Box dispenser weapon problem?

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Dakota
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Box dispenser weapon problem?

Post by Dakota »

hmm, i seem to have a weird problem here...

i have been working on a fort mod. i have made a box dispenser and have wanted to test it out but it can't test it until i figure out what is wrong with my mod. i have set up the weapon right so far and have spell checked and checked my error log. i also made a turret and want to use it but i can't yet. i really want to get this map working but i can't figure it out. i hope someone can.

the mod crashes about 75% through the load, unlike the odf crashes at 25%. here is my error log WITH NO LEVEL 3 ERRORS!!!
Hidden/Spoiler:
Opened logfile BFront2.log 2011-04-12 1909
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\HB2\data\_LVL_PC\shell.lvl
Mission Checker: Entered addme
Mission Checker: Someone else is already listening...
Mission Checker: Exited addme
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 500 STA STAg_con 4
Mission Checker: AddDownloadableContent(): SP cut-off is: 126
Mission Checker: AddDownloadableContent(): MP cut-off is: 124
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
Ok, input_accept. iJoystick = 0 iOnlyJoystick = nil
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 040CC0DC
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: FOR<A>_<B>
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 03CC672C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: FORc_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = _opt_global
cur_button = global
this.CurButton = _opt_playlist
cur_button = nil
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = Launch
cur_button = nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

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

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

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\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"
Last edited by Dakota on Tue Apr 12, 2011 7:53 pm, edited 1 time in total.
THEWULFMAN
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Re: box problem???

Post by THEWULFMAN »

Think you meant no level 3 errors :wink:

Anyway, the odfs would be nice. :P
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Dakota
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Re: box problem???

Post by Dakota »

Turret
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "portableturret"
GeometryName = "com_bldg_minigun_turret.msh"

[Properties]

// the default texture, it looks like....
OverrideTexture = "com_bldg_minigun_turret"
//Pilottype = "self"

BUILDINGSECTION = "BODY"

MapTexture = "turret_icon"
MapScale = "1.2"
HealthTexture = "HUD_kam_turret_icon"

MaxHealth = "1000.0"
LifeTime = "99999999999999.0"

UnbuiltHoloOdf = "com_holo_turret"
UnbuiltGeometryName = "com_prop_buildzone"

BUILDINGSECTION = "TURRET1"

TurretNodeName = "aimer_gun"

PitchLimits = "-80 80"
YawLimits = "-360 360"

PitchTurnFactor = "0.0"

EyePointOffset = "0.0 1.5 1"
TrackCenter = "0.0 0.65 -2.0"
TrackOffset = "0.0 0.5 1.5"
TiltValue = "5"

ThirdPersonFOV = "65"

MaxTurnSpeed = "10.0"
MaxPitchSpeed = "10.0"
//PitchRate = "2.0"
//TurnRate = "5.0"
PCMaxPitchSpeed = "10.0"
PCMaxTurnSpeed = "10.0"

PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose"
//FirstPerson = "com\comgntrt;com_1st_weap_gunturret"

AimerNodeName = "aimer_gun"
MaxTurnSpeed = "2.85"
MaxPitchSpeed = "0.75"
AimerPitchLimits = "-45.0 45.0"
AimerYawLimits = "-5.0 5.0"

FirePointName = "hp_fire"


TurretYawSound = "turret_whir_yaw_lp defer"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp defer"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip defer"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_smokeplume"
DamageAttachPoint = "hp_smoke_1"

\\ ----- COLLISION -----

vehiclecollision = "p_base"

Soldiercollision = "p_armor1"
Soldiercollision = "p_armor2"
Soldiercollision = "p_wall1"
Soldiercollision = "p_wall2"
Soldiercollision = "p_wall3"
Soldiercollision = "p_wall4"
Soldiercollision = "p_wall5"
Soldiercollision = "p_wall6"
Soldiercollision = "p_wall7"
Soldiercollision = "p_wall8"
Soldiercollision = "p_wall9"
Soldiercollision = "p_cylindergun"
Soldiercollision = "CollisionMesh"
Soldiercollision = "p_spawn"

Ordnancecollision = "p_armor1"
Ordnancecollision = "p_armor2"
Ordnancecollision = "p_wall1"
Ordnancecollision = "p_wall2"
Ordnancecollision = "p_wall3"
Ordnancecollision = "p_wall4"
Ordnancecollision = "p_wall5"
Ordnancecollision = "p_wall6"
Ordnancecollision = "p_wall7"
Ordnancecollision = "p_wall8"
Ordnancecollision = "p_wall9"
Ordnancecollision = "CollisionMesh"
Box Dispenser?
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "grenade"

[Properties]
GeometryName = "kam_prop_crate"
HighResGeometry = "kam_prop_crate"

OffhandWeapon = 1

//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

MinRange = "12"
OptimalRange = "18"
MaxRange = "24"

LockOnRange = "30.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "0"
ReloadTime = "0.0"
ShotDelay = "0.1"
ShotElevate = "0.0"
MaxPressedTime = "0.0"

InitialSalvoDelay = "0.51"

//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.25"
ChargeDelayHeavy = "1.45"

RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "0"
RecoilStrengthHeavy = "0"


//************************************************
//******************* SOUND *****************
//************************************************

FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
and the 2 is fixed to 3 now

can someone please help i really want to get this mod working and so do my friends, we want to make a giant fort.
THEWULFMAN
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Re: Box dispenser weapon problem?

Post by THEWULFMAN »

I looked at your odfs, and, I dont even know where to begin :shock: There are so many issues, and you need to more odfs, and they are set up wrong :runaway:

As a note, before I try to get your odfs working, you should know that trying to stack the models will be nigh impossible. :|
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Dakota
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Re: Box dispenser weapon problem?

Post by Dakota »

well it can be done with auto turrets so thats where my idea came from. also i know its wrong, i did what i thought would have the best chance. how do you suppose i fix (or redo) this. the turret was just going to be the chaingun turret (the ones like on hoth but with my custom guns) and the box was going to be a kamino crate. i would have different versions of the box dispenser each with scaled (up or down) mshes for differernt sized bricks (i already know how to scale). i just need help getting these odfs right, i wasn't ever really good with dispensers.
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DarthD.U.C.K.
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Re: Box dispenser weapon problem?

Post by DarthD.U.C.K. »

Dakota wrote:also i know its wrong, i did what i thought would have the best chance.
thats is a not very effective attitude in scripting. if you work like this you wont get anywhere without making a new topic about everything new you are trying.
you have to do it like that:
1. take a shipped odf that is as similiar to the one you want to make as possible
2. search for topics discussing similliar concepts/errors you have
3. modify the odf a bit
4. test it. if it works, go to step 6, if not, go to step 5
5. undo the changes, return to step 2
6. make more changes, if you got everything to work, go to step 7
7. congratulations, you did it! now you can move on to the next thing you can implement.
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Dakota
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Re: Box dispenser weapon problem?

Post by Dakota »

DarthD.U.C.K. wrote:
Dakota wrote:also i know its wrong, i did what i thought would have the best chance.
thats is a not very effective attitude in scripting. if you work like this you wont get anywhere without making a new topic about everything new you are trying.
you have to do it like that:
1. take a shipped odf that is as similiar to the one you want to make as possible
2. search for topics discussing similliar concepts/errors you have
3. modify the odf a bit
4. test it. if it works, go to step 6, if not, go to step 5
5. undo the changes, return to step 2
6. make more changes, if you got everything to work, go to step 7
7. congratulations, you did it! now you can move on to the next thing you can implement.
hmm now that i see a list i actually do some of these
1. i used the auto turret shiped odf because i thought that since they are both dispensers it would work if i just changed the lifetime, msh and a few minor things.
2. i didn't do because i didn't think that anyone else would have a prop/box dispenser...
3. i did modify it
4. i tested it and it didn't work, the turret worked alittle but when u get in it and try to move it crashed so i then found out what was wrong and added the aimers that i needed but never got to test that part because of this crashing error
5. i didn't undo the changes so that is something i didn't follow
6. i didn't make more changes because it didn't work yet
7. i didn't do it.
Hidden/Spoiler:
to anyone who thinks that this is rude somehow then read this: i am only posting it for any help purposes, i just filled out the list so people know some more about what i did since my other post wasn't all too discriptive about the exact way i usally do things
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DarthD.U.C.K.
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Re: Box dispenser weapon problem?

Post by DarthD.U.C.K. »

uh, i m afraid i accidentally switched step 2 with one
anyway, i dont think your post is rude and its indeed good to have an idea of the process
so about the steps: step 2 that should be 1 is about the most important one, 95% of all things people try out have been done/experimentd with a few time in the past. you cant search for too specific things but you will often find what you are looking for when you rephrase or make the term shorter
here are two topics about dispensing boxes/props/barriers/covers i found by searching for "dispense" and "dispenser":
click me! and me!
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Dakota
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Re: Box dispenser weapon problem?

Post by Dakota »

ok i was testing out the things some more (i also tryed the odf in the other topic) but the thing i found is that my problem is that the sides won't read that the msh is there. it says that it can't find it in the error log


Message Severity: 3
.\Source\EntityGeometry.cpp(619)
Entity "boxdispenser_ord" missing geometry "kam_prop_crate"

that is the error for those who want to see it. do i need a req for the msh or something else because it seemingly won't get read? do i have to rename it and set it up again? or is there something that i have no idea about?
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DarthD.U.C.K.
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Re: Box dispenser weapon problem?

Post by DarthD.U.C.K. »

do you have the model "kam_prop_crate" in your sides mshfolder?
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Dakota
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Re: Box dispenser weapon problem?

Post by Dakota »

yes thats why i have no idea whats going on.
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DarthD.U.C.K.
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Re: Box dispenser weapon problem?

Post by DarthD.U.C.K. »

do you have it in your worlds mshfolder or your sides mshfolder? im not sure if it will work if its in the world's.
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Dakota
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Re: Box dispenser weapon problem?

Post by Dakota »

it is in my side's msh folder, should i also add it to the world's one?

EDIT: oh, wait, it was already in both of the folders...

i wonder if i should have tryed using a different prop. maybe i can go download a box prop that someone else made and then incorperate it. something like the box in battle arena or maybe the one in "Taris, SkyHigh" that u can also destroy would work (same box also in the "Earth: Town" map too)
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