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Animation error - crucial to BF Extreme
Posted: Sun Aug 05, 2007 10:14 pm
by ARC_Commander
All right. Before I say anything, you should know that this error is a big problem as far as Battlefront Extreme goes. If I can't fix it, then I'll have to remove a really cool feature. :twisted: Okay, now that I've threatened you, here's the problem:
Code: Select all
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_attack2c(_upper)
It's Cin Drallig from the Conversion Pack. (Reskinned, though.) He's using a lightsaber with Luke's combo. So what's the problem? Wrong animation bank or something? I'll post any info needed.
Posted: Sun Aug 05, 2007 10:57 pm
by Maveritchell
How many combos are you trying to load for the Jedi temple level? Too many and you may get problems like that. (A modded Luke combo is, obviously, a separate combo from the stock Luke combo.)
Posted: Tue Aug 14, 2007 1:57 pm
by ARC_Commander
I try to not modify combos, as I know nothing about them. Luke's combo is stock. Now, I've loaded Luke's combo on Drallig, Obi-Wan's on the Clone Assassin, and Maul on the MagnaGuard. That's it. I could give them all Maul's combo, possibly? Would that help?
Posted: Tue Aug 14, 2007 6:35 pm
by Teancum
Does the map actually crash?
Posted: Wed Aug 15, 2007 1:13 am
by Penguin
Combo is calling for an animation, can't find it = error.
Using someone's else's anims with another combo can cause problems because not every heroes has the same animation names.
EG:
the Magna Guard needs mauls animations in the .odf (or custom animations with mauls animaions mixed in) to use mauls combo.
Posted: Wed Aug 15, 2007 2:36 am
by Syth
It looks like there isnt enough combo memory. Considersing you only have 3 light saber animations it doesnt look like you went over the games max amount of combos... does the LUA call for bigger combo memory memory pools?
SetMemoryPoolSize ("ClothData",26)
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",80) -- should be ~1x #combo
Posted: Wed Aug 15, 2007 11:52 am
by ARC_Commander
Hmm... no, I didn't put any combo lines. Thanks, Syth. This may also solve an... odd... problem involving the Magnaguard. He can hop around whenever you do a jump attack. As soon as he hits the ground, he flies into another jump, and the process repeats. Looks kinda funny, and you can get around the whole map in about ten seconds. Not very realistic, though. It might also help on My-ghetto, where Ki-Adi-Mundi and Ventress basically get frozen in place whenever you do a jump or sprint attack. Same problem with the Clone Assassin on Coruscant.
@Penguin: I believe I put the AnimationName lines in the ODF's... I might have to check that, though.
@Teancum: It crashes as soon as you spawn as Cin Drallig.