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small problem---> find the fault

Posted: Sat Mar 17, 2007 6:05 pm
by Dymon
Everytime I spawn with this unit the game crashes... does any1 find whats wrong?

http://img238.imageshack.us/img238/1506/kiyadi1vj4.jpg
http://img120.imageshack.us/img120/5673/kiyadi2vq2.jpg

thanks for help :wink:

RE: small problem---> find the fault

Posted: Sat Mar 17, 2007 6:10 pm
by Droideka88
I think in the tra_inf_slaver you seem to be missing the ".msh" when giving the GeometryName.

RE: small problem---> find the fault

Posted: Sat Mar 17, 2007 6:21 pm
by Darth_Z13
Umm both images are the same.

Re: RE: small problem---> find the fault

Posted: Sat Mar 17, 2007 7:20 pm
by Dymon
Droideka88 wrote:I think in the tra_inf_slaver you seem to be missing the ".msh" when giving the GeometryName.
nah its mentioned above, the problem has something to do with the weapon aka lightsaber or its animation, because using a rifle the unit works...

and the second screen shows the path the animations, the other shows the path of the odf's :-/

RE: Re: RE: small problem---> find the fault

Posted: Sun Mar 18, 2007 11:09 am
by Hero_Unit
Load Ki-Adi in the lua, then it should work.

Posted: Mon Mar 19, 2007 11:34 am
by Dymon
eerrhm well now the game isn't crashing anymore, but instead of punching with his saber the units starts a running animation (while standing on its position... lol!)

Posted: Wed Mar 21, 2007 4:20 pm
by Dymon
i really need this unit handling a lightsaber.... but he won't do attack moves, hes just starting running when i hit the fire button :-/

any hints? :cry:

Posted: Wed Mar 21, 2007 6:12 pm
by Hero_Unit
I encountered a similer problem before with mace, though I just removed him. Maybe you should give the unit a custom side and load Ki-Adi from the shipped rep.lvl.

Posted: Wed Mar 21, 2007 10:29 pm
by MercuryNoodles
What about the combo file?

Posted: Thu Mar 22, 2007 7:13 am
by Dymon
you mean the one mentioned under
ComboAnimationBank = "human_sabre melee rep_hero_yoda"
?

it's that text file in the odf directory which you can see in the first picture (rep_hero_yoda)....

isn't this correct?

Posted: Thu Mar 22, 2007 9:05 am
by MercuryNoodles
Ah. I was taking a stab in the dark, there. Perhaps the yoda animations need to be in the munged folder? They appear to be missing....in my view, anyway.

Posted: Thu Mar 22, 2007 12:01 pm
by Dymon
@ hero_unit:

the unit is in a custom side (tra), otherwise i wouldn't be able to edit , would i? ^^ and if i only load the shipped kiyadi the game crashes again... looks like i have to load the one of my modified side (tra)...


@mercurynoodles:

errhm... i neither use yoda nor his lightsaber so his animations shouldn't be needed ^^ well but I'll give it a try...

Posted: Thu Mar 22, 2007 1:38 pm
by MercuryNoodles
Well, I was going by this as my clue:

Code: Select all

ComboAnimationBank
If you're using rep_hero_yoda, would that not mean you need Yoda's animations for it to work? You do have the human_saber files in the Munged folder. I would think that if it were not necessary to have Yoda's, you wouldn't need the human_saber animation files, either. So, my conclusion is that you likely need the animations for both, and not just one. Is there a reason why this would not be the case? Of course, I could be way off here.



Another idea: do you have the req files for tra set up properly? Particularly, I'm wondering if the "animbank" portion in trashell.req calls for the animations you are using.

Posted: Thu Mar 22, 2007 1:52 pm
by Hero_Unit
Oh, I assumed you were using an edited republic side. But yes, you do need Yoda's animations and .combo file if the .odf references them.

Posted: Thu Mar 22, 2007 5:33 pm
by Dymon
ah sry i was confusing you, i copied the wrong animationcombo from the wrong lightsaber ^^

im using the saber with that animationcombofile which you can see in the screens, kiadis saber and it's combo/animation...

i first used yodas lightsaber and it worked with a strange combo... i couldn't define it and i don't want this combo so i changed to kiadis saber...
and the game started crashing... and now even yodas saber, which first worked, doesn't work anymore...


what's up with the trashell.req? i didn't know this has something to do with animations...

this is my actual trashell.req:


ucft
{
REQN
{
"model"

"rep_weap_inf_rifle"

"rep_weap_inf_pistol"

"rep_weap_inf_launcher"

"rep_weap_inf_sniperrifle"

"rep_weap_inf_chaingun"

"rep_weap_lightsaber_yoda"

"rep_weap_lightsaber_kiyadi"

"rep_weap_lightsaber"

}
}

Posted: Thu Mar 22, 2007 5:46 pm
by MercuryNoodles
Actually, I think I went on a tangent with the treshell.req idea. It doesn't appear to be necessary to do anything more to it. Dead end. :P I was thinking of certain special cases with regular units.

Alright, back to Kiadi. The advice given earlier from the others should be enough to get it working. Is there anything else we should know?

Posted: Fri Mar 23, 2007 10:23 am
by Dymon
grmpf.... ok i tried different changes but nothing worked...

Well back to the roots: i changed everything back to the state which is presented in the screens in the first post...

and now i have a problem with the lua i guess, but i can't figure out the fault, i received this mungelog:
E:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\YEM\YEMc_con.lua:90: unexpected symbol near `)'
ERROR[scriptmunge scripts\YEM\YEMc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\YEM\YEMc_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

ERROR[levelpack mission\YEMc_con.req]:Expecting bracket, but none was found.
File : munged\pc\yemc_con.script.req(1)...

ucft <--
ERROR[levelpack mission\YEMc_con.req]:Expecting bracket, but none was found.
File : munged\pc\yemc_con.script.req(1)...

ucft <--

2 Errors 0 Warnings
and this is my lua which should cause the problem ;-/:

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
local REP = 2;
local CIS = 1;
-- These variables do not change
local ATT = REP;
local DEF = CIS;


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptPostLoad()
KillObject ("TempleBlastDoor")

AddDeathRegion("death1")
AddDeathRegion("death2")
AddDeathRegion("death3")
AddDeathRegion("death4")
AddDeathRegion("death5")
AddDeathRegion("death6")
AddDeathRegion("death7")
AddDeathRegion("death8")

--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "Bazaar"}
cp2 = CommandPost:New{name = "CP1"}
cp3 = CommandPost:New{name = "LandingZone"}
cp4 = CommandPost:New{name = "ReflectingPool"}
cp5 = CommandPost:New{name = "Temple"}
cp6 = CommandPost:New{name = "Tflank"}
cp7 = CommandPost:New{name = "ViaDuct"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()
EnableSPHeroRules()

end
function ScriptInit()
StealArtistHeap(1000*1024)

-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(2600000)

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(200)
SetMaxPlayerFlyHeight (200)


ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_officer",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_engineer",
"rep_hero_obiwan",
"rep_fly_gunship",
"rep_walk_oneman_atst",
)


ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\tra.lvl",
"tra_inf_slaver",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_kiyadimundi")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_kiyadimundi")
ReadDataFile("SIDE\\all.lvl",
"all_fly_ywing_sc")

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep2_engineer",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"tra_inf_slaver",1, 4},
special = { "rep_inf_ep3_officer",1, 4},

}
}


SetupTeams{
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}


SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_macewindu")




-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 220
SetMemoryPoolSize("Aimer", 70)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 975)
SetMemoryPoolSize("ConnectivityGraphFollower", 47)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 17)
SetMemoryPoolSize("EntityHover", 8)
SetMemoryPoolSize("EntityLight", 36)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 20)
SetMemoryPoolSize("MountedTurret", 19)
SetMemoryPoolSize("Navigator", 47)
SetMemoryPoolSize("Obstacle", 760)
SetMemoryPoolSize("PathFollower", 47)
SetMemoryPoolSize("PathNode", 217)
SetMemoryPoolSize("SoundSpaceRegion", 30)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 490)
SetMemoryPoolSize("UnitAgent", 47)
SetMemoryPoolSize("UnitController", 47)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6)


SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:YEM\\yav1.lvl","yavin1_Conquest")
SetDenseEnvironment("false")

-- Birdies
SetNumBirdTypes(2)
SetBirdType(0,1.0,"bird")
SetBirdType(1,1.5,"bird2")

-- Fishies
SetNumFishTypes(1)
SetFishType(0,0.8,"fish")

-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

-- SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
-- SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
-- SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
-- SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


SetAttackingTeam(ATT)
--Yav 1 - Temple
--Fountain
AddCameraShot(0.660400, -0.059877, -0.745465, -0.067590, 143.734436, -55.725388, 7.761997);
AddCameraShot(0.830733, -0.144385, 0.529679, 0.092061, 111.796799, -42.959831, 75.199142);
AddCameraShot(0.475676, -0.064657, -0.869247, -0.118154, 13.451733, -47.769894, 13.242496);
AddCameraShot(-0.168833, 0.020623, -0.978158, -0.119483, 58.080200, -50.858742, -62.208008);
AddCameraShot(0.880961, -0.440820, -0.153824, -0.076971, 101.777763, -46.775646, -29.683767);
AddCameraShot(0.893823, -0.183838, 0.400618, 0.082398, 130.714828, -60.244068, -27.587791);
AddCameraShot(0.999534, 0.004060, 0.030244, -0.000123, 222.209137, -61.220325, -18.061192);
AddCameraShot(0.912637, -0.057866, 0.403844, 0.025606, 236.693344, -49.829277, -116.150986);
AddCameraShot(0.430732, -0.016398, -0.901678, -0.034328, 180.692062, -54.148796, -159.856644);
AddCameraShot(0.832119, -0.063785, 0.549306, 0.042107, 160.699402, -54.148796, -130.990692);
AddCameraShot(0.404200, -0.037992, -0.909871, -0.085520, 68.815331, -54.148796, -160.837585);
AddCameraShot(-0.438845, 0.053442, -0.890394, -0.108431, 116.562241, -52.504406, -197.686005);
AddCameraShot(0.389349, -0.113400, -0.877617, -0.255609, 29.177610, -23.974962, -288.061676);
AddCameraShot(0.499938, -0.081056, -0.851146, -0.137998, 90.326912, -28.060659, -283.329376);
AddCameraShot(-0.217006, 0.015116, -0.973694, -0.067827, 202.056778, -37.476913, -181.445663);
AddCameraShot(0.990640, -0.082509, 0.108367, 0.009026, 206.266953, -37.476913, -225.158249);
AddCameraShot(-0.386589, 0.126400, -0.868314, -0.283907, 224.942032, -17.820135, -269.532227);
AddCameraShot(0.967493, 0.054298, 0.246611, -0.013840, 155.984451, -30.781782, -324.836975);
AddCameraShot(-0.453147, 0.140485, -0.840816, -0.260672, 164.648956, -0.002431, -378.487061);
AddCameraShot(0.592731, -0.182571, -0.749678, -0.230913, 99.326836, -13.029744, -414.846191);
AddCameraShot(0.865750, -0.184352, 0.455084, 0.096905, 137.221359, -19.694859, -436.057556);
AddCameraShot(0.026915, -0.002609, -0.994969, -0.096461, 128.397949, -30.249140, -428.447418);

end

so first i have to solve that prob before we can continue with kiyadi :roll:

Posted: Sat Mar 24, 2007 9:17 am
by Dymon
ok, rewriting the lua solved the errors and cleaning the side and adding the shipped kiyadi solved the animation problems. Thanks for help :) Thread can be closed