Unit Issues [Solved]

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Super_Clone
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Unit Issues [Solved]

Post by Super_Clone »

I created a new unit into my map, but it is not showing up. Upon looking in my error log, I saw that it was being loaded, but still a no-go. Heres the unit odf:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "mag.msh"

[Properties]
AnimationName = "greviousguard"
PointsToUnlock = 20

FleeLikeAHero = 0
NoEnterVehicles = 0

HealthType = "droid"
MaxHealth = 1500.0

EnergyDrainSprint = 0.3 // energy spent per second of sprinting
EnergyCostJump = 0.0 // energy cost to jump
EnergyCostRoll = 0.0 // energy cost to roll

WEAPONSECTION = 2
WeaponName = "ElectroStaff"
WeaponAmmo = 0

WEAPONSECTION = 1
WeaponName = "cis_weap_E-5_Blaster_Carbine"
WeaponAmmo = 0

JumpHeight = 5.0

MaxSpeed = 10.0
MaxStrafeSpeed = 9.5
MaxTurnSpeed = 9.0

RecoverFromTumble = "1"

VOUnitType = 093

ChunkFrequency = 0.1

ExplosionName = "cis_inf_droid_exp"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_inf_magnaguard_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_inf_magnaguard_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_inf_magnaguard_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "cis_inf_magnaguard_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0

// the foot height where footstep sounds are played
MinFootHeight = 0.1

VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"

VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"

HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "cis_inf_soldier"

VOSound = "cis_command_follow SC_Follow"
VOSound = "cis_command_stopFollow SC_StopFollow"
VOSound = "cis_command_stopVehicle SC_VehicleWaitUp"
VOSound = "cis_command_getIn SC_GetIn"
VOSound = "cis_command_getOut SC_GetOut"
VOSound = "cis_response_follow SC_FollowResponse"
VOSound = "cis_response_stopFollow SC_StopFollowResponse"
VOSound = "cis_response_stopVehicle SC_VehicleWaitUpResponse"
VOSound = "cis_response_getIn SC_GetInResponse"
VOSound = "cis_response_getOut SC_GetOutResponse"

GeometryName = "mag"
GeometryLowRes = "mag"
ClothODF = "mag_cape"

SkeletonName = "grievousguard"
SkeletonLowRes = "grievousguard"
SkeletonRootScale = "1.24"

// no head offset for this guy, unlike all other droids
CollisionHeadOffset = "0.0 0.0 0.0"

//FirstPerson = "CIS\cisoff;cis_1st_magnaguard"

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4"
TiltValue = "10.0"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "10.0"
CameraBlendTime = "0.75"

CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 5.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"
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RED51
Jedi
Jedi
Posts: 1024
Joined: Sun Sep 07, 2008 6:25 pm
Games I'm Playing :: SWBFII

Re: Unit Issues

Post by RED51 »

Code: Select all

WEAPONSECTION = 2
WeaponName = "ElectroStaff"
WeaponAmmo = 0

WEAPONSECTION = 1
WeaponName = "cis_weap_E-5_Blaster_Carbine"
WeaponAmmo = 0
This part might be the problem. I'm not sure, but the engine may not load a unit if their weapon listing is not in order... but if that were the case, then a CTD would happen...
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Super_Clone
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Re: Unit Issues

Post by Super_Clone »

That doesn't matter, I do that all the time. And no CTD either. Shall I post my error log?
fiddler_on_the_roof
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Re: Unit Issues

Post by fiddler_on_the_roof »

were there any errors when you munged the side, like with the req? can you post the bf2 log?
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Super_Clone
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Re: Unit Issues

Post by Super_Clone »

Wow... Just wow... Thanks so much fiddler! I never updated my req for my unit or created that unit a req! WOW!
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