Problem with Underhand Chaingun Animation

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Blade
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Problem with Underhand Chaingun Animation

Post by Blade »

I tried to put Caleb and Syth's underhanded chaingun model and animation in my map. I downloaded the files, put the gunner anim, zaabin, and zafbin files in my side's munged directory, and added AnimationName = "gunner" to my unit's odf. Yet in-game, the unit holds the chaingun out in front of him, the same animations as the default chaingun.

The only Severity: 3 error I got was:

Code: Select all

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #2 to `SetBleedingVoiceOver' (number expected, got nil)
stack traceback:
	[C]: in function `SetBleedingVoiceOver'
	(none): in function `ScriptInit'
And here's my unit's odf, if you want it:
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "soldier"
ClassParent = "rep_inf_default_rocketeer"

[Properties]
UnitType = "assault"
IconTexture = "rep_gunner_icon"

GeometryName = "rep_inf_arctrooper"
FirstPerson = "REP\reparc;rep_1st_arctrooper"
GeometryLowRes = "rep_inf_arctrooper_low1"
ClothODF = "rep_inf_arctrooper_cape"

AnimationName = "gunner"

MaxHealth = 400.0

OverrideTexture = "rep_inf_arc_red"
OverrideTexture2 = "rep_inf_arc_pack_red"


WEAPONSECTION = 1
WeaponName1 = "rep_weap_inf_chaingun"
WeaponAmmo1 = 5

WEAPONSECTION = 2
WeaponName2 = "rep_weap_inf_pistol"
WeaponAmmo2 = 3

WEAPONSECTION = 3
WeaponName3 = "rep_weap_inf_thermaldetonator"
WeaponAmmo3 = 2
WeaponChannel3 = 1

WEAPONSECTION = 4
WeaponName4 = "rep_weap_inf_thermaldetonator"
WeaponAmmo4 = 2
WeaponChannel4 = 1


[/code]
Thanks for any help.
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Culvar
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Re: Problem with Underhand Chaingun Animation

Post by Culvar »

You need to go into the new chaingun ODF from the assets and click Save. The munge thinks its the default one if it hasn't been saved since last munge.
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Re: Problem with Underhand Chaingun Animation

Post by Aman/Pinguin »

Blade wrote: The only Severity: 3 error I got was:

Code: Select all

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #2 to `SetBleedingVoiceOver' (number expected, got nil)
stack traceback:
	[C]: in function `SetBleedingVoiceOver'
	(none): in function `ScriptInit'

Post your lua.
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Re: Problem with Underhand Chaingun Animation

Post by MercuryNoodles »

Actually, he wouldn't need to for that. We only really need to see the VO section of it, which is where the problem lay. One of the VO's isn't set as it should be.

Anyway, AnimationName is only used for doors, according to the odf parameters doc. (Not sure where else it would be applicable, at least, if it's useable elsewhere.) Certain parameters only work with certain classlabels, basically. Try:

Code: Select all

AnimationBank = "gunner"
That would be relevant to a weapon.
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Re: Problem with Underhand Chaingun Animation

Post by Aman/Pinguin »

MercuryNoodles wrote:Actually, he wouldn't need to for that. We only really need to see the VO section of it, which is where the problem lay. One of the VO's isn't set as it should be.
My guess is that he just put a wrong team into one of the Sound lines in the lua.
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Re: Problem with Underhand Chaingun Animation

Post by MercuryNoodles »

I suppose, if the team doesn't exist to the lua, like if it were a typo. I was just saying there's no need for the whole lua to be posted. It'd cut the clutter to just show the part where the problem exists.

Sorry, the synapses decided to fire more than one or twice this morning. :P
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Re: Problem with Underhand Chaingun Animation

Post by Aman/Pinguin »

MercuryNoodles wrote: Sorry, the synapses decided to fire more than one or twice this morning. :P
Eh, everything is okay with your post I just wanted to tell my guess. xD
But yeah, you're right...no need to post the whole lua.
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Re: Problem with Underhand Chaingun Animation

Post by Blade »

Alright, hadn't checked this in a few hours. Culvar's solution didn't work, so I'll try using Bank instead of Name.

Edit: Bank changed nothing.
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Re: Problem with Underhand Chaingun Animation

Post by 666rulerofclones »

it works fine for me, you just need to add the lines to the weapons ODF:

AnimationBank = "rifle"


The default animation is the bazooka, which is what needs to be changed, so the animation bank needs to be changed to "rifle", not "gunner"

EDIT2: the gunner animation bank is non-existent, as far as i know, so problem solved, i think
Last edited by 666rulerofclones on Thu Nov 06, 2008 2:06 pm, edited 1 time in total.
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Re: Problem with Underhand Chaingun Animation

Post by obiboba3po »

666rulerofclones wrote:it works fine for me, you just need to add the lines to the weapons ODF:

AnimationBank = "rifle"


The default animation is the bazooka, which is what needs to be changed, so the animation bank needs to be changed to "rifle", not "gunner"
yup thats all you need to do to use these :yes: (well and credit caleb and syth of course)
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