Mucho Confuso Problemo (Animation Banks and Animmaps)

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Mucho Confuso Problemo (Animation Banks and Animmaps)

Post by ARC_Commander »

Okay, here's my little problem:

Code: Select all

Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)

Message Severity: 3
.\Source\Weapon.cpp(96)
Weapon failed to find animmap grevious_sabre
This is for Hero Assault, all the stock heroes. Grievous' combo does more damage, and Aayla only has one saber. Oh yeah - all the Jedi now have three force powers. That's all the changes.

Now, what the heck does this all mean???
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RE: Mucho Confuso Problemo (Animation Banks and Animmaps)

Post by trainmaster611 »

Did you have more than 9 units for each side?

I'm not sure what the second means but obviously you need to check all of your material relating to grieovus's animation and combo.
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Post by Syth »

The combo limit in assault is pretty much at the MAX amount of combo/anim memory, if you change anything about combo stuff youll bump it over the limit.

Youll have to get rid of grievous, or even more units until the
Message Severity: 3
.\Source\Weapon.cpp(96)
Weapon failed to find animmap grevious_sabre
goes away

Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
Ive never got that error, probally is related to the other error
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Post by Master Fionwë »

What it sounds like is you need to increase the entire combo memory pool values. They will crash a map if there is not enough memory set aside for them. Hero Assault already has them in there, but you still need to increase the size. That should work, without getting rid of any units.
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Post by Teancum »

This happends when you use new animation banks. So if you're using custom anims you'll have to remove a character that uses custom anims to make it fit.
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Post by ARC_Commander »

I doubt I've used any new animations. I'll try increasing the memory pool.
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Post by Maveritchell »

If Grevious's combo does more damage, that means you edited the combo to get it to do that. Ergo, you're using a custom combo. Remove one of the other combos to make room.
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Post by ARC_Commander »

Hmm... I could put in his old combo, and increase the damage scales in his saber ODF.
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Post by Maveritchell »

I'm pretty sure you can't scale damage that way.
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Post by Teancum »

Yeah, melee-based characters all have their damage based in a combo.
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Post by Snork »

although this isn't much relevant to the topic, you can also scale the amount of push each attack has in the combo.
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Post by ARC_Commander »

I know.

@Tean: Then why is the ShieldScale at 5.0 in "com_weap_inf_lightsaber"?
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Post by MetalcoreRancor »

In my own experience, leave Grevious the hell alone. He kills your map.

That being said, and you want to continue modding him, just change the damage line the combo.

Attack()
{
Edge(0);
DamageTime(4, 10, "Frames");
DamageLength(1.35);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Attack()
{
Edge(1);
DamageTime(4, 12, "Frames");
DamageLength(1.35);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}

And continue editing those. That's about all.
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Post by ARC_Commander »

It's not for a map, I'm modding him for BF Extreme.
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Post by Teancum »

Well, if you want to remove the parenting system you might be able to just condense everything into his saber odfs.
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Post by ARC_Commander »

In a word... Wha??
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Post by Teancum »

In other words, put all the stuff from the parent odf (com_weap_inf_lightsaber) into Grevious' saber odfs, then remove any refrence to a parent class. That's the only thing you can do.
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