Skyhammer Side Help Topic

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Sky_216
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Skyhammer Side Help Topic

Post by Sky_216 »

I'm making at least three modified sides for my Stygiana map, and I've run into a few problems.

Firstly, how can you edit effects by their text files (the particle editor doesn't work at all for me, crashes as soon as it opens) and get them to work? Whenever i do it says 'so and so file is not a binary UCF file Error". Do you use hex editing or something to get around this?

Secondly, how do you increase troop numbers on one team? I put in unit count as 32 for CIS and 20 for republic in the clone war conquest LUA, and there are still an equal number n each team.

Thirdly, how can you make a recon droid function as an automatic unit. I put in "Pilottype = "self" but the rotten things just sit there in mid air and do nothing. Anyone know how to fix this?

Thanks in advance.
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Re: Skyhammer Side Help Topic

Post by Syth »

Skyhammer_216 wrote:I'm making at least three modified sides for my Stygiana map, and I've run into a few problems.
Firstly, how can you edit effects by their text files (the particle editor doesn't work at all for me, crashes as soon as it opens) and get them to work? Whenever i do it says 'so and so file is not a binary UCF file Error". Do you use hex editing or something to get around this?

Secondly, how do you increase troop numbers on one team? I put in unit count as 32 for CIS and 20 for republic in the clone war conquest LUA, and there are still an equal number n each team.

Thirdly, how can you make a recon droid function as an automatic unit. I put in "Pilottype = "self" but the rotten things just sit there in mid air and do nothing. Anyone know how to fix this?

Thanks in advance.
1. Firstly, at least for me, particle editor editor quits working after i run VisualMunge. I just use notepad to edit files manually, it shouldnt give you any errors though.

2. You just change units = # to what ever, it might be that you don't notice the 12 unit difference

3. phhht... i tried that before, its not as simple as adding that line. Its possible though, but youd need to fool around with stuff until you found what worked.
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Re: Skyhammer Side Help Topic

Post by Sky_216 »

Syth: Nope. Changing unit count has no effect. Put it to 64. Changed each of the numbers per type of troop sections. Didn't do anything. Seem to have a way around it though: using a local team. Seems to work OK.

Another question: you don't appear to be able to give beam weapons spread. Anyone know a way around this?
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Re: Skyhammer Side Help Topic

Post by MercuryNoodles »

On #3, what's the intention behind making the recon droid self-piloting? They're supposed to be controlled by the unit that "spawned" it, under normal conditions. I might not be able to help if you're doing anything complex, but if it turns out to be something simple (ie. just getting units to use the droid), I might have the info.

As for beam weapons, what have you done? The ordinance type shouldn't affect spread, because spread is set in the weapon odf. Speaking of nullified changes, you're not also loading a default side containing a weapon of the same name, are you?
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Re: Skyhammer Side Help Topic

Post by Sky_216 »

Point of #3 is to give a unit a few 'drones' that they can release. Kind of like mobile turrets.
As for beams, yes I know the weapon's odf, not the ordance's odf is what gives spread. But with vehicles at least (haven't tried for troops yet) i can make custom beam weapons, but they just don't spread, even when I give a shotgun like weapon beams as ordance.
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Re: Skyhammer Side Help Topic

Post by MercuryNoodles »

I was just thinking out loud on the odf stuff. Does the spread work with different ordinances?

I also recall some notes with an alternate set of parameters to set a spread. I'll have to find it later.
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Re: Skyhammer Side Help Topic

Post by Maveritchell »

For #3, you may want to reference this topic: http://www.gametoast.com/forums/viewtop ... =27&t=6916

It's not just as easy as just setting the pilottype to "self." Soldiers (or droids, which is what the remote droid is) can't use a pilottype of self, even though you can modify them with the pilottype line (you can set a player unit's pilottype to "remote," for example). You need to read through that topic. It'll tell you what you need to code in (it involves the creation of a third team and a teleport that is triggered by the use of a weapon).
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Re: Skyhammer Side Help Topic

Post by MercuryNoodles »

Alright, here's some relevant info I plucked from the weapon notes file on Fred's site:
Cannon and Launcher also do scatter differently:
PitchScatter - scatter angle along the pitch axis (up and down), in degrees
YawScatter - scatter angle along the yaw axis (left and right), in degrees
MaxScatter - sets both pitch and yaw scatter for compatibility, in the same goofy units that it used to use


Cannon and Launcher type weapons now support shot patterns. You can have as many pattern points as you want, and the weapon will cycle through the list, one per shot.

ShotPatternCount = <count>
ShotPatternPitchYaw = "<pitch> <yaw>"

For example, for a bowcaster shot with a five-way spread:

ShotPatternCount = 5
ShotPatternPitchYaw = "0.0 -4.0"
ShotPatternPitchYaw = "0.0 -2.0"
ShotPatternPitchYaw = "0.0 0.0"
ShotPatternPitchYaw = "0.0 2.0"
ShotPatternPitchYaw = "0.0 4.0"


Also, recoil spread works differently now. I added code to make sure existing values work fine, but here's the new thing:
SpreadPerShot = <spread per shot, in degrees>
SpreadRecoveryRate = <spread per second, in degrees>
SpreadThreshold = <amount of spread to "ignore", in degrees>
SpreadLimit = <maximum spread, in degrees>
The old values still work, but weapons with low SpreadRecovery (e.g. pistol) will act somewhat weird.

FYI: SpreadPerShot actually applies per group of shots, so if you have ShotsPerSalvo larger than one, the kick doesn't apply until the next group in the salvo. I can do the same thing for ammo and heat if you want. At some point I'm going to get the weapon charge state stuff working. :)

In case you're wondering what SpreadThreshold is for, it lets you give the weapon a little leeway before the spread starts to kick in. That's what I meant by "ignore".
Any weapon using beam ordinance I believe needs to use the classlabel "cannon", so something here should help.

Oh, and I found a little info on remotes in the file:
Any controllable class (soldier, droid, flyer, hover, walker, turret):
PilotType: "none" = unpilotable, "self" = self-piloting, "vehicle" = pilot enters, "remote" = remote-controlled
The object spawned by WeaponRemote must be set to "remote" type.
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Re: Skyhammer Side Help Topic

Post by Sky_216 »

MercuryNoodles: So can you make the recon droid into an autopiloted hover vehicle, make it spawn with 'dispenser', and get an autopiloted droid.

Another question: I know you can add a secondary ordnance to a weapon, is it possible to add a third?
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Re: Skyhammer Side Help Topic

Post by MercuryNoodles »

That seems like a reasonable idea. Let us know what happens.
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Re: Skyhammer Side Help Topic

Post by Sky_216 »

Sorry, something really annoying has happened. My map crashes, and I get an error log with this in it.
Hidden/Spoiler:
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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 304

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 308

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 312

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 316

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 320

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 324

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 328

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 332

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 336

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 340

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 344

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 348

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 352

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 356

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 360

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 364

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 368

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 372

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 376

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 380

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 384

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 388

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 392

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 396

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 400

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 404
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Re: Skyhammer Side Help Topic

Post by authraw »

Add this line to your .lua file near the other lines like it:

SetMemoryPoolSize ("SoldierAnimation",500)

It may or may not fix your crashing, but it's worth a shot.
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Re: Skyhammer Side Help Topic

Post by MercuryNoodles »

That memory pool error shouldn't cause a crash. If anything, you'd probably just get a bunch of units simply standing around.

So, there are no other errors of note?
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