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Fambaa Playable Unit? [Solved]

Posted: Mon Jun 03, 2013 11:37 pm
by razac920
Hi all, I'm working on a map in which Fambaas will be playable units. I have two questions. First of all, is there any way to remove the shield generator from the Fambaa's back, by editing the .msh directly? I've tried playing around with alpha channels of the texture, but it just makes the shield generator completely black.
Also, I would like to add an offhand flamethrower. So far, I have gotten a melee weapon to work, using the animations of the Acklay, but the offhand flamethrower causes an (unlogged) crash when fired, presumably because the Acklay does not have any offhand animations. Is there any way to edit the weapon ODF to prevent ANY animation from playing, and avoiding the crash this way? I don't mind having no animation. Thanks in advance.

The fambaa unit ODF:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_inf_default"
GeometryName = "nab1_walk_fambaa.msh"

[Properties]
AISizeType = "Huge"

GeometryName = "nab1_walk_fambaa"

//this keeps the player from entering first person with this char
forcemode = 1

SkeletonName = "nab_walk_fambaa"

// heh
IsAcklay = 1
UseDirectionalDeaths = 0
UseDirectionalJumps = 0

NoEnterVehicles = 1
IgnoreHintNodes = 1

JetShowHud = 0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WEAPONSECTION = 1
WeaponName = "sst_weap_inf_tankbug_claw"
WeaponAmmo = 0
WeaponChannel = 0

WEAPONSECTION = 2
WeaponName = "sst_weap_inf_tankbug_flame"
WeaponAmmo = 0
WeaponChannel = 1

//HEALTH
MaxHealth = "20000.0"
Healthtype = "animal"

CAMERASECTION = "STAND"
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 3.0 0.0"
TrackOffset = "0.0 0.0 7.0"
TiltValue = "10"

// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed = 2.5 // base forward speed
MaxStrafeSpeed = 1.5 // base right/left speed
MaxTurnSpeed = 1.0 // base turn speed
//JumpHeight = 0 // base jump height in meters
// Speed multipliers for various actions
JumpForwardSpeedFactor = 1.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 1.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.5 // in forward arc, boost speed by this factor when rolling
// Apparently contant for all or most classes:
Acceleration = 70.0 // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime = 0.35 // accelerate from run to sprint in this time

// ControlSpeed = "<stance> <thrustfactor> <strafefactor> <turnfactor>"
// For grounded states (stand, crouch, prone, sprint) and jet state,
// in which the thrust/strafe stick controls the player's velocity,
// these values are multipliers on the max speed and acceleration.
// For flying states (jump, roll, tumble), in which the thrust/strafe stick
// applies an acceleration, these values only multiply the acceleration.
ControlSpeed = "stand 1.00 1.00 1.00"
ControlSpeed = "crouch 0.70 0.60 1.00"
ControlSpeed = "prone 0.30 0.20 0.50"
ControlSpeed = "sprint 3.00 0.50 0.35"
ControlSpeed = "jet 0.30 0.30 1.00"
ControlSpeed = "jump 0.03 0.03 0.35"
ControlSpeed = "roll 0.02 0.02 0.35"
ControlSpeed = "tumble 0.00 0.00 0.10"

VOUnitType = 176

///SOUND
FootstepSound0 = "acklaystepleft"
FootstepSound1 = "acklaystepright"
FootstepSound4 = "acklaystepleft"
FootstepSound5 = "acklaystepright"
LowHealthSound = "acklaychatter"
LowHealthThreshold = "1.1"
//FoleyFXClass = "rep_inf_soldier"


DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.0

AmbientSound = "all famba_moan"
AmbientSound = "cis famba_moan"
AmbientSound = "imp famba_moan"
AmbientSound = "rep famba_moan"
HurtSound = "famba_hurt"
DeathSound = "famba_death"
the melee weapon ODF:
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

OnSound = "override_parent_sound"
TurnOnSound = "override_parent_sound"
TurnOffSound = "override_parent_sound"
HitEffect = " "
HitSound = "acklaystepleft"
DeflectEffect = " "
DeflectSound = "acklaystepright"


GeometryName = "ack_weap_r_smash"
ComboAnimationBank = "human_sabre melee geo_inf_acklay2"

NumDamageEdges = "3"
OffhandFirePointName = "hp_fire_lightsabre bone_r_hand"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "7 85 255 255"

OffhandGeometryName = "ack_weap_l_smash"
OffhandFirePointName = "hp_fire_lightsabre bone_l_hand"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "82 255 7 255"

// and one for the bite
OffhandGeometryName = "ack_weap_l_smash"
OffhandFirePointName = "hp_fire_lightsabre bone_head"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "82 255 7 255"


MinRange = "0"
OptimalRange = "10.0"
MaxRange = "15.0"
// needs to be so high because the silly eyepoint is y=4m,
// which accounts for part of the range
the offhand flamethrower ODF:
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"

[Properties]
GeometryName = ""
HighResGeometry = ""

//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"

OrdnanceName = "sst_weap_inf_tankbug_flame_ord"

OffhandWeapon = 1
InstantPlayFireAnim = 0
FireAnim = "0"
TriggerSingle = "0" // if FireType = "Hold" this will work correctly now - Mike Z

//RoundsPerClip = "32"
RoundsPerClip = "20"
ReloadTime = "1.5"
HeatRecoverRate = "0.2"
HeatThreshold = "0.0"

TriggerSingle = "1"
ShotDelay = "0.0"
HeatPerShot = "0.0"
//MaxPressedTime = "2.25"

DisplayRefire = "0"

LockOnRange = "8.0"
LockTime = "0.0"
AutoAimSize = "2.0"

MinRange = "0"
OptimalRange = "4"
MaxRange = "10"

SalvoCount = "20"
ShotsPerSalvo = "1"
SalvoDelay = "0.1"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

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

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

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"

RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"

FireSound = "flame_on"
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""
the log:
Hidden/Spoiler:
Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

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
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_m4a1' is not localized for stats page

Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_tankbug_claw' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_tankbug_flame' is not localized for stats page

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 1

Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!

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

Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 3

Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 4

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_m40' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_warbug_claw' is not localized for stats page

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 5

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_remington' is not localized for stats page

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 6

Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 7

Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 8

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 9

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 10

Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 11

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 12

Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 13

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 14

Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 15

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 16

Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 17

Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 18

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 19

Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 20

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 21

Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 22

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 23

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 24

Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 25

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 26

Re: Fambaa Playable Unit?

Posted: Tue Jun 04, 2013 1:04 pm
by bestdude101
I'm no expert at weaponry, animations, etc., but I have noticed some things.

Melee Weapon ODF
Hidden/Spoiler:
HitEffect = " "
DeflectEffect = " "
I think it would be a good idea to take out those lines entirely, it seems like it's trying to read a file named " ".

Offhand Flamethrower
Hidden/Spoiler:
GeometryName = ""
HighResGeometry = ""
The same applies here.

As for the log, I didn't see any severity 3 errors, but I would keep checking it every time. That's all I know.

Re: Fambaa Playable Unit?

Posted: Tue Jun 04, 2013 2:00 pm
by Locutus
The use of an offhand weapons sounds like the correct thing to do but I think it needs at least some kind of mesh, too. You could try using some invisible mesh. Furthermore I think the off-hand weapon is missing an hp to fire it's ordnance from. Not sure about the weapon class as well.
The code in this thread might lead you in the right direction.

PS: You can get rid of the red memory pool errors by adding SetMemoryPoolSize("SoldierAnimation", 500) respective SetMemoryPoolSize("AcklayData", 100) to your lua.

Re: Fambaa Playable Unit?

Posted: Tue Jun 04, 2013 8:32 pm
by AQT
razac920 wrote:Hi all, I'm working on a map in which Fambaas will be playable units. I have two questions. First of all, is there any way to remove the shield generator from the Fambaa's back, by editing the .msh directly? I've tried playing around with alpha channels of the texture, but it just makes the shield generator completely black.
It turns black because you need to do the following first:
Use 14 instead for complete transparency.

As for your flamethrower, remove the FireAnim line, and set InstantPlayFireAnim equal to 1. It should use the OffhandAnimation specified in your .combo file.

@bestdude101: Doing those things are unnecessary and have no effect on the weapons' functioning.

Re: Fambaa Playable Unit?

Posted: Wed Jun 05, 2013 12:21 am
by razac920
AQT,

Thank you for the heads up on the transparency issue. This worked and the generator is gone (there are some ropes still floating that were attached to it, but I will figure something out).

As for the flamethrower, well my problem had been that the skeleton I was using did not have any offhand animations, but by going to the .combo file as you said, and deleting the offhand animations that were defined in there, I managed to get it to work! Thanks again. This thread can be locked.