Page 1 of 1

Custom Side issues

Posted: Wed Sep 22, 2010 3:24 pm
by Press_Tilty
Sorry to post again so soon, but I'm having some problems.

So I DLed the Clone Commando (like you probably already know), put him in my game, changed his load out and relocalized (he's not a commando anymore, you'll find out what he is later :D). He works fine (except the thermal detonator floats, but I'm not worrying about that right now). I duplicated him (rep_inf_clone_commando) into rep_inf_blade_commando and rep_inf_jet_commando.

Blade commando uses Aayla Securas lightsabers and stuff, Jet commando has...a jetpack! (Bet you didn't see that coming). The problem is that they don't show up in game. I created them all a .req, put them in the .lvl, all of that, and they just won't show up. I've cleaned, manually cleaned, and no luck.

And if changing them around like that didn't work, wouldn't it a least crash the game, not just not show them up?

They share the same geometry. Blade's parent is Aayla, and Jet and Clone's parents are default_commando.

My .lua:
Hidden/Spoiler:
--
-- 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)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--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:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- 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 ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")

ReadDataFile("dc:Side\\jug.lvl",
"rep_inf_clone_commando")
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("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 1,
reinforcements = 5,
soldier = { "rep_inf_clone_commando",0, 0},
assault = { "rep_inf_jet_commando",0, 0},
engineer = { "rep_inf_blade_commando",0, 0},

},
cis = {
team = CIS,
units = 20,
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")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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 = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:MAP\\MAP.lvl", "MAP_conquest")
ReadDataFile("dc:MAP\\MAP.lvl", "MAP_conquest")
SetDenseEnvironment("false")




-- 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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
And yes, there is supposed to be only one human-controlled player on the team.

The .odf's for everybody (well not the clone commando, he's not having problems):

Blade:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_hero_aalya"

[Properties]
GeometryName = "RC_inf"
GeometryLowRes = "RC_inf"
FirstPerson = "REP\rep;rep_3rd_trooper"
WaterDamageInterval = "0.0"
WaterDamageAmount = "0.0"

UnitType = "Trooper"

MaxHealth = 1000.0
AddHealth = 5.0


AnimationName = "aalya"


WEAPONSECTION = 1
WeaponName = "rep_weap_lightsaber_aalya"
WeaponAmmo = 5

WEAPONSECTION = 2
WeaponName = "com_weap_inf_thermaldetonator"
WeaponAmmon = 5
WeaponChannel = 1


WEAPONSECTION = 3
WeaponName = "com_weap_inf_powerup_dispenser"
WeaponAmmon = 3
WeaponChannel = 2
Jet:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default_commando"

[Properties]
GeometryName = "RC_inf"
GeometryLowRes = "RC_inf"
FirstPerson = "REP\rep;rep_3rd_trooper"
WaterDamageInterval = "0.0"
WaterDamageAmount = "0.0"

UnitType = "Trooper"

MaxHealth = 800.0
AddHealth = 5.0

AISizeType = "HOVER"

ControlSpeed = "jet 1.50 1.25 1.25"

JetJump = "5.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "30.0" //Acceleration while hovering.
JetEffect = "rep_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.16" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "7.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "7.5"

WEAPONSECTION = 1
WeaponName = "rep_weap_emp_launcher"
WeaponAmmo = 5

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_dc15s_side_arm"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "com_weap_inf_thermaldetonator"
WeaponAmmon = 5
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "com_weap_inf_detpack"
WeaponAmmon = 2
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "com_weap_inf_powerup_dispenser"
WeaponAmmon = 3
WeaponChannel = 1

CollisionScale = "0.0 0.0 0.0"

EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound = "rep_weap_jetpack_turnon"
TurnOffSound = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0
All their .req's are fine:

ucft
{
REQN
{
"class"
"rep_inf_xxx_commando:
}
{

Re: Custom Side issues

Posted: Wed Sep 22, 2010 3:43 pm
by DarthD.U.C.K.
please post your errorlog and make shure the sides .req file has the proper entrys
and how do you load the jt and blade commando? you are only loading the clonecommando from your sides .lvl file

Re: Custom Side issues

Posted: Wed Sep 22, 2010 3:44 pm
by Press_Tilty
DarthD.U.C.K. wrote:please post your errorlog and make shure the sides .req file has the proper entrys
and how do you load the jt and blade commando? you are only loading the clonecommando from your sides .lvl file
Oh my god, I'm an idiot. :faint:

Re: Custom Side issues

Posted: Wed Sep 22, 2010 3:47 pm
by DarthD.U.C.K.
im glad i could help :P

Re: Custom Side issues

Posted: Wed Sep 22, 2010 3:50 pm
by Press_Tilty
YES! It crashes! (<- What a weird sentences)

PS Do you happen to know where a Campaign tut is?

Re: Custom Side issues

Posted: Wed Sep 22, 2010 4:01 pm
by DarthD.U.C.K.
can you post your errolog please?
what tut exactly do you mean? ive never heard about a definite "campaign tut"

Re: Custom Side issues

Posted: Wed Sep 22, 2010 4:04 pm
by Press_Tilty
DarthD.U.C.K. wrote:can you post your errolog please?
what tut exactly do you mean? ive never heard about a definite "campaign tut"
It doesn't create one. The debug should be in the GameData folder, correct?

Darn.

Oh yeah, it no longer crashes, I removed the Blade commando, but when you play as the Jet commando, it crashes.

Re: Custom Side issues

Posted: Wed Sep 22, 2010 4:20 pm
by DarthD.U.C.K.
the debuglog is only created if you launch aour map with the bf2_modtools.exe, more informations about that can be found on top of the everythingyounnedthread

Re: Custom Side issues

Posted: Wed Sep 22, 2010 5:16 pm
by Press_Tilty
I know. I did. Nothing called bf2log showed up.