Spawning Several Jedi Starfighters with Different Skins
Moderator: Moderators
- Challenger33
- Lieutenant General

- Posts: 726
- Joined: Wed Aug 23, 2006 3:44 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a legion of papercraft models.
- Contact:
Spawning Several Jedi Starfighters with Different Skins
Ok, I need help. I downloaded the Conversion Pack Vehicle Assets. I created 8 vehicle spawns in my map, one for each color (red, orange, yellow, green, blue, purple, black, and white-I made the last 2). I set the vehicle spawns to spawn each of these, and when I play the map, nothing spawns. I figure that I must have the spawn names wrong-but here is/are my question(s):
1)What files do you need and where do they need to be to spawn a jedi starfighter?
2)What do you need to change in the LUA to add the jedi starfighters?
3)What are the spawn names of the different jedi starfighters?
4)How would I get my own skins to spawn so that there would be 8 different starfighters in one map?
This is what I did: I copied and renamed all the MSH's and ODF's for the starfighters and placed them in Data_***/worlds/***/world1/MSH and ODF, so there is a seperate MSH and ODF for each starfighter-they are essentially their own vehicles now. Then I did the same thing with my 2 starfighters-the black and the white ones, and then I set up the spawns. Any help would be greatly appreciated.
-:royal:
1)What files do you need and where do they need to be to spawn a jedi starfighter?
2)What do you need to change in the LUA to add the jedi starfighters?
3)What are the spawn names of the different jedi starfighters?
4)How would I get my own skins to spawn so that there would be 8 different starfighters in one map?
This is what I did: I copied and renamed all the MSH's and ODF's for the starfighters and placed them in Data_***/worlds/***/world1/MSH and ODF, so there is a seperate MSH and ODF for each starfighter-they are essentially their own vehicles now. Then I did the same thing with my 2 starfighters-the black and the white ones, and then I set up the spawns. Any help would be greatly appreciated.
-:royal:
Last edited by Challenger33 on Mon Jul 02, 2007 8:14 pm, edited 1 time in total.
- trainmaster611
- Sith Lord

- Posts: 1779
- Joined: Thu Aug 24, 2006 5:22 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a railway to Coruscant
- Contact:
RE: Spawning Several Jedi Starfighters with Different Skins
If it is a land map then go to the LUA and add the bolded items, if its space, then just change the dc: thing
============
Now I'm gonna answer 3 and 4 at the same time. This is kinda compicated so I'm sorry if you don't understand.
Open the rep_fly_anakinstarfighter_sc.odf and change the following line
Now go find your new green jedi fighter skin (just as an example). Name this skin rep_fly_anakinstarfighter2.tga and put it in your data_ABC/Sides/rep/msh folder.
When you open up ZE and click on the vehcilespawn object, look at the Object Instance box. Under ClassRepAtk enter the name rep_fly_anakinstarfighter_sc2
Now whenever you enter the name rep_fly_anakinstarfighter2, its going to spawn a green jedi fighter. If you want a purple one, change the number to 3 and if you want it to be blue change all of those numbers to 4 and so on.
Make sure you have all of the assets associated with the anakinstarfighter (including vehicle and weapon ODFs, MSHs, TGAs, and whatever else) and put the in the data_ABC/Sides/rep folder.--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_fly_anakinstarfighter_sc")
============
Now I'm gonna answer 3 and 4 at the same time. This is kinda compicated so I'm sorry if you don't understand.
Open the rep_fly_anakinstarfighter_sc.odf and change the following line
**and save it as rep_fly_anakinstarfighter_sc2.odf**[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "rep_fly_anakinstarfighter2.msh"
Now go find your new green jedi fighter skin (just as an example). Name this skin rep_fly_anakinstarfighter2.tga and put it in your data_ABC/Sides/rep/msh folder.
When you open up ZE and click on the vehcilespawn object, look at the Object Instance box. Under ClassRepAtk enter the name rep_fly_anakinstarfighter_sc2
Now whenever you enter the name rep_fly_anakinstarfighter2, its going to spawn a green jedi fighter. If you want a purple one, change the number to 3 and if you want it to be blue change all of those numbers to 4 and so on.
- Challenger33
- Lieutenant General

- Posts: 726
- Joined: Wed Aug 23, 2006 3:44 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a legion of papercraft models.
- Contact:
Thank you so much
. This has been a great help. BTW, that wasn't so confusing actually. It is a ground map also. What I was doing wrong was putting the files in the world1 folder I think, because I had renamed everything correctly, and I forgot to put the dc:. I hate that dc:.
Thanks again.
-:royal:
-:royal:
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Actually, trainmaster's advice was a touch wrong. If you duplicate the anakinstarfighter mesh, no matter how many duplicates you have, they're all going to read the same .tga: rep_fly_anistarfighter.tga. To get them to read separate skins, you have to edit each of the duplicate meshes to read separate skins.
For example:
Let's say you want to have a yellow anakinstarfighter_sc and a red anakinstarfighter_sc. Like train described, you need to make two copies of the anakinstarfighter_sc .odf; let's say you name them rep_fly_redanifighter_sc.odf and rep_fly_yellowanifighter_sc.odf. Then you need to duplicate the corresponding mesh; let's say you make duplicates and name them rep_fly_redanistarfighter.msh and rep_fly_yelanistarfighter.msh.
Then go back into your .odfs and edit both geometryname lines (there are 2 in each .odf) to read the mesh you want. Do this for each of your copied .odfs.
Then you must create copies of the skin. Place your reskinned rep_fly_anistarfighter.tgas in your msh folder. When you name them, make sure that the copies have the same number of characters as the original .tga. THIS IS IMPORTANT. E.g. rep_fly_anistarfighter = 22 characters. Name your (in this example) .tgas rep_fly_redfighter.tga and rep_fly_yelfighter.tga.
Then you have to edit the mesh files. You can edit these with a hex editor. Open one of your copies up, Ctrl-f for a ".tga", then replace "rep_fly_anifighter.tga" with "rep_fly_redfighter.tga". Then do the same for the other mesh, just with "rep_fly_yelfighter.tga" this time.
Then you can call the .odfs "rep_fly_redanifighter.odf" and "rep_fly_yellowanifighter.odf" in your .lua. The key here is making sure that you duplicate the meshes, because a mesh can only have one skin at a time.
For example:
Let's say you want to have a yellow anakinstarfighter_sc and a red anakinstarfighter_sc. Like train described, you need to make two copies of the anakinstarfighter_sc .odf; let's say you name them rep_fly_redanifighter_sc.odf and rep_fly_yellowanifighter_sc.odf. Then you need to duplicate the corresponding mesh; let's say you make duplicates and name them rep_fly_redanistarfighter.msh and rep_fly_yelanistarfighter.msh.
Then go back into your .odfs and edit both geometryname lines (there are 2 in each .odf) to read the mesh you want. Do this for each of your copied .odfs.
Then you must create copies of the skin. Place your reskinned rep_fly_anistarfighter.tgas in your msh folder. When you name them, make sure that the copies have the same number of characters as the original .tga. THIS IS IMPORTANT. E.g. rep_fly_anistarfighter = 22 characters. Name your (in this example) .tgas rep_fly_redfighter.tga and rep_fly_yelfighter.tga.
Then you have to edit the mesh files. You can edit these with a hex editor. Open one of your copies up, Ctrl-f for a ".tga", then replace "rep_fly_anifighter.tga" with "rep_fly_redfighter.tga". Then do the same for the other mesh, just with "rep_fly_yelfighter.tga" this time.
Then you can call the .odfs "rep_fly_redanifighter.odf" and "rep_fly_yellowanifighter.odf" in your .lua. The key here is making sure that you duplicate the meshes, because a mesh can only have one skin at a time.
- Challenger33
- Lieutenant General

- Posts: 726
- Joined: Wed Aug 23, 2006 3:44 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a legion of papercraft models.
- Contact:
- Challenger33
- Lieutenant General

- Posts: 726
- Joined: Wed Aug 23, 2006 3:44 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a legion of papercraft models.
- Contact:
Sorry for the double-post but now my map crashes. Here is the error log-apparrently I don't know how to set up a custom side:
I will try something to see if it works, if it does, I will delete this post.BFront2 Error Log wrote:Opened logfile BFront2.log 2007-07-02 1900
ingame stream movies\crawl.mvs
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\MTC\data\_LVL_PC\core.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03CA11CC
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
play movie B1M 200 , 300 510 x 400
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment B1M0.000000ly
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 5
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 6
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 7
EraSelection.subst = c era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 8
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 9
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 10
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 11
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 12
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 13
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 14
EraSelection.subst = c era_c
EraSelection.subst = c era_c
num, Selection = 1 table: 03CA11CC
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 26
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie B1M 200 , 300 510 x 400
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment B1M0.000000ly
this.CurButton = check_mode6
cur_button = nil
this.CurButton = check_era2
cur_button = nil
bEra_CloneWar = 1 bEra_Galactic = nil
clonewar_visable = true galactic_visable = true
Adding map: HFAc_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated
Message Severity: 3
.\Source\EntityFlyer.cpp(5594)
Flyer "rep_fly_anakinstarfighter_sc" weapon 1 "rep_weap_fly_anakin_cannon" not found
Message Severity: 3
.\Source\EntityFlyer.cpp(5594)
Flyer "rep_fly_anakinstarfighter_sc" weapon 2 "rep_weap_fly_anakin_missile" not found
Message Severity: 3
.\Source\EntityFlyer.cpp(5652)
Flyer "rep_fly_anakinstarfighter_sc" destruct explosion "rep_fly_jedifighter_sc_exp" not found
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_redstarfighter in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\HFA\Data\_lvl_pc\SIDE\rep.lvl
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_orgstarfighter in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\HFA\Data\_lvl_pc\SIDE\rep.lvl
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_grnstarfighter in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\HFA\Data\_lvl_pc\SIDE\rep.lvl
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_blustarfighter in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\HFA\Data\_lvl_pc\SIDE\rep.lvl
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_purstarfighter in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\HFA\Data\_lvl_pc\SIDE\rep.lvl
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_blkstarfighter in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\HFA\Data\_lvl_pc\SIDE\rep.lvl
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_whistarfighter in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\HFA\Data\_lvl_pc\SIDE\rep.lvl
Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\rep.lvl
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"
Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "rep_inf_ep3_rifleman" (check the side's .req file)
Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "rep_inf_ep3_rocketeer" (check the side's .req file)
Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "rep_inf_ep3_sniper" (check the side's .req file)
Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "rep_inf_ep3_engineer" (check the side's .req file)
Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "rep_inf_ep3_officer" (check the side's .req file)
Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "rep_inf_ep3_jettrooper" (check the side's .req file)
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "rep_hero_anakin" not found for team 1 (check the side's .req file)
Message Severity: 2
.\Source\Team.cpp(658)
Team missing hero class "0x5c130786" (check the side's .req file)
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "spa_prop_frigate_destruct_exp"
Message Severity: 2
.\Source\EntityBuilding.cpp(642)
Building "hoth_prop_correliancruiser" missing destroyed geometry "spa1_prop_correliancruiser_dest"
Message Severity: 2
.\Source\AttachedEffects.cpp(130)
AttachEffects: odf 'spa1_prop_engine_light' not found
Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'spa1_sfx_engineheatshimmer_18diam' not found
Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'spa1_sfx_engineheatshimmer_12diam' not found
Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'spa1_sfx_engineheatshimmer_12diam' not found
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "spa_prop_frigate_destruct_exp"
Message Severity: 2
.\Source\EntityBuilding.cpp(642)
Building "spa1_prop_correliancruiser" missing destroyed geometry "spa1_prop_correliancruiser_dest"
Message Severity: 2
.\Source\AttachedEffects.cpp(130)
AttachEffects: odf 'spa1_prop_engine_light' not found
Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'spa1_sfx_engineheatshimmer_18diam' not found
Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'spa1_sfx_engineheatshimmer_12diam' not found
Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'spa1_sfx_engineheatshimmer_12diam' not found
Message Severity: 2
.\Source\Ordnance.cpp(498)
Ordnance "tur_weap_hoth_dishturret_ord" missing impact explosion "tur_weap_recoilless_rifle_exp"
Message Severity: 2
.\Source\Ordnance.cpp(498)
Ordnance "tur_weap_hoth_dishturret_ord" missing impact explosion "tur_weap_recoilless_rifle_exp"
Message Severity: 2
.\Source\Ordnance.cpp(498)
Ordnance "" missing impact explosion "tur_weap_recoilless_rifle_exp"
Message Severity: 2
.\Source\Ordnance.cpp(498)
Ordnance "" missing impact explosion "tur_weap_recoilless_rifle_exp"
Message Severity: 2
.\Source\Ordnance.cpp(498)
Ordnance "" missing impact explosion "tur_weap_recoilless_rifle_exp"
Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steamgrate' not found
Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steamgrate' not found
Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steamgrate' not found
Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steamgrate' not found
Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "hoth_bldg_shieldgenerator_exp" missing effect "hot_sfx_shieldgenerator_exp"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f9f0d8b9: trying to replace "hoth_prop_xwing_repair" with "hoth_prop_xwing_repair3"
Message Severity: 2
.\Source\VehicleSpawn.cpp(140)
Vehicle spawn outside command post "cp3" control region
Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_fly_orgstarfighter"
Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_fly_blustarfighter"
Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_fly_purstarfighter"
Message Severity: 2
.\Source\VehicleSpawn.cpp(140)
Vehicle spawn outside command post "cp3" control region
Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_fly_grnstarfighter"
Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_fly_blkstarfighter"
Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_fly_whistarfighter"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=cf793c9d: trying to replace "hoth_prop_trench_short" with "hoth_prop_trench_short1"
Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_fly_redstarfighter"
Message Severity: 2
.\Source\VehicleSpawn.cpp(140)
Vehicle spawn outside command post "cp1" control region
Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_hover_barcspeeder"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f7f0d593: trying to replace "hoth_prop_xwing_repair" with "hoth_prop_xwing_repair1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f8f0d726: trying to replace "hoth_prop_xwing_repair" with "hoth_prop_xwing_repair2"
Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_hover_barcspeeder"
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'hoth_weap_bldg_ioncannon' is not localized for stats page
Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_fly_jedifighter_sc"
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
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 232
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 236
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 240
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 244
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 248
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 252
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 256
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 260
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 264
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 268
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 272
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 276
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 280
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 284
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 288
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 292
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 296
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 300
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
- Challenger33
- Lieutenant General

- Posts: 726
- Joined: Wed Aug 23, 2006 3:44 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a legion of papercraft models.
- Contact:
Ok, this time I copied the rep side from the assets and added my stuff, but got this:
-:royal:BFront 2 Error Log wrote:Opened logfile BFront2.log 2007-07-02 1941
ingame stream movies\crawl.mvs
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\MTC\data\_LVL_PC\core.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03CA11CC
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
play movie B1M 200 , 300 510 x 400
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment B1M0.000000ly
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 4
EraSelection.subst = c era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 5
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 6
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 7
EraSelection.subst = c era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 8
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 9
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 10
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 11
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 12
EraSelection.subst = c era_c
EraSelection.subst = g era_g
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CA11CC
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 26
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie B1M 200 , 300 510 x 400
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment B1M0.000000ly
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode6
cur_button = nil
this.CurButton = check_era2
cur_button = nil
bEra_CloneWar = 1 bEra_Galactic = nil
clonewar_visable = true galactic_visable = true
Adding map: HFAc_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated
Message Severity: 3
.\Source\Weapon.cpp(1604)
Weapon base class "com_weap_veh_fly_scoutlasers" not found
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
-
Taivyx
- 2008 Best Games Related Avatar
- Posts: 1706
- Joined: Thu Jun 07, 2007 3:34 pm
- Projects :: Terra Strife - discontinued
- xbox live or psn: No gamertag set
- Contact:
- Challenger33
- Lieutenant General

- Posts: 726
- Joined: Wed Aug 23, 2006 3:44 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a legion of papercraft models.
- Contact:
I can't believe I forgot to add the Common Folder
. Here is my LUA:
-:royal:--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_fly_redstarfighter",
"rep_fly_orgstarfighter",
"rep_fly_anakinstarfighter_sc",
"rep_fly_grnstarfighter",
"rep_fly_blustarfighter",
"rep_fly_purstarfighter",
"rep_fly_blkstarfighter",
"rep_fly_whistarfighter")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:HFA\\HFA.lvl", "HFA_conquest")
ReadDataFile("dc:HFA\\HFA.lvl", "HFA_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
-
Taivyx
- 2008 Best Games Related Avatar
- Posts: 1706
- Joined: Thu Jun 07, 2007 3:34 pm
- Projects :: Terra Strife - discontinued
- xbox live or psn: No gamertag set
- Contact:
- Challenger33
- Lieutenant General

- Posts: 726
- Joined: Wed Aug 23, 2006 3:44 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a legion of papercraft models.
- Contact:
- Challenger33
- Lieutenant General

- Posts: 726
- Joined: Wed Aug 23, 2006 3:44 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a legion of papercraft models.
- Contact:
Yet another time I am forced to double-post...this is seriously the last time though. Apparently that was the problem, because...it works!!! 8 different starfighters all spawn from the Hoth hangar! The only problem is, they go extremely fast and the wings don't open
. But those are minor problems, the first of which I actually can fix on my own. Thank you guys so much for all your help-I appreciate it!
gtpwn
-:royal:
gtpwn
-:royal:
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
- Challenger33
- Lieutenant General

- Posts: 726
- Joined: Wed Aug 23, 2006 3:44 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a legion of papercraft models.
- Contact:
In each starfighter .odf (save Anakin's), in the animation line, it says this:
.
EDIT: Here is a screenshot of the hangar-one problem is that the only ship that doesn't spawn is Anakin's (the yellow starfighter).

Would I just change this to:AnimationName = "rep_fly_jedifighter"
That's what I am doing right now-please correct me if I'm wrongAnimationName = "rep_fly_anakinstarfighter"
EDIT: Here is a screenshot of the hangar-one problem is that the only ship that doesn't spawn is Anakin's (the yellow starfighter).
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
- Challenger33
- Lieutenant General

- Posts: 726
- Joined: Wed Aug 23, 2006 3:44 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a legion of papercraft models.
- Contact:
-
Master Fionwë
- Rebel Colonel

- Posts: 598
- Joined: Wed May 30, 2007 3:33 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: At RCTC
- Contact:
- Challenger33
- Lieutenant General

- Posts: 726
- Joined: Wed Aug 23, 2006 3:44 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a legion of papercraft models.
- Contact:
Master Fionwë wrote:You know, even with the floor glitche, it looks pretty cool in there. It's almost like some really rich guy's garage full of fancy cars, in this case starfighters.
-:royal:
