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Problems adding the ATST to my 3rd side
Posted: Wed May 17, 2006 4:18 pm
by Rends
guys,
i´m trying to add the ATSt to my 3rd side "cor"
but it´s either not spawning or crashing the map depends if i rename the ATST or not.
What i did (unrenamed version):
1.adding it to the lua
2. adding it to the side.req
3. add the imp_walk_atst to the odf folder
and also the imp_walk_atst_exp and imp_walk_atst_finalexp.odf
4.add the imp_walk_atst to the req folder
5.add the imp_walk_atst.msh, and chunks options and tga files to the msh folder
so this won´t load the atst ingame
Renamed version:
If i rename the odf and req files to cor_walk_atst it will end crashing the map.
If i load the ship ATST it will work but not from my side. Hm, i wonder if i´ve forget something?
Rends
Posted: Wed May 17, 2006 4:22 pm
by Vyse
Hhhhmm 2 things
Is the Vehilce Spawn on the same layer as the CP related to it.
What did SPTest say.
Posted: Wed May 17, 2006 4:26 pm
by Rends
Vehicle spawn works because it loads the default ATST when i call it from the IMP side.
and before anyone asks: The 3rd side is setup correctly. My 3rd side dome objects works fine.
SPtest says nothing because it won´t work with my DVD version.
Rends
Posted: Wed May 17, 2006 5:32 pm
by Teancum
Don't forget the obvious stuff: Check to see if DC: is in your ReadDataFile, make sure you added an empty [sidename] folder to data_COR/_BUILD_PC/Sides, etc.
Posted: Wed May 17, 2006 5:59 pm
by Rends
Yes no problem with the side itself just the ATST.
I´ve 2 flying 3rd side dome model speeders for the streets map and they appears ingame so the side setup is definitly correct.
I guess that the gameengine either doesn´t like the same name imp_walk_atst or it miss something in the msh folder?

Posted: Wed May 17, 2006 6:18 pm
by Teancum
If you really get stuck I'll run it through BF2_modtools.exe for you, but I couldn't think of what it is unless you have the regular ATST loaded into memory. Does it crash or just not appear?
Posted: Wed May 17, 2006 6:23 pm
by Big_rich
do you have the munged animations in the munged folder in your new side? Try to move the imp_walk_atst.anima and zabfin/zaabin into your munged folder in your new side. Then remunge your side. Might not fix it, but worth a try.
Posted: Thu May 18, 2006 7:39 am
by Rends
If i call the ATST from the Imp side it will appear in Game.
If i call the imp_walk_atst from my 3rd side it won´t appear in Game.
If i call the renamed cor_walk_ATST it will CTD.
I will try to add the anim files too.
Rends
Posted: Thu May 18, 2006 8:21 am
by maxloef
you realy need the anim's if u want it to work

Posted: Thu May 18, 2006 9:05 am
by Teancum
What I would do is load imp_walk_atst via ReadDataFile, then load my custom ATST in as well, and put the custom ATST in the vehicle spawn. What is probably happening is that it's not reading the anims in the custom ATST side. Having the regular ATST loaded into memory will fix that.
Posted: Fri May 19, 2006 4:04 pm
by Rends
Thx Teancum it works !
But now the second problem appeared. the reason why i wanted tzhe ATST on my 3rd side was that i want the cokpit view.
Well it´s not working. I thought i did the same as i did while testing the gunship cockpit on my City map wich worked.
First i added following entry to the cor.req:
REQN
{
"model"
"imp_1st_cockpit_atst"
}
next i edited the following line in the cor_walk_atst.odf file to:
FirstPerson = "cor\cor;imp_1st_cockpit_atst"
I also have the cockpit files in the msh folder (see screenshot above)
But ingame when i press the "v" button wich switched from 3rd to first person nothing happens.
Any idea?
(I tested to increased the ATST speed and no problem with that so i know that the engine recognise chenges to the adf file)
Rends
Posted: Fri May 19, 2006 4:13 pm
by Gunjak
im guessing this is for corusant streets huh!
Posted: Fri May 19, 2006 4:31 pm
by PR-0927
Well, I have never been able to switch cockpit views for ground vehicles, only space vehicles even after modding).
- Majin Revan
Posted: Fri May 19, 2006 4:37 pm
by PvtParts
Yeah most space vehicles (and ground vehicles for that matter) already have a Firstperson line in there, and all it takes is uncommenting them. I think they might have physically removed all non flyer class first person from the code. Although i wonder if you put a hover class (such as a barc speeder) on flyer...?
Posted: Sat May 20, 2006 1:24 pm
by Big_rich
Me neither, The closest thing I've been able to do is get the hud To display firstperson. Not get an auctual cockpit display and even then it wasn't switchable, I could only get it to do firstperson or 3rd not switch between them both.
Posted: Sun May 21, 2006 2:55 am
by CCC-Ranger
Hi rends
Have the some Problem with my all_walk_atte

...the Walker spawned , and the game crashed after a few Minutes ...I´m testing a little with Ground Vehicles Cockpit Views , the Views working by the ATAT , ATTE ,AAT ,Cis Spider...today nothing working by speeder, Snail Tank...
Posted: Sun May 21, 2006 4:36 am
by Gunjak
since when did the alliance have an atte, dont you mean rep_walk_atte
Posted: Sun May 21, 2006 4:46 am
by pinioncorp
Yepp

Gunjak , its the Rep AttE , I´m named to all_walk_atte for the new Alliance Troops Side !
Posted: Sun May 21, 2006 4:57 am
by Gunjak
ahh
Posted: Sun May 21, 2006 5:59 am
by Rends
CCC Ranger,
did i understand u right?
You got the cockpit view for ATAT , ATTE ,AAT ,Cis Spider working?
Rends