Side Files Correct?

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
bokkenblader56
Private First Class
Posts: 85
Joined: Mon Aug 04, 2008 7:20 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: South Carolina
Contact:

Side Files Correct?

Post by bokkenblader56 »

OK, I know that I already posted an "I need help" topic, but I just scrapped that side. Completely started over, and hopefully this time I won't screw anything up.

I'm creating a unit that looks like Boba Fett and has three primary weapons:
1) Sniper Rifle (imp_weap_inf_sniper_rifle.odf)
2) Flamethrower (imp_weap_hero_flamethrower.odf)
3) Boba's Rifle (imp_weap_hero_bobarifle.odf)

And three secondary weapons:
1) Stealth (all_weap_inf_invisibility.odf)
2) Wrist Rockets (imp_weap_inf_wrist_rocket.odf)
3) Thermal Detonators (imp_weap_inf_thermaldetonator.odf)

Here are all the files from my side's odf folder:

Code: Select all

all_weap_inf_invisibility.odf

imp_inf_bobafett_cape.odf
imp_hero_bobafett.odf

imp_weap_hero_bobarifle.odf
imp_weap_hero_bobarifle_ord.odf

imp_weap_hero_flamethrower.odf
imp_weap_hero_flamethrower_exp.odf
imp_weap_hero_flamethrower_ord.odf

imp_weap_inf_sniper_rifle.odf
imp_weap_inf_sniper_rifle_ord.odf

imp_weap_inf_thermaldetonator.odf
imp_weap_inf_thermaldetonator_exp.odf
imp_weap_inf_thermaldetonator_odf.odf

imp_weap_inf_wrist_rocket.odf
imp_weap_inf_wrist_rocket_exp.odf
imp_weap_inf_wrist_rocket_ord.odf
I wasn't too sure about what msh files to bring in, so I just checked in the "imp" and "all" files for msh files bearing the same name as the odf files. Here's my side's msh folder:

Code: Select all

hud_imp_flamethrower.msh
hud_imp_flamethrower.msh.option
hud_imp_wristrocket.msh
hud_imp_wristrocket.msh.option
hud_imp_wristrocket.tga
hud_stealth.msh
hud_stealth.msh.option
imp_inf_bobafett.msh
imp_inf_bobafett.msh.option
imp_inf_bobafett.tga
imp_inf_bobafett.tga.option
imp_inf_bobafett_jetpack.tga
imp_inf_bobafett_jetpack.tga.option
imp_weap_inf_rifle.msh
imp_weap_inf_rifle.msh.option
imp_weap_thermaldetonator.msh
imp_weap_thermaldetonator.msh.option
imp_weap_inf_thermaldetonator.tga
I don't know whether I need all of those or not, so please let me know if I can delete some of those. I haven't modified any of the files in my odf or msh folders except imp_hero_bobafett.odf, and I also need to know if I did that one right. I'll only post the sections I changed. Here they are:

Code: Select all

//JET JUMP
JetJump             = "10.0" //7 //The initial jump-push given when enabling the jet
JetPush             = "20.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration     = "50.0" //Acceleration while hovering.
JetEffect           = "imp_sfx_jetpack"
JetType             = "hover"
JetFuelRechargeRate = "1.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost  = "0.0" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder    = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)

Code: Select all

WEAPONSECTION = 1
WeaponName1         = "imp_weap_inf_sniper_rifle"
WeaponAmmo1         = 0

WEAPONSECTION = 2
WeaponName2         = "imp_weap_hero_flamethrower"
WeaponAmmo2         = 0

WEAPONSECTION = 3
WeaponName3         = "imp_weap_hero_bobarifle"
WeaponAmmo3         = 0

WEAPONSECTION = 4
WeaponName4         = "all_weap_inf_invisibility"
WeaponAmmo4         = 0
WeaponChannel4      = 1

WEAPONSECTION = 5
WeaponName5			= "imp_weap_inf_wrist_rocket"
WeaponAmmo5			= 0
WeaponChannel5		= 1

WEAPONSECTION = 6
WeaponName6			= "imp_weap_inf_thermaldetonator"
WeaponAmmo6			= 0
WeaponChannel6		= 1
That's that. In my effects folder is only one thing, imp_sfx_jetpack.fx, and I *think* that's all I need.

In my req folder are two things, and here they are:

imp_hero_bobafett.req

Code: Select all

ucft
{
    REQN
    {
        "class"
        "imp_hero_bobafett"
    }
die.req

Code: Select all

ucft
{
    REQN
    {
        "lvl"
        "imp_hero_bobafett"

    }
}
I've already created my DIE folder in "data_ABC\_BUILD\Sides". But before I add my unit to the .lua script, I need to know a few things.

1) First and foremost, are all of the above files present and correct?
2) Can I leave the names of all the odf files alone, or should I change them to, for example, die_weap_inf_invisibility?
3) How about my unit? Can I change him to, say, die_inf_bobafett?
4) The Localize tool. From what I can tell, this guide was not made using the SWBF2 tool. How can I add my side and unit into the Localize tool?

If you got this far down the post, then you have my congratulations for reading all that. I really am sorry if all of this information can be found elsewhere, but if it can't, then thanks in advance. I'm really trying not to be an annoying noob...
Last edited by bokkenblader56 on Tue Sep 09, 2008 5:13 pm, edited 1 time in total.
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Re: Side Files Correct?

Post by SBF_Dann_Boeing »

Everything looks good. I'm confused about what you mean by "(imp_weap_hero_isobaric.odf)" but it seems like you have the right odf file and stuff in there anyways...

Adding "die_inf" is doable but unnecessary.

Editlocalize.bat works basically the same way as it did in bf1. Except now all the stuff is already there, and you don't have to put in everything by yourself. The unit names are under "entity/sides", weapons are under "weapon".
bokkenblader56
Private First Class
Posts: 85
Joined: Mon Aug 04, 2008 7:20 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: South Carolina
Contact:

Re: Side Files Correct?

Post by bokkenblader56 »

SBF_Dann_Boeing wrote:Everything looks good. I'm confused about what you mean by "(imp_weap_hero_isobaric.odf)" but it seems like you have the right odf file and stuff in there
Oops...I was messing with the registry earlier and I must have copied that by accident. Not sure how I got it confused with bobarifle, though...anyway, it's fixed, and thanks.

So, in EditLocalize\entity, would I add a scope called "die" and then add a key as "hero_bobafett" (would "hero_bobafett" make a difference as to "inf_bobafett?") I'm looking at imp, and it has all of its units listed. Also, should I add any weapons in there?

And in EditLocalize\weapons, should I create another "die" scope, a "weap" scope, and then add all the files in my odf folder (including the _ord and _exp files)?
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Re: Side Files Correct?

Post by SBF_Dann_Boeing »

in entity/sides/die you'll want to put the way its written in the title of the odf. If it's die_hero_bobafett, put hero_bobafett.

And you dont need to localize ord or exp files. They arnt the actual weapon, they are just the ordnance and explosion of the weapon.
bokkenblader56
Private First Class
Posts: 85
Joined: Mon Aug 04, 2008 7:20 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: South Carolina
Contact:

Re: Side Files Correct?

Post by bokkenblader56 »

Okay. Very strange problem. After I munged my map, the game always closes out after the initial loading screen. This only happens when my map is in the addon folder. I've already done a manual clean. Here's my BFront2.log.

Code: Select all

Opened logfile BFront2.log  2008-09-10 1213
ingame stream    movies\crawl.mvs

Message Severity: 3
.\Source\LuaScript.cpp(435)
Script file addme not found
I get this while munging:

Code: Select all

WARNING[PC_modelmunge msh\imp_inf_bobafett.msh]:imp_inf_bobafett has 2765 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
   0 Errors    1 Warnings
I've used EditLocalize to add the following things:

Code: Select all

entity\die\hero_bobafett

weapons\die\weap\inf_invisibility
weapons\die\weap\hero_bobarifle
weapons\die\weap\hero_flamethrower
weapons\die\weap\inf_sniper_rifle
weapons\die\weap\inf_thermaldetonator
weapons\die\weap\inf_wrist_rocket
I've changed one of the odf files' names to die_hero_bobafett.odf
I haven't changed the name of any of the weapons, so they still either have the "imp" or "all" tag in the odf file. Should I change the imp/all tags to "die"?
And I've also made the necessary changes to the req files, so now there's die_hero_bobafett.req, and in die.req, I've changed the name of the req file under class to die_hero_bobafett.req.

Also, here are the sections of the lua script of my map that I changed:

Code: Select all

    ReadDataFile("dc:SIDE\\die.lvl",
                    "die_hero_bobafett" )

Code: Select all

		},
		die = {
			team = die,
			units = 20,
			reinforcements = 150,
			sniper	= { "die_hero_bobafett",1,4},
		},
	}
MercuryNoodles
Jedi
Jedi
Posts: 1003
Joined: Sun Mar 12, 2006 7:16 pm
Projects :: Space - Boarding Action
xbox live or psn: No gamertag set

Re: Side Files Correct?

Post by MercuryNoodles »

What exactly are you doing with the addme script?
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Re: Side Files Correct?

Post by SBF_Dann_Boeing »

sounds like its having trouble finding your addme.script or addme.lua...which should be in your data_123's addme folder
bokkenblader56
Private First Class
Posts: 85
Joined: Mon Aug 04, 2008 7:20 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: South Carolina
Contact:

Re: Side Files Correct?

Post by bokkenblader56 »

I tried to edit the addme.lua script to remove the Clone Wars era, but I made a copy of the original and just now replaced the edited with the original. Then I tried munging again. It got all the way to my map's loading screen (it even had my custom tool tip :D), and then it crashed. I opened the BFront2.log, and...kaboom. There are *just a few* errors in the log.
I'll do my best to delete all of the ones that the guide said I should.

TEN MINUTES LATER...

Well, here's the thing that stood out the most to me:

Code: Select all

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #1 to `SetTeamName' (number expected, got nil)
stack traceback:
	[C]: in function `SetTeamName'
	(none): in function `SetupTeams'
	(none): in function `ScriptInit'


And here's all of it (the above included):

Code: Select all

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		DefendPositionVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedPickupVO



Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedBackupVO



Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		DefendPositionVO


Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'a295' [2dbb7264] uses 1.33 MB

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'a295' [2dbb7264] uses 1.33 MB


.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\die.lvl

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #1 to `SetTeamName' (number expected, got nil)
stack traceback:
	[C]: in function `SetTeamName'
	(none): in function `SetupTeams'
	(none): in function `ScriptInit'


Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Re: Side Files Correct?

Post by SBF_Dann_Boeing »

Something's mistyped in your lua, somewhere around SetupTeams. Take a look at that, if you can't find the mistype, post it here, and we will.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Side Files Correct?

Post by Maveritchell »

Like I mentioned in one of your other threads, this is a problem:

Code: Select all

      },
      die = {
         team = die,
         units = 20,
         reinforcements = 150,
         sniper   = { "die_hero_bobafett",1,4},
      },
   }
And now it's biting you in the butt in the form of a crash.

First of all, "die =" doesn't have any value. If you want a special localization for that, make it "imp =" (or one of the defaults) and rename that key in the localize tool (this was what I said earlier).

Secondly, and the reason it's crashing, is because you have "team = die" whereas that variable probably only has a definition in your .lua as "imp." Set it back to "imp" and there won't be a crash (at least not for that reason).
bokkenblader56
Private First Class
Posts: 85
Joined: Mon Aug 04, 2008 7:20 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: South Carolina
Contact:

Re: Side Files Correct?

Post by bokkenblader56 »

Ah, sorry. I didn't mean to make you think that I simply ignored your advice. I thought you meant that if I added my side to the Localize tool that it would fix the problem. Anyway, sorry for the misunderstanding.

Assuming I interpreted correctly this time, I changed everything back to the way it was in post #1 so that I could keep a kind of "change log."

1) I changed "imp_hero_bobafett.odf" to "imp_inf_bobafett.odf"
Reason: There's already a "hero_bobafett" in entity\imp

2) I changed "all_weap_inf_invisibility.odf" to "imp_weap_inf_invisibility.odf"
Reason: To add it to weapons\imp\weap.

3) I changed "imp_hero_bobafett.req" to "imp_inf_bobafett.req"

4) In die.req, I changed the line "imp_hero_bobafett.req" to "imp_inf_bobafett.req"

5) I copied "ABCg_con.lua.bak" over the contaminated "ABCg_con.lua"
Reason: Start over with a good-as-new file.

6) I added "inf_bobafett" to entity\imp
Reason: That's what I've understood that I need to do.

7) I added "inf_invisibility" to weapons\imp\weap
Reason: It seemed like a good idea?

That's it, so far. The one change I've made to the script was to add a "dc:".

Code: Select all

   ReadDataFile("dc:SIDE\\imp.lvl",
QUESTIONS - They seem interminable, don't they?

Where should I add my unit into the script if I want my unit to be the only one on the side?
Should I change the name of my side's folder to "imp"?
Did I add everything to the Localize tool correctly?
Does the following line have anything to do with the definition of the variables in the script?

Code: Select all

    local ALL = 2
    local IMP = 1
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Side Files Correct?

Post by Maveritchell »

bokkenblader56 wrote:Where should I add my unit into the script if I want my unit to be the only one on the side?
Should I change the name of my side's folder to "imp"?
Did I add everything to the Localize tool correctly?
Does the following line have anything to do with the definition of the variables in the script?[/i]

Code: Select all

    local ALL = 2
    local IMP = 1
1) You add it the same place you add any other unit - you just set its unitcount to be 1
{ "imp_inf_unit" (Name of the unit), 0(Number of AI you want to spawn with this unit - if you're not on the team in question, this number will usually be +1 - so "0" really means "1" if you're not spawning on that team), 1 Max number of units allowed to spawn) }

2) Your side folder can be called whatever you want - it's actually the name of the .req file that matters (although consistency is best). Regardless, folder or .req file, you can call it whatever you want as long as it's loaded referencing the right .req.

3) Yes. In addition, if you're creating a new name for your weapons (e.g. tes_weap_inf_newweapon), it's best to set everything like you see for the defaults - make a scope (Add Scope, not add Key) "tes" under "weapons," then make another scope "weap" under your scope "tes," then make a Key (Key this time) "inf_newweapon" under "tes" -> "weap".

4) That is a definition for two of the team variables in the script. (As a side note, that was what I was referring to earlier when I mentioned your crash - "die" had no value, while "IMP/imp" did [1]). You could define "die" there and use it, but that's asking for more trouble than it's worth (since "IMP" and "DIE" are both equally arbitrary - neither one of those sets the team name or has any value other than a placeholder for a number).
bokkenblader56
Private First Class
Posts: 85
Joined: Mon Aug 04, 2008 7:20 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: South Carolina
Contact:

Re: Side Files Correct?

Post by bokkenblader56 »

Phew! Thanks for that! Still not sure whether or not I set up the lua file correctly:

Code: Select all

    ReadDataFile("dc:SIDE\\imp.lvl",
                    "imp_inf_rifleman",
                    "imp_inf_rocketeer",
                    "imp_inf_engineer",
                    "imp_inf_sniper",
                    "imp_inf_officer",
                    "imp_inf_dark_trooper",
                    "imp_inf_bobafett",
                    "imp_hero_bobafett",
                    "imp_fly_destroyer_dome" )

Code: Select all

		imp = {
			team = IMP,
			units = 20,
			reinforcements = 150,
			soldier	= { "imp_inf_bobafett",0,1},
I tried that, and it crashed. Here's the log:

Code: Select all

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\imp.lvl

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "imp_inf_bobafett" (check the side's .req file)
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Side Files Correct?

Post by DarthD.U.C.K. »

you wrote DC:SIDE\imp.lvl instead of DC:SIDE\\imp.lvl
i had that typo too some days ago
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Re: Side Files Correct?

Post by SBF_Dann_Boeing »

He wrote it right in his lua, it just shows up like that in the error log. It appears that you have an "imp_inf_bobafett" missing somewhere. You seem to be getting really confused about all the names, as I can see you have imp_hero_bobafett in there as well (and you also might have left the die_inf stuff as the odf & req name). You're making a lot more complicated than it is. Decide on an odf name that you want (although it REALLY doesn't matter, since you can localize it to whatever you want), and then make sure they match up in the reqs and lua.
bokkenblader56
Private First Class
Posts: 85
Joined: Mon Aug 04, 2008 7:20 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: South Carolina
Contact:

Re: Side Files Correct?

Post by bokkenblader56 »

ODF File for Unit:

Code: Select all

imp_inf_bobafett.odf

Name of Unit's Req File:

Code: Select all

imp_inf_bobafett.req

Side's Req File:

Code: Select all

ucft
{
    REQN
    {
        "lvl"
        "imp_inf_bobafett"
    }
}
Data in Lua Script:

Code: Select all

   ReadDataFile("dc:SIDE\\imp.lvl",
					"imp_inf_bobafett",
					"imp_inf_rifleman",
					"imp_inf_rocketeer",
					"imp_inf_sniper",
					"imp_inf_engineer",
					"imp_inf_officer",
					"imp_inf_dark_trooper")

Code: Select all

		},
		imp = {
			team = IMP,
			units = 20,
			reinforcements = 150,
			soldier	= { "imp_inf_bobafett",0,1},

In the Localize Tool:

Code: Select all

entity.imp.inf_bobafett

No idea where imp_inf_bobafett is missing.
Xavious
Sith Master
Sith Master
Posts: 2783
Joined: Mon Jun 12, 2006 3:46 pm

Re: Side Files Correct?

Post by Xavious »

Did you open and check the unit's individual req file? (imp_inf_bobafett.req) Just asking, because you didn't post that one.
bokkenblader56
Private First Class
Posts: 85
Joined: Mon Aug 04, 2008 7:20 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: South Carolina
Contact:

Re: Side Files Correct?

Post by bokkenblader56 »

imp_inf_bobafett.req

Code: Select all

ucft
{
	REQN
	{
		"class"
		"imp_inf_bobafett"
	}
}
No ideas? Well crud... :faint:
Post Reply