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Making Aayla Secura as custom unit workable [Solved]

Posted: Sun Oct 08, 2006 3:08 pm
by Rends
Today i tried to add Aayla to my custom side but it seems that i miss something because the game crash just the second when the selection screen appears.
Aayla will be 3rd prty only not playable.

What have i done so far:

1. Added "rep_hero_aalya" to my side req
2. Added the rep_hero_aalya.req to the req folder

3. Added rep_hero_aalya.odf and the rep_hero_aalya combo file to the odf folder
4. Added rep_inf_aaylasecura_tenticle1 and 2 odf to the odf folder

5. Added all rep_inf_aaylasecura_tenticle1 msh, options and tga files i found to the msh folder

6. Edited the rep_hero_aalya.odf so she won´t use any weapons

7. I added following entries to the lua:

just before the ReadData entries i added (from the Mos Eisley Hero assault lua) :

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo

The i added my third side (Jawas works fine):
ReadDataFile("dc:SIDE\\des.lvl",
"tat_inf_jawa",
"rep_hero_aalya"
)

and below Team setup:

SetTeamName (3, "Mos Eisley Citizen")
AddUnitClass (3, "tat_inf_jawa", 10,15)
AddUnitClass (3, "rep_hero_aalya", 10,15)
SetUnitCount (3, 30)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)


So what´s missing?
Remember that i can´t use the sptest exe because of the DVD version!

Rends

RE: Let´s make Aayla Secura as custom unit workable

Posted: Sun Oct 08, 2006 3:14 pm
by PvtParts
Its probably the weapons? Can an unit not have a weapon?

Posted: Sun Oct 08, 2006 3:14 pm
by The_Emperor
The aayla combo in the side munged map?

Perhaps there's something wrong with her having no weapons?

EDIT: yah what Parts said... I was thinking the same thing. It is possible to give her an invisible weapon, but no weapons??

Posted: Sun Oct 08, 2006 3:26 pm
by Rends
at least in SWBF1 it was possible to have units with no weapons.
Just testing it...

Posted: Sun Oct 08, 2006 3:33 pm
by Rekubot
What I recommend you do is give her a DL-44 (is that what it's called?) that doesn't fire anything. Scum on Tatooine would carry guns like that around. ;)

Posted: Sun Oct 08, 2006 3:42 pm
by Rends
ok,
the missing weapon entry caused the crash.
got her working now, thx!

One last thing. She has a problem with her tentacles:

Image

Posted: Sun Oct 08, 2006 7:08 pm
by t551
That may have something to do with an animation problem (Does the rep_hero_aayla.odf specify an AnimationName or SkeletonName?), or it may just be a game glitch. I've noticed that sometimes cloth and tentacles will get misrendered and shoot towards the center of the screen. Did this happen every time you tested the map?

Posted: Sun Oct 08, 2006 7:22 pm
by Rends
Yes it happens always.
there are 2 tentacle odf files i put in my side/odf folder

There is also an tentacle entry in the lua
SetMemoryPoolSize("TentacleSimulator", 124)
wich i´m quit not sure what it means.

It seems that the tentacle animation isn´t working for some reasons.

Posted: Sun Oct 08, 2006 7:46 pm
by t551
You most likely need to copy over Aayla's munged animation data, because tentacles are part of the skeleton, not just addons.

Posted: Sun Oct 08, 2006 8:51 pm
by Penguin
you need to rename all the mshs and stuff, some times that will work, if not, you have to copy everything over to a new map

Posted: Mon Oct 09, 2006 11:28 am
by The_Emperor
As for not having weapons: you can make an invisible weapon. Give a lightsaber your SWBF 1 gaffi stick msh :P (and get rid of the humming sound of course) That worked for me (I tried to get your gaffi ingame)


She will just walk around with nothing in her hands. Since she doesnt have enemies, she won't start hitting either :P yeey

Imma test something :P just got an idea

Ah yes.
Use this odf:

Code: Select all

[WeaponClass]

ClassLabel      = "melee"

[Properties]
HUDTag              = "hud_lightsaber"
RoundsPerClip       = "0"
ReloadTime          = "0.0"

LockOnRange         = "60.0"
LockTime            = "0.4"
AutoAimSize         = "1.0"

MinRange            = "0"
OptimalRange        = "2.0"
MaxRange            = "4"

HitEffect			= "com_sfx_ord_exp"
GeometryName    = "falafel"
ComboAnimationBank  = "human_sabre melee cis_hero_countdooku"
LightSaberLength    = "1.0"
LightSaberWidth     = "0.08"
FirePointName       = "hp_fire"
HitSound            = "com_weap_inf_grenade_bounce"
DeflectSound        = "com_weap_inf_grenade_bounce"
OnSound				= ""
TurnOnSound			= "com_weap_throw""
TurnOffSound		= "com_weap_throw"

MuzzleFlash         = "med_muzzle_flash"
Discharge           = "med_smoke_effect"


AutoTurnScreenDist  = 0.05
AutoPitchScreenDist = 0.2

ShieldScale     = "5.0"
HealthScale     = "1.0"
PersonScale     = "1.0"             
AnimalScale     = "1.0"
DroidScale      = "1.0"
ArmorScale      = "1.0"
VehicleScale    = "1.0"
BuildingScale   = "1.0"

TargetPerson    = "1"
TargetAnimal    = "1"
TargetDroid     = "1"
TargetVehicle   = "1"
TargetBuilding  = "1"
(change the human_sabre melee cis_hero_countdooku into whatever you want, and falafel in anything that isnt an actual msh name :D )

Giving all units fusioncutters looks weird :P

Posted: Tue Oct 10, 2006 4:27 pm
by Qdin
they might all be talented crew members and/or engineers? :P

Posted: Tue Oct 10, 2006 4:49 pm
by Teancum
You could try copying Aayla's anims over to your side and then use SkeletonName = "aalya" in the odf.

Posted: Fri Oct 13, 2006 5:30 pm
by Rends
Teancum,
where to copy the anim files?

I tried to copy the aayla folder from the assets to:
data_MOS/Animations/SoldierAnimationBank/ directory
but this didn´t help.

Posted: Fri Oct 13, 2006 5:51 pm
by t551
It would go in your side's munged folder, presuming that you are talking about pre-munged animation data from the assets.

Posted: Fri Oct 13, 2006 6:15 pm
by MasterSaitek009
This is a fairly easy problem to fix. I did this for my Ryloth map and it works great.

1. Go to data_ModID/Animations/SoldierAnimationBank/ and copy the template folder and rename it Twilek or something like that.

2. Now open the Twilek folder you just made and edit the .BAT file by right clicking it and hitting edit

3. It should say something like "side\rep" somewhere in it. change "rep" to the name of your side

4. You should also see that their is a mention to "aayla.zaf" change that to "twilek.zaf"

5. Now go into BF2_ModTools\assets\animations\SoldierAnimations\Aayla.

6. Copy the Basepose.msh that you will find their.

7. Paste it into data_ModID/Animations/SoldierAnimationBank/twilek

8. Run the .BAT file that you edited. Now your basepose/Anim set should be in your sidename\munged folder.

9. Add this line to your units odf SkeletonName = "twilek" (If it is not already there).

10. Run Visual Munge and Run battlefront 2.

Hope that helps,

MasterSaitek009 :)

Posted: Fri Oct 13, 2006 6:42 pm
by t551
You do not need to rename the munged data or change the SkeletonName call. Changing the name does nothing but take longer.

Posted: Fri Oct 13, 2006 6:51 pm
by Rends
whow cool!
that did it.
thx