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")
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.
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
never mind i fixed it.