"Nothin to Load, skipping zone"

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Good Evening folks,

Recently switched my project over from MFK to LUA, however I'm facing a spot of bother here as I'll hit the loading screen, load just until the game itself loads, and it simply pauses.

Reviewing the console I'm seeing "Nothin to Load, skipping zone", which is then causing the game to hang I assume.

I'll go ahead and drop my two files here, as I'm sure I'm missing something super obvious (I essentially started with the MFK file, and through the docs attempted to convert it to the LUA structure using the Game. prefix and whatnot.

m0i:
Game.SelectMission("m0")

	Game.SetMissionResetPlayerInCar("level1_carstart")
	Game.SetDynaLoadData("l1z1.p3dl1r1.p3dl1r7.p3d")

	Game.UsePedGroup( 0 ) 

	Game.AddStage(0)
		Game.SetStageMessageIndex(12)
		Game.AddObjective("getin", "neither")
			Game.SetObjTargetVehicle("current")
		Game.CloseObjective()
	Game.CloseStage()

	Game.AddStage(1) RESET_TO_HERE()
		Game.SetHUDIcon("kwike")
		Game.ShowStageComplete()
		Game.SetStageMessageIndex(131)
		Game.AddObjective("goto")
			Game.SetDestination("waypoint1","carsphere")
			Game.SetCollectibleEffect("wrench_collect")
		Game.CloseObjective()
	Game.CloseStage()

	Game.AddStage(1)
		Game.SetHUDIcon("kwike")
		Game.SetMaxTraffic(2)
		Game.SetStageMessageIndex(102)
		Game.AddObjective("interior","neither")
			Game.SetDestination("KwikEMart", "kwik_mission_doorstar")
		Game.CloseObjective()
	Game.CloseStage()

	Game.AddStage(2)
		Game.SetHUDIcon("kwike")
		Game.SetStageMessageIndex(157)
		Game.AddObjective("talkto","nearest road")
			Game.SetTalkToTarget("apu", 0, -0.3, "3.0")
		Game.CloseObjective()
	Game.CloseStage()

	Game.AddStage(3)
		Game.AddObjective("dialogue")
			Game.SetStageMessageIndex(15,"end")
			Game.AmbientAnimationRandomize( 1, 0 ) 
			Game.AmbientAnimationRandomize( 0, 0 )
			Game.AddAmbientNpcAnimation( "dialogue_shaking_fist" )
			Game.AddAmbientNpcAnimation( "dialogue_shaking_fist" )
			Game.AddAmbientNpcAnimation( "dialogue_shaking_fist" )
			Game.AddAmbientNpcAnimation( "dialogue_shaking_fist" )
			Game.AddAmbientPcAnimation( "dialogue_shaking_fist" )
			Game.AddAmbientPcAnimation( "dialogue_shaking_fist" )
			Game.AddAmbientPcAnimation( "dialogue_shaking_fist" )
			Game.AddAmbientPcAnimation( "dialogue_shaking_fist" )
			-- SetConversationCamNpcName("npc_far")
			-- SetConversationCamPcName("pc_near")
			Game.SetDialogueInfo("homer","apu","congrats",0)
		Game.CloseObjective()
	Game.CloseStage()

	Game.AddStage("final")
		Game.SetHUDIcon("kwike")
		Game.SetStageMessageIndex(152)
		Game.AddObjective("goto")
			Game.TurnGotoDialogOff()
			Game.SetDestination("m0_cola","icebuck")
		Game.CloseObjective()
		Game.SetCompletionDialog("congrats2","bart")
	Game.CloseStage()
	
Game.CloseMission()

	-- dialogue_hands_in_air
	-- dialogue_hands_on_hips
	-- dialogue_scratch_head
	-- dialogue_shaking_fist
	-- dialogue_thinking
	-- dialogue_yes
	-- dialogue_no
	-- dialogue_cross_arms
	-- dialogue_open_arm_hand_gesture
	-- dialogue_shake_hand_in_air

m0sdi:
Game.SelectMission("m0sd")

	Game.SetMissionResetPlayerOutCar("level1_homer_start", "level1_carstart")
	Game.SetDynaLoadData("l1z1.p3dl1r1.p3dl1r7.p3d")

	Game.UsePedGroup( 0 )

	Game.SetMissionStartCameraName( "mission0camShape" )
	Game.SetMissionStartMulticontName( "mission0cam" )
	Game.SetMissionStartCameraName( "mission0camShape" )
	Game.SetMissionStartMulticontName( "mission0cam" )

	Game.SetInitialWalk("level1_homer_walkto")

	Game.AddStage(0)
		Game.SetMaxTraffic(2)
		Game.SetHUDIcon("kwike")
		Game.SetStageMessageIndex(00)
		Game.AddObjective("talkto","neither")
			Game.AddNPC("marge", "m1_marge_sd")
			Game.AddObjectiveNPCWaypoint( "marge", "marge_walk_1" )
			Game.SetTalkToTarget("marge", 0, 0.2)
		Game.CloseObjective()
	Game.CloseStage()

	Game.AddStage(1)
		Game.AddObjective("dialogue")
			Game.SetPresentationBitmap( "art//frontend//dynaload//images//mis01_00.p3d" )
			Game.AmbientAnimationRandomize( 1, 0 )
			Game.AmbientAnimationRandomize( 0, 0 )
			Game.SetConversationCam( 0, "npc_far" )
			Game.SetConversationCam( 1, "pc_near" )
			Game.AddAmbientNpcAnimation( "dialogue_shake_hand_in_air" )
			Game.AddAmbientNpcAnimation( "dialogue_shake_hand_in_air" )
			Game.AddAmbientNpcAnimation( "dialogue_shake_hand_in_air" )
			Game.AddAmbientPcAnimation( "dialogue_shake_hand_in_air" )
			Game.AddAmbientPcAnimation( "dialogue_shake_hand_in_air" )
			Game.AddAmbientPcAnimation( "dialogue_shake_hand_in_air" )
			Game.AddAmbientPcAnimation( "dialogue_shake_hand_in_air" )
			Game.SetCamBestSide("bestside_m0")
			-- SetConversationCamNpcName("npc_far")
			-- SetConversationCamPcName("pc_far")
			Game.SetDialogueInfo("homer","marge","icecream",0)
			Game.SetDialoguePositions("level1_homer_walkto","m1_marge_sd","level1_carstart")
		Game.CloseObjective()
	Game.CloseStage()

Game.CloseMission()


	-- dialogue_hands_in_air
	-- dialogue_hands_on_hips
	-- dialogue_scratch_head
	-- dialogue_shaking_fist
	-- dialogue_thinking
	-- dialogue_yes
	-- dialogue_no
	-- dialogue_cross_arms
	-- dialogue_open_arm_hand_gesture
	-- dialogue_shake_hand_in_air

To clarify, I'm looking to use level 1, so I believe I'm right in having it be 0.
Now it's currently 00:10 so I'm not entirely ruling out tiredness, though it may also just be me being an idiot, so if someone could help me work out which one it is, that'd be grand!
You're missing DynaLoad string symbols

Here's some documentation on them: docs.donutteam.com/docs/hitandrun/misc/dyna-load-data

You basically need to add a ";" at the end of the ones you're loading and a ":" at the end of the ones you're unloading.

For example:
Game.SetDynaLoadData("l1z1.p3dl1r1.p3dl1r7.p3d")

Should be something like this:
Game.SetDynaLoadData("l1z1.p3d;l1r1.p3d;l1r7.p3d;")