why cant local all be changed to rep ?

Started by wsa30h, July 13, 2019, 02:29:20 AM

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why cant parts of the script be changed for example this part without crashing the game? local ALL = 2  local IMP = 1 to local Rep = 2
and this part  AddUnitClass(ALL, "rep_inf_clone_trooper",27) to  this  AddUnitClass(REP, "rep_inf_clone_trooper",27)
    AddUnitClass(ALL, "rep_inf_arc_trooper",5)
    AddUnitClass(ALL, "rep_inf_clone_pilot",6)
    AddUnitClass(ALL, "rep_inf_clone_sharpshooter",6)
    AddUnitClass(ALL, "rep_inf_jet_trooper",3)
    SetHeroClass(ALL, "rep_inf_macewindu")
    AddUnitClass(ALL, "rep_inf_arc_trooper",5)
   

AddUnitClass(REP, "rep_inf_clone_pilot",6)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",6)
    AddUnitClass(REP, "rep_inf_jet_trooper",3)
    SetHeroClass(REP, "rep_inf_macewindu")
mods and maps in progress:<br />--Bf1 expanded edition 3.0 version
-- bf1 tcw battles
-- bf1 seasons mod season 1
-- bf2 expanded edition tbh

Those lines by themselves don't tell anyone enough information to help you.

Post your lua using the "code" tags.

Most likely, you have not properly read in the data files, but know way anyone can tell.
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

July 13, 2019, 03:49:10 AM #2 Last Edit: July 15, 2019, 12:23:34 AM by Giftheck
ok so this is my whole lua

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

    AddMissionObjective(IMP, "red", "level Korriban capture and hold command posts");
    AddMissionObjective(IMP, "orange", "level Korriban watch for rebels");
    AddMissionObjective(ALL, "red", "level Korriban watch for rebels");
    AddMissionObjective(ALL, "orange", "level Korriban capture and hold command posts");
   

    ReadDataFile("sound\\bes.lvl;bes2cw")
    ReadDataFile("dc:sound\\hot.lvl;hot1gcw")
        ReadDataFile("dc:sound\\tat.lvl;tat1cw")
    ReadDataFile("dc:sound\\kas.lvl;kas1cw")
    ReadDataFile("dc:sound\\nab.lvl;nab1gcw")
      ReadDataFile("sound\\bes.lvl;bes2gcw")
    ReadDataFile("dc:sound\\012lvl;012gcw")
    ReadDataFile("SIDE\\rep.lvl",
      "rep_bldg_forwardcenter",
        "rep_fly_assault_dome",
        "rep_fly_gunship",
        "rep_fly_gunship_dome",
        "rep_fly_jedifighter_dome",
        "rep_inf_basic",
        "rep_inf_macewindu",
        "rep_inf_jet_trooper",
        "rep_hover_fightertank",
        "rep_hover_speederbike",
        "rep_walk_atte")
    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_basic_tie",
"imp_inf_darthvader",
        "imp_walk_atst",
        "imp_hover_fightertank",
        "imp_walk_atat",
        "imp_hover_speederbike",
        "imp_inf_dark_trooper");

   ReadDataFile("SIDE\\all.lvl",
        "all_fly_xwing",
        "all_hover_combatspeeder",
        "all_inf_basicdesert",
        "all_inf_lukeskywalker",
        "all_inf_smuggler")
         ReadDataFile("SIDE\\cis.lvl",
    "cis_fly_droidfighter",
    "cis_fly_maf",
    "cis_hover_aat",
    "cis_hover_stap",
        "cis_inf_basic",
        "cis_inf_countdooku",
        "cis_tread_hailfire",
        "cis_walk_spider",
        "cis_inf_droideka");

    SetAttackingTeam(ATT);

--      Alliance Stats
    SetTeamName(ALL, "republic")
    SetTeamIcon(ALL, "rep_icon")
   AddUnitClass(ALL, "rep_inf_clone_trooper",27)
    AddUnitClass(ALL, "rep_inf_arc_trooper",5)
    AddUnitClass(ALL, "rep_inf_clone_pilot",6)
    AddUnitClass(ALL, "rep_inf_clone_sharpshooter",6)
    AddUnitClass(ALL, "rep_inf_jet_trooper",3)
    SetHeroClass(ALL, "rep_inf_macewindu")


--      Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_trooper",27)
    AddUnitClass(IMP, "imp_inf_shock_trooper",5)
    AddUnitClass(IMP, "imp_inf_pilottie",6)
    AddUnitClass(IMP, "imp_inf_scout_trooper",6)
    AddUnitClass(IMP, "imp_inf_dark_trooper",3)
    SetHeroClass(IMP, "imp_inf_darthvader")
   
--  Attacker Stats
    SetUnitCount(ATT, 50)
    SetReinforcementCount(ATT, 800)


--  Defender Stats
    SetUnitCount(DEF, 52)
    SetReinforcementCount(DEF, 840)


--  Local Stats
    SetTeamName(3, "locals")
    AddUnitClass(3, "all_inf_soldierdesert", 15);
    AddUnitClass(3, "all_inf_vanguard", 5);
    AddUnitClass(3, "all_inf_pilot", 5);
    AddUnitClass(3, "all_inf_marksman", 5);
    AddUnitClass(3, "all_inf_smuggler", 5);
    AddUnitClass(3, "cis_inf_battledroid", 15);
    AddUnitClass(3, "cis_inf_assault", 5);
    AddUnitClass(3, "cis_inf_assassindroid", 5);
    AddUnitClass(3, "cis_inf_droideka", 3);
    SetUnitCount(3, 50)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsEnemy(3, DEF)
    SetTeamAsEnemy(ATT, 3)
    SetTeamAsEnemy(DEF, 3)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 3) -- Droidekas
    AddWalkerType(3, 3) -- 3 attes with 3 leg pairs each
    AddWalkerType(1, 8) -- 6 atsts with 1 leg pairs each
    AddWalkerType(2, 1) -- 2 atats with 2 leg pairs each
    SetMemoryPoolSize("CommandWalker", 4)
  SetMemoryPoolSize("EntityHover", 33)
    --SetMemoryPoolSize("EntityFlyer", 5)
  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
--  SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize ("EntitySoldier",500)
--    SetMemoryPoolSize("SoundSpaceRegion", 85)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 900)
--    SetMemoryPoolSize("Obstacle", 725)
    --SetMemoryPoolSize("EntityLight", 150)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:korriban\\korriban.lvl")
    SetDenseEnvironment("false")
    --AddDeathRegion("Sarlac01")
   --  SetMaxFlyHeight(90)
  --  SetMaxPlayerFlyHeight(90)


--  Sound Stats
          OpenAudioStream("sound\\bes.lvl",  "bes2gcw_music");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\bes.lvl",  "bes2");
    OpenAudioStream("sound\\bes.lvl",  "bes2");
   
    SetBleedingVoiceOver(Rep, Rep, "rep_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(Rep, IMP, "rep_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(IMP, Rep, "imp_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);

    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(REP, IMP, "rep_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, REP, "imp_off_victory_im", .1, 1);

    SetOutOfBoundsVoiceOver(1, "impleaving");
    SetOutOfBoundsVoiceOver(2, "repleaving");

SetAmbientMusic(All, 1.0, "all_nab4_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.99, "all_nab4_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_nab4_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_nab4_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "imp_nab4_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.1,"imp_nab4_amb_end",    2,1);


SetVictoryMusic(REP, "rep_bes_amb_victory");
    SetDefeatMusic (REP, "rep_bes_amb_defeat");
    SetVictoryMusic(IMP, "imp_bes_amb_victory");
    SetDefeatMusic (IMP, "imp_bes_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(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


--  Camera Stats
--Tat 3 - Jabbas' Palace
    AddCameraShot(10.793105, -0.062986, -0.603918, -0.047962, -170.583618, 118.981544, -150.443253);


end



mods and maps in progress:<br />--Bf1 expanded edition 3.0 version
-- bf1 tcw battles
-- bf1 seasons mod season 1
-- bf2 expanded edition tbh

never mind i fixed it.
mods and maps in progress:<br />--Bf1 expanded edition 3.0 version
-- bf1 tcw battles
-- bf1 seasons mod season 1
-- bf2 expanded edition tbh