Making Aayla Secura as custom unit workable [Solved]
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Making Aayla Secura as custom unit workable [Solved]
Today i tried to add Aayla to my custom side but it seems that i miss something because the game crash just the second when the selection screen appears.
Aayla will be 3rd prty only not playable.
What have i done so far:
1. Added "rep_hero_aalya" to my side req
2. Added the rep_hero_aalya.req to the req folder
3. Added rep_hero_aalya.odf and the rep_hero_aalya combo file to the odf folder
4. Added rep_inf_aaylasecura_tenticle1 and 2 odf to the odf folder
5. Added all rep_inf_aaylasecura_tenticle1 msh, options and tga files i found to the msh folder
6. Edited the rep_hero_aalya.odf so she won´t use any weapons
7. I added following entries to the lua:
just before the ReadData entries i added (from the Mos Eisley Hero assault lua) :
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
The i added my third side (Jawas works fine):
ReadDataFile("dc:SIDE\\des.lvl",
"tat_inf_jawa",
"rep_hero_aalya"
)
and below Team setup:
SetTeamName (3, "Mos Eisley Citizen")
AddUnitClass (3, "tat_inf_jawa", 10,15)
AddUnitClass (3, "rep_hero_aalya", 10,15)
SetUnitCount (3, 30)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)
So what´s missing?
Remember that i can´t use the sptest exe because of the DVD version!
Rends
Aayla will be 3rd prty only not playable.
What have i done so far:
1. Added "rep_hero_aalya" to my side req
2. Added the rep_hero_aalya.req to the req folder
3. Added rep_hero_aalya.odf and the rep_hero_aalya combo file to the odf folder
4. Added rep_inf_aaylasecura_tenticle1 and 2 odf to the odf folder
5. Added all rep_inf_aaylasecura_tenticle1 msh, options and tga files i found to the msh folder
6. Edited the rep_hero_aalya.odf so she won´t use any weapons
7. I added following entries to the lua:
just before the ReadData entries i added (from the Mos Eisley Hero assault lua) :
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
The i added my third side (Jawas works fine):
ReadDataFile("dc:SIDE\\des.lvl",
"tat_inf_jawa",
"rep_hero_aalya"
)
and below Team setup:
SetTeamName (3, "Mos Eisley Citizen")
AddUnitClass (3, "tat_inf_jawa", 10,15)
AddUnitClass (3, "rep_hero_aalya", 10,15)
SetUnitCount (3, 30)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)
So what´s missing?
Remember that i can´t use the sptest exe because of the DVD version!
Rends
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PvtParts
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RE: Let´s make Aayla Secura as custom unit workable
Its probably the weapons? Can an unit not have a weapon?
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t551
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That may have something to do with an animation problem (Does the rep_hero_aayla.odf specify an AnimationName or SkeletonName?), or it may just be a game glitch. I've noticed that sometimes cloth and tentacles will get misrendered and shoot towards the center of the screen. Did this happen every time you tested the map?
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The_Emperor
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As for not having weapons: you can make an invisible weapon. Give a lightsaber your SWBF 1 gaffi stick msh
(and get rid of the humming sound of course) That worked for me (I tried to get your gaffi ingame)
She will just walk around with nothing in her hands. Since she doesnt have enemies, she won't start hitting either
yeey
Imma test something
just got an idea
Ah yes.
Use this odf:
(change the human_sabre melee cis_hero_countdooku into whatever you want, and falafel in anything that isnt an actual msh name
)
Giving all units fusioncutters looks weird
She will just walk around with nothing in her hands. Since she doesnt have enemies, she won't start hitting either
Imma test something
Ah yes.
Use this odf:
Code: Select all
[WeaponClass]
ClassLabel = "melee"
[Properties]
HUDTag = "hud_lightsaber"
RoundsPerClip = "0"
ReloadTime = "0.0"
LockOnRange = "60.0"
LockTime = "0.4"
AutoAimSize = "1.0"
MinRange = "0"
OptimalRange = "2.0"
MaxRange = "4"
HitEffect = "com_sfx_ord_exp"
GeometryName = "falafel"
ComboAnimationBank = "human_sabre melee cis_hero_countdooku"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
FirePointName = "hp_fire"
HitSound = "com_weap_inf_grenade_bounce"
DeflectSound = "com_weap_inf_grenade_bounce"
OnSound = ""
TurnOnSound = "com_weap_throw""
TurnOffSound = "com_weap_throw"
MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"
AutoTurnScreenDist = 0.05
AutoPitchScreenDist = 0.2
ShieldScale = "5.0"
HealthScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
ArmorScale = "1.0"
VehicleScale = "1.0"
BuildingScale = "1.0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"Giving all units fusioncutters looks weird
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MasterSaitek009
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This is a fairly easy problem to fix. I did this for my Ryloth map and it works great.
1. Go to data_ModID/Animations/SoldierAnimationBank/ and copy the template folder and rename it Twilek or something like that.
2. Now open the Twilek folder you just made and edit the .BAT file by right clicking it and hitting edit
3. It should say something like "side\rep" somewhere in it. change "rep" to the name of your side
4. You should also see that their is a mention to "aayla.zaf" change that to "twilek.zaf"
5. Now go into BF2_ModTools\assets\animations\SoldierAnimations\Aayla.
6. Copy the Basepose.msh that you will find their.
7. Paste it into data_ModID/Animations/SoldierAnimationBank/twilek
8. Run the .BAT file that you edited. Now your basepose/Anim set should be in your sidename\munged folder.
9. Add this line to your units odf SkeletonName = "twilek" (If it is not already there).
10. Run Visual Munge and Run battlefront 2.
Hope that helps,
MasterSaitek009
1. Go to data_ModID/Animations/SoldierAnimationBank/ and copy the template folder and rename it Twilek or something like that.
2. Now open the Twilek folder you just made and edit the .BAT file by right clicking it and hitting edit
3. It should say something like "side\rep" somewhere in it. change "rep" to the name of your side
4. You should also see that their is a mention to "aayla.zaf" change that to "twilek.zaf"
5. Now go into BF2_ModTools\assets\animations\SoldierAnimations\Aayla.
6. Copy the Basepose.msh that you will find their.
7. Paste it into data_ModID/Animations/SoldierAnimationBank/twilek
8. Run the .BAT file that you edited. Now your basepose/Anim set should be in your sidename\munged folder.
9. Add this line to your units odf SkeletonName = "twilek" (If it is not already there).
10. Run Visual Munge and Run battlefront 2.
Hope that helps,
MasterSaitek009
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