have to try that. i did what republiccommando said, and its just crashing my game. ill comeback to that later.....
edit: in an attemp to try and find out whats wrong, im putting nab2c here
edit again: whoops, i forgot i deleted it and put back the stock one.......
3rd edit: i think i might have found my problem, will test when i get around to it
4th edit: this is what i had [spoiler] ---------------------------------------------------------------------------
-- 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 creped from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
--  Attacker is always #1
    local REP = 2;
    local CIS = 1;
--  These variables do not change
    local ATT = 1;
    local DEF = 2;

        AddMissionObjective(REP, "orange", "level.naboo2.objectives.1");
    AddMissionObjective(REP, "red", "level.naboo2.objectives.2");
--  AddMissionObjective(REP, "red", "level.naboo2.objectives.3");
    AddMissionObjective(CIS, "orange", "level.naboo2.objectives.1");
--  AddMissionObjective(CIS, "red", "level.naboo2.objectives.2");
    AddMissionObjective(CIS, "red", "level.naboo2.objectives.3");

    ReadDataFile("sound\\nab.lvl;nab2cw");
    ReadDataFile("SIDE\\rep.lvl",
        "rep_hover_fightertank",
        "rep_inf_basic",
        "rep_inf_jet_trooper",
        "rep_inf_macewindu");
  ReadDataFile("SIDE\\gar.lvl",
        "gar_inf_basic");
    ReadDataFile("SIDE\\cis.lvl",
        "cis_hover_aat",
        "cis_inf_basic",
        "cis_inf_countdooku",
        "cis_inf_droideka");

    SetAttackingTeam(ATT);

--  Republic Stats
    SetTeamName(GAR, "Naboo Guard");
    SetTeamIcon(GAR, "GAR_icon");
    AddUnitClass(GAR, "gar_inf_soldier",12)
    AddUnitClass(GAR, "gar_inf_pilot",5)
    AddUnitClass(GAR, "gar_inf_vanguard",5)
   
--  CIS Stats
    SetTeamName(CIS, "CIS");
    SetTeamIcon(CIS, "cis_icon");
    AddUnitClass(CIS, "cis_inf_battledroid",11)
    AddUnitClass(CIS, "cis_inf_assault",3)
    AddUnitClass(CIS, "cis_inf_pilotdroid",3)
    AddUnitClass(CIS, "cis_inf_assassindroid",3)
    AddUnitClass(CIS, "cis_inf_droideka",2)
    SetHeroClass(CIS, "cis_inf_countdooku")
   
--  Attacker Stats
    SetUnitCount(ATT, 22)
    SetReinforcementCount(ATT, 200)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 22)
    SetReinforcementCount(DEF, 200)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 8) -- 8 droidekas with 0 leg pairs each
    SetMemoryPoolSize("EntityHover", 6)
    SetMemoryPoolSize("MountedTurret", 20)
    SetSpawnDelay(10.0, 0.25);
    ReadDataFile("NAB\\nab2.lvl")
    SetDenseEnvironment("true")
    AddDeathRegion("Water");
    AddDeathRegion("Waterfall");
    SetMaxFlyHeight(-20)

--  Birdies
    SetNumBirdTypes(1);
    SetBirdType(0,1.0,"bird");
    SetBirdFlockMinHeight(-28.0);

--  Sound
    OpenAudioStream("sound\\nab.lvl",  "nabcw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\nab.lvl",  "nab2");
    OpenAudioStream("sound\\nab.lvl",  "nab2");
    OpenAudioStream("sound\\nab.lvl",  "nab2_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, "repleaving");
    SetOutOfBoundsVoiceOver(1, "cisleaving");

    SetAmbientMusic(REP, 1.0, "rep_nab_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_nab_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_nab_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_nab_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_nab_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_nab_amb_victory");
    SetDefeatMusic (REP, "rep_nab_amb_defeat");
    SetVictoryMusic(CIS, "cis_nab_amb_victory");
    SetDefeatMusic (CIS, "cis_nab_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");

    SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "CIS_bonus_CIS_medical");
    SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
    SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors");
    SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves");
    SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
    SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training");--advanced training
    SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training");--advanced training

    SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical");
    SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors");
    SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves");
    SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage");
    SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
    SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_training");--advanced training

    --SetSoundEffect("BirdScatter",         "birdsFlySeq1");
    --ScriptCB_SndBusFade("Root", 3.0, 1.0, 0.0);


--  Camera Stats
--Nab2 Theed
--Palace
AddCameraShot(-0.007592, -0.000002, -0.999971, 0.000209, -168.559723, -45.250122, 13.399481);
--Fountain
AddCameraShot(0.255033, 0.003789, -0.966818, 0.014365, -45.806969, -47.785381, -45.429058);
--Rotunda
AddCameraShot(0.621417, -0.119417, -0.760412, -0.146128, -276.067444, -18.259653, -77.929230);
end

[/spoiler]

Quote from: Kit Fisto on June 28, 2013, 10:00:26 PM
For Theed: http://starwarsbattlefront.filefront.com/file/Naboo_Theed_Naboo_Crisis_version;116863

Check filefront guys. They still have lots of SWBFI mods and maps we don't have. :tu:
I don't think you saw this Ltin. You don't have to mod anything to play this. :)

Quote from: Kit Fisto on June 29, 2013, 07:25:11 PM
I don't think you saw this Ltin. You don't have to mod anything to play this. :)
i did check filefront.... and i still would like to know this.
also, i only want the three classes the campaign is shipped with. not 5 -_-

Quote from: Ltin on June 29, 2013, 07:26:15 PM
i did check filefront.... and i still would like to know this.
also, i only want the three classes the campaign is shipped with. not 5 -_-

I will make it for you tomorrow.

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

you dont need to. what phobos' said worked. but i still want to know why its crashing -_- i did it all right i think.....

June 29, 2013, 07:38:41 PM #20 Last Edit: June 29, 2013, 07:41:03 PM by Phobos
Quote from: Ltin on June 29, 2013, 07:34:06 PM
you dont need to. what phobos' said worked. but i still want to know why its crashing -_- i did it all right i think.....
my respsonse got deleted???

anyway i typed: Post your LUA and sptest logs here.

Quote from: Phobos on June 29, 2013, 07:38:41 PM
my respsonse got deleted???

anyway i typed: Post your LUA and sptest logs here.
i put the lua in the first post. where do i get sptest?

heres the sptest loader
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=344

idk if it includes sptest.exe

i dont see the LUA in first post either. sptest will usually tell you if someting in the LUA is causing a crash.

June 29, 2013, 07:47:50 PM #23 Last Edit: June 29, 2013, 07:50:35 PM by Ltin
Quote from: Phobos on June 29, 2013, 07:45:05 PM
heres the sptest loader
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=344

idk if it includes sptest.exe

i dont see the LUA in first post either. sptest will usually tell you if someting in the LUA is causing a crash.
its in the spoiler at the top of the page. ill try and get sptest working
edit: im confused. what do i do?

June 29, 2013, 07:56:25 PM #24 Last Edit: June 29, 2013, 08:08:54 PM by Phobos
top of page? all i see is this

Quote from: Ltin on June 28, 2013, 05:05:15 PM
I have searched faaaaaaaar and wiiiide (or maybe just the search function) looking for a map or mod that allows you to play as the Naboo guard or Gungans against the CIS (like the campaign).
Does anyone know where to find it?

run sptest. when it crashes, check bfront.log
post it here in the CODE tag

http://www.sendspace.com/file/5bt37x
http://www.sendspace.com/file/ktuspe

these go here
C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData

then run SPtest, and when game crashes, check the BFront.log

You must have a different number of posts per page then. Its reply #15.
sptest isnt in there. Is it supposed to be in the folder? Or do i run the sptest[wprdthatidontrememberareherebecauseikonatabletrightnow] and then it appears there?

sptest i posted in my previous post. download it from sendspace and put it in that folder.

yes i have the max view of posts per page (50).

June 29, 2013, 09:59:47 PM #27 Last Edit: June 30, 2013, 06:44:17 PM by Ltin
Quote from: Phobos on June 29, 2013, 08:57:11 PM
sptest i posted in my previous post. download it from sendspace and put it in that folder.

yes i have the max view of posts per page (50).
ohh thats what that was. I thought it had something to do with some off site code tag. Ill dl that and see what it says
edit: sptest
Opened logfile BFront.log  2013-06-30 1055

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1410)
Weapon 'weapons.gar.weap.inf_thermaldetonator' is not localized for stats page

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaScript.cpp(1951)
error: bad argument sent to Lua API function
stack traceback:
   1:  function `SetTeamName' [C]
   2:  function `ScriptInit' [(none)]


Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(171)
Team  has no unit classes

and heres the lua again
---------------------------------------------------------------------------
-- 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 creped from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
--  Attacker is always #1
    local GAR = 2;
    local CIS = 1;
--  These variables do not change
    local ATT = 1;
    local DEF = 2;

        AddMissionObjective(REP, "orange", "level.naboo2.objectives.1");
    AddMissionObjective(REP, "red", "level.naboo2.objectives.2");
--  AddMissionObjective(REP, "red", "level.naboo2.objectives.3");
    AddMissionObjective(CIS, "orange", "level.naboo2.objectives.1");
--  AddMissionObjective(CIS, "red", "level.naboo2.objectives.2");
    AddMissionObjective(CIS, "red", "level.naboo2.objectives.3");

    ReadDataFile("sound\\nab.lvl;nab2cw");
    ReadDataFile("SIDE\\rep.lvl",
        "rep_hover_fightertank",
        "rep_inf_basic",
        "rep_inf_jet_trooper",
        "rep_inf_macewindu");
  ReadDataFile("SIDE\\gar.lvl",
        "gar_inf_basic");
    ReadDataFile("SIDE\\cis.lvl",
        "cis_hover_aat",
        "cis_inf_basic",
        "cis_inf_countdooku",
        "cis_inf_droideka");

    SetAttackingTeam(ATT);

--  Republic Stats
    SetTeamName(GAR, "Naboo Guard");
    SetTeamIcon(GAR, "GAR_icon");
    AddUnitClass(GAR, "gar_inf_soldier",12)
    AddUnitClass(GAR, "gar_inf_pilot",5)
    AddUnitClass(GAR, "gar_inf_vanguard",5)
   
--  CIS Stats
    SetTeamName(CIS, "CIS");
    SetTeamIcon(CIS, "cis_icon");
    AddUnitClass(CIS, "cis_inf_battledroid",11)
    AddUnitClass(CIS, "cis_inf_assault",3)
    AddUnitClass(CIS, "cis_inf_pilotdroid",3)
    AddUnitClass(CIS, "cis_inf_assassindroid",3)
    AddUnitClass(CIS, "cis_inf_droideka",2)
    SetHeroClass(CIS, "cis_inf_countdooku")
   
--  Attacker Stats
    SetUnitCount(ATT, 22)
    SetReinforcementCount(ATT, 200)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 22)
    SetReinforcementCount(DEF, 200)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 8) -- 8 droidekas with 0 leg pairs each
    SetMemoryPoolSize("EntityHover", 6)
    SetMemoryPoolSize("MountedTurret", 20)
    SetSpawnDelay(10.0, 0.25);
    ReadDataFile("NAB\\nab2.lvl")
    SetDenseEnvironment("true")
    AddDeathRegion("Water");
    AddDeathRegion("Waterfall");
    SetMaxFlyHeight(-20)

--  Birdies
    SetNumBirdTypes(1);
    SetBirdType(0,1.0,"bird");
    SetBirdFlockMinHeight(-28.0);

--  Sound
    OpenAudioStream("sound\\nab.lvl",  "nabcw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\nab.lvl",  "nab2");
    OpenAudioStream("sound\\nab.lvl",  "nab2");
    OpenAudioStream("sound\\nab.lvl",  "nab2_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, "repleaving");
    SetOutOfBoundsVoiceOver(1, "cisleaving");

    SetAmbientMusic(REP, 1.0, "rep_nab_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_nab_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_nab_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_nab_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_nab_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_nab_amb_victory");
    SetDefeatMusic (REP, "rep_nab_amb_defeat");
    SetVictoryMusic(CIS, "cis_nab_amb_victory");
    SetDefeatMusic (CIS, "cis_nab_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");

    SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "CIS_bonus_CIS_medical");
    SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
    SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors");
    SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves");
    SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
    SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training");--advanced training
    SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training");--advanced training

    SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical");
    SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors");
    SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves");
    SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage");
    SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
    SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_training");--advanced training

    --SetSoundEffect("BirdScatter",         "birdsFlySeq1");
    --ScriptCB_SndBusFade("Root", 3.0, 1.0, 0.0);


--  Camera Stats
--Nab2 Theed
--Palace
AddCameraShot(-0.007592, -0.000002, -0.999971, 0.000209, -168.559723, -45.250122, 13.399481);
--Fountain
AddCameraShot(0.255033, 0.003789, -0.966818, 0.014365, -45.806969, -47.785381, -45.429058);
--Rotunda
AddCameraShot(0.621417, -0.119417, -0.760412, -0.146128, -276.067444, -18.259653, -77.929230);
end

umm, seriously, wahts goin' on with this? i dont know what it means

   local REP = 2;

i think you want GAR = 2;
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet