Tordarian - Beta Version 1.0
Moderator: Moderators
-
PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
is your .lua calling for the rep_hover_fightertank?
So you havent customized anything? you have no sides except tur in your sides folder?
Im really unsure.
I like this map, and ill help you if you want. If you archive your data_XXX folder (whatever this mods 3 letter name is) in the BF2_Modtools folder, and upload it on filefront, Ill take a look at it and try to solve any problems.
I would just double check all my settings and stuff if I were you.
So you havent customized anything? you have no sides except tur in your sides folder?
Im really unsure.
I like this map, and ill help you if you want. If you archive your data_XXX folder (whatever this mods 3 letter name is) in the BF2_Modtools folder, and upload it on filefront, Ill take a look at it and try to solve any problems.
I would just double check all my settings and stuff if I were you.
-
Tohron
I am having problems uploading anything onto filefront, and the file's too big for savefile.comPvtParts wrote:is your .lua calling for the rep_hover_fightertank?
So you havent customized anything? you have no sides except tur in your sides folder?
Im really unsure.
I like this map, and ill help you if you want. If you archive your data_XXX folder (whatever this mods 3 letter name is) in the BF2_Modtools folder, and upload it on filefront, Ill take a look at it and try to solve any problems.
I would just double check all my settings and stuff if I were you.
No, the only side in my Sides folder is the turrent side. Is it possible that a memory pool problem could cause a certain vehicle part to not show up, resulting in an error?
-
PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
No I dont think so.
Whats your maps 3 letter name for future reference?
Show me your XXXc_con and XXXg_con.luas, show me the mission.req found in the common folder, show me the XXXc_con and XXXg_con.reqs found in the common\mission folder...
show me your addme.lua found in the addme folder.
Have you downloaded any sides-editing things? Such as the hoth pilot mod? What im getting at is have you edited any of the base files (anything found in the BattleFront II\Gamedate\DATA\_LVL_PC\ folder)?
Since it works for you when did this stop working?
Edit:
Oh hell I bet I know. Its the only thing that makes sence.
Are you sure you zipped up all the files? When you archived your XXX folder from the addon directory are you sure you added everything? Try re-archiving the working version you have and then uploading it again.
Whats your maps 3 letter name for future reference?
Show me your XXXc_con and XXXg_con.luas, show me the mission.req found in the common folder, show me the XXXc_con and XXXg_con.reqs found in the common\mission folder...
show me your addme.lua found in the addme folder.
Have you downloaded any sides-editing things? Such as the hoth pilot mod? What im getting at is have you edited any of the base files (anything found in the BattleFront II\Gamedate\DATA\_LVL_PC\ folder)?
Since it works for you when did this stop working?
Edit:
Oh hell I bet I know. Its the only thing that makes sence.
Are you sure you zipped up all the files? When you archived your XXX folder from the addon directory are you sure you added everything? Try re-archiving the working version you have and then uploading it again.
-
Tohron
It stopped working when I decided to try what you said: removing the folder, cleaning the munge, then munging again.PvtParts wrote:No I dont think so.
Whats your maps 3 letter name for future reference?
Show me your XXXc_con and XXXg_con.luas, show me the mission.req found in the common folder, show me the XXXc_con and XXXg_con.reqs found in the common\mission folder...
show me your addme.lua found in the addme folder.
Have you downloaded any sides-editing things? Such as the hoth pilot mod? What im getting at is have you edited any of the base files (anything found in the BattleFront II\Gamedate\DATA\_LVL_PC\ folder)?
Since it works for you when did this stop working?
Edit:
Oh hell I bet I know. Its the only thing that makes sence.
Are you sure you zipped up all the files? When you archived your XXX folder from the addon directory are you sure you added everything? Try re-archiving the working version you have and then uploading it again.
Here is the c_con LUA folder- I checked the others (which I have not modified) and didn't see anything unusual.
-
-- 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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--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:Start()
SetUberMode(1)
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(150)
SetMaxPlayerFlyHeight (150)
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_walk_atte",
"rep_fly_gunship_sc",
"rep_hover_fightertank",
"rep_hover_barcspeeder")
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_tread_hailfire",
"cis_hover_stap",
"cis_tread_snailtank",
"cis_fly_greviousfighter",
"cis_walk_spider",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar",
"tur_bldg_beam",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 70,
reinforcements = 375,
soldier = { "rep_inf_ep3_rifleman",9, 36},
assault = { "rep_inf_ep3_rocketeer",1, 8},
engineer = { "rep_inf_ep3_engineer",1, 6},
sniper = { "rep_inf_ep3_sniper",1, 8},
officer = {"rep_inf_ep3_officer",1, 6},
special = { "rep_inf_ep3_jettrooper",1, 6},
},
cis = {
team = CIS,
units = 70,
reinforcements = 375,
soldier = { "cis_inf_rifleman",9, 36},
assault = { "cis_inf_rocketeer",1, 8},
engineer = { "cis_inf_engineer",1, 6},
sniper = { "cis_inf_sniper",1, 8},
officer = {"cis_inf_officer",1, 6},
special = { "cis_inf_droideka",1, 6},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -0)
AddWalkerType(0, 6) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 2) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)
local weaponCnt = 800
SetMemoryPoolSize("Aimer", 400)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 42)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 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)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("MountedTurret", 90)
SetMemoryPoolSize("EntityFlyer", 10)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TOR\\TOR.lvl", "TOR_conquest")
ReadDataFile("dc:TOR\\TOR.lvl", "TOR_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
-
PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
Youre reading the fightertank twice. Thats probably the issue. You have it called for 2 times in the lua. look:
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_walk_atte",
"rep_fly_gunship_sc",
"rep_hover_fightertank",
"rep_hover_barcspeeder")
See?
Remove one and that will probably fix it.
Also, you should (it wont break anything, but just for organization..) put a space between the last entry of the rep, and
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_walk_atte",
"rep_fly_gunship_sc",
"rep_hover_fightertank",
"rep_hover_barcspeeder")
See?
Remove one and that will probably fix it.
Also, you should (it wont break anything, but just for organization..) put a space between the last entry of the rep, and
ReadDataFile("SIDE\\cis.lvl",
-
Tohron
Well, the game seemed to play longer, but I apparently still have some more errors that need fixing. I'll probably upload a new version soon for direct error checking, and on that subject a question: How do you turn on an error log for the bf modtools.exe version of the game?PvtParts wrote:Youre reading the fightertank twice. Thats probably the issue. You have it called for 2 times in the lua. look:
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_walk_atte",
"rep_fly_gunship_sc",
"rep_hover_fightertank",
"rep_hover_barcspeeder")
See?
Remove one and that will probably fix it.
Also, you should (it wont break anything, but just for organization..) put a space between the last entry of the rep, andReadDataFile("SIDE\\cis.lvl",
-
PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
-
Tohron
"ALL YOUR MODEL ARE BELONG TO US."
I've gotten rid of all the level three messages at this point, but apparently there are so many level 2 errors that is still crashes.
Here's a copy of my current error log:
Here's a copy of my current error log:
Code: Select all
Opened logfile BFront2.log 2006-05-28 0645
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
ifs_legal.Exit
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03CE118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie Blac 200 , 300 510 x 400
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment Blacfly
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 2
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 5
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 6
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 27
EraSelection.subst = g era_g
EraSelection.subst = g era_g
num, Selection = 1 table: 03CE118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 26
EraSelection.subst = c era_c
play movie Blac 200 , 300 510 x 400
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment Blacfly
EraSelection.subst = c era_c
num, Selection = 1 table: 03CE118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 29
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie Blac 200 , 300 510 x 400
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment Blacfly
this.CurButton = nil
cur_button = nil
this.CurButton = check_era2
cur_button = nil
bEra_CloneWar = 1 bEra_Galactic = nil
clonewar_visable = true galactic_visable = true
Adding map: TORc_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated
Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_fly_guided_rocket_" unknown terrain collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_fly_guided_rocket_" unknown vehicle collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_fly_guided_rocket_" unknown building collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_fly_guided_rocket_" unknown targetable collision "CollisionMesh"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"
Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"
Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_fl_shoulder'
Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_fr_shoulder'
Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!
Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!
Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_bl_shoulder'
Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'
Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!
Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopLeft 'bone_fl_shoulder'
Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopRight 'bone_fr_shoulder'
Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_l_toe'!
Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_r_toe'!
Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopLeft 'bone_bl_shoulder'
Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'
Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_l_toe'!
Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_r_toe'!
Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [kas2_bldg_oilrefinery]
Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [kas2_bldg_oilrefinery]
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=e42dea62: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger14"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3949e87d: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral2"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=7fc6fdfa: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger9"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=80c6ff8d: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger8"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=4688440c: trying to replace "myg1_bldg_small_spiral" with "myg1_bldg_small_spiral1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=de2de0f0: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger12"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=7940f66c: trying to replace "kas2_prop_sea_wall_l" with "kas2_prop_sea_wall_l2"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=75c6ee3c: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger3"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3849e6ea: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral3"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ad609e72: trying to replace "kas2_prop_sea_wall2_r" with "kas2_prop_sea_wall2_r2"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=76c6efcf: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger2"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=7c40fb25: trying to replace "kas2_prop_sea_wall_l" with "kas2_prop_sea_wall_l1"
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_a' [d08a46a6]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_b' [ddc9607f]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_c' [d9087dc8]
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=77c6f162: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3249dd78: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral5"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=e12de5a9: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger11"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ac609cdf: trying to replace "kas2_prop_sea_wall2_r" with "kas2_prop_sea_wall2_r1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3349df0b: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral4"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=bb4d6a9c: trying to replace "pol1_bldg_cavern_dockingstation" with "pol1_bldg_cavern_dockingstation1"
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_a' [d08a46a6]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_b' [ddc9607f]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_c' [d9087dc8]
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3649e3c4: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral1"
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [b9be0994] has no hardpoint 'hp_light_a' [d08a46a6]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_a' [d08a46a6]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_b' [ddc9607f]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_c' [d9087dc8]
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=834344c1: trying to replace "kas2_prop_sea_wall_m" with "kas2_prop_sea_wall_m2"
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_a' [d08a46a6]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_b' [ddc9607f]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_c' [d9087dc8]
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=e02de416: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger10"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=7831ea4f: trying to replace "kas2_prop_sea_wall_r" with "kas2_prop_sea_wall_r1"
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_a' [d08a46a6]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_b' [ddc9607f]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_c' [d9087dc8]
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=df2de283: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger13"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=7a40f7ff: trying to replace "kas2_prop_sea_wall_l" with "kas2_prop_sea_wall_l3"
Message Severity: 2
.\Source\VehicleSpawn.cpp(140)
Vehicle spawn outside command post "cp1" control region
Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_fly_gunshp_sc"-
PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
RE: "ALL YOUR MODEL ARE BELONG TO US."
okay one of your vehicle spawns is outside a control region, so check them all.
You also have a spelling error in one of the vehicle spawns, you have rep_fly_gunshp_sc and it needs to be rep_fly_gunship_sc
You also have a spelling error in one of the vehicle spawns, you have rep_fly_gunshp_sc and it needs to be rep_fly_gunship_sc
-
Tohron
Tried it, and those disappeared from the error log but nothing else. Looking through it, these are the main problems.PvtParts wrote:okay one of your vehicle spawns is outside a control region, so check them all.
You also have a spelling error in one of the vehicle spawns, you have rep_fly_gunshp_sc and it needs to be rep_fly_gunship_sc
-The modifier "InVehicle" is unknown.
Sample:
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
-Problems with ATTE and Spider Droid skeletons.
Samples:
Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'
Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_r_toe'!
-Attempts to 'replace' objects.
Sample:
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3949e87d: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral2"
-'Collision' problems
Samples:
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_fly_guided_rocket_" unknown targetable collision "CollisionMesh"
-Movie problems
Sample:
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment Blacfly
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 10
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 11
EraSelection.subst = c era_c
EraSelection.subst = g era_g
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CE118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 14
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie Blac 200 , 300 510 x 400
So can anyone make something of this?
-
PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
-
Tohron
Just curious, do you have any idea what kind of thing could cause a post-loading screen crash and not show up on the error log? Would certain invalid/misplaced objects do that?PvtParts wrote:Nothing of that will cause a crash.
Its hard because I dont know what specifically you have in the republic map
All I can say with this info is to just thoroughly look over your map and its files, as obviously something is wrong.
-
PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
Its really hard to say. You know your mod the best, so go off your hunch. If you've changed anything, but done a half-*** job on it, start there. Anything you feel is wrong could be wrong, and its worth looking into. But as I said, theres really no way for me to tell. The error logs are so vague often it can be Diet Dr. Pepper near useless.
-
Tohron
Okay, I've now pinned down the problem as something wrong with my 2 ATTEs and 2 LAATs. I'm still not sure what exactly is wrong with them, however. Is there some sort of map limit for "command" (mobile command post) units, or an area where all spawn points have to be recorded? Anything at all relating to command units that I might need to change?
-
PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
-
Tohron
Most Recent c_con LUA
Here's my most recent LUA file (note, I have tested this map with one or both of the command vehicle types commented out):
-- 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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--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:Start()
SetUberMode(1)
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(150)
SetMaxPlayerFlyHeight (150)
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_hero_anakin",
"rep_walk_atte",
"rep_fly_gunship_sc",
"rep_hover_fightertank",
"rep_hover_barcspeeder")
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_tread_hailfire",
"cis_hover_stap",
"cis_tread_snailtank",
"cis_fly_greviousfighter",
"cis_walk_spider",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar",
"tur_bldg_beam",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 70,
reinforcements = 375,
soldier = { "rep_inf_ep3_rifleman",9, 36},
assault = { "rep_inf_ep3_rocketeer",1, 8},
engineer = { "rep_inf_ep3_engineer",1, 6},
sniper = { "rep_inf_ep3_sniper",1, 8},
officer = {"rep_inf_ep3_officer",1, 6},
special = { "rep_inf_ep3_jettrooper",1, 6},
},
cis = {
team = CIS,
units = 70,
reinforcements = 375,
soldier = { "cis_inf_rifleman",9, 36},
assault = { "cis_inf_rocketeer",1, 8},
engineer = { "cis_inf_engineer",1, 6},
sniper = { "cis_inf_sniper",1, 8},
officer = {"cis_inf_officer",1, 6},
special = { "cis_inf_droideka",1, 6},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -0)
AddWalkerType(0, 6) -- special -> droidekas
AddWalkerType(1,
-- 1x2 (1 pair of legs)
AddWalkerType(2, 12) -- 3x2 (3 pairs of legs)
local weaponCnt = 1000
SetMemoryPoolSize("Aimer", 400)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 400)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 42)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 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)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("MountedTurret", 90)
SetMemoryPoolSize("EntityFlyer", 10)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TOR\\TOR.lvl", "TOR_conquest")
ReadDataFile("dc:TOR\\TOR.lvl", "TOR_conquest")
SetDenseEnvironment("false")
-- Sound
-- 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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--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:Start()
SetUberMode(1)
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(150)
SetMaxPlayerFlyHeight (150)
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_hero_anakin",
"rep_walk_atte",
"rep_fly_gunship_sc",
"rep_hover_fightertank",
"rep_hover_barcspeeder")
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_tread_hailfire",
"cis_hover_stap",
"cis_tread_snailtank",
"cis_fly_greviousfighter",
"cis_walk_spider",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar",
"tur_bldg_beam",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 70,
reinforcements = 375,
soldier = { "rep_inf_ep3_rifleman",9, 36},
assault = { "rep_inf_ep3_rocketeer",1, 8},
engineer = { "rep_inf_ep3_engineer",1, 6},
sniper = { "rep_inf_ep3_sniper",1, 8},
officer = {"rep_inf_ep3_officer",1, 6},
special = { "rep_inf_ep3_jettrooper",1, 6},
},
cis = {
team = CIS,
units = 70,
reinforcements = 375,
soldier = { "cis_inf_rifleman",9, 36},
assault = { "cis_inf_rocketeer",1, 8},
engineer = { "cis_inf_engineer",1, 6},
sniper = { "cis_inf_sniper",1, 8},
officer = {"cis_inf_officer",1, 6},
special = { "cis_inf_droideka",1, 6},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -0)
AddWalkerType(0, 6) -- special -> droidekas
AddWalkerType(1,
AddWalkerType(2, 12) -- 3x2 (3 pairs of legs)
local weaponCnt = 1000
SetMemoryPoolSize("Aimer", 400)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 400)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 42)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 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)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("MountedTurret", 90)
SetMemoryPoolSize("EntityFlyer", 10)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TOR\\TOR.lvl", "TOR_conquest")
ReadDataFile("dc:TOR\\TOR.lvl", "TOR_conquest")
SetDenseEnvironment("false")
-- Sound
-
PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
Yes. Sorry its taken a while - ive been really busy.
I forgot to ask - how many walkers (including AT-TE's and then Command Flyer - LAAT/i's) do you have in your map.
To reword this: how many of each vehicle do you have in your map.
I need to know so I can tell you how to organize your memory pools.
I forgot to ask - how many walkers (including AT-TE's and then Command Flyer - LAAT/i's) do you have in your map.
To reword this: how many of each vehicle do you have in your map.
I need to know so I can tell you how to organize your memory pools.
-
OOM-9
-
Tohron
I think I've found the error myself
If you look at the walker memory pools, you will see that the leg pair count numbers are totally screwed up (not sure how it happened
) Only problem is that Visual Munge is encountering a serious problem right now (topic in the BF2 modding forum) so I can't munge and see if I'm right.
