Custom Side Help

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

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Caleb1117
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Custom Side Help

Post by Caleb1117 »

First off someone REALLY needs to whip-up a Tut on this...
(Watch somone will make it the moment I post this :P )
Anyway,

I have a couch, and an Armchair... They fly... I want my couch (and chair)
in the all.lvl so I can call them from there in the lua. here we are,
the couch is called sat_fly_couch,
the armchair is called sat_fly_armchair,
I copyed the all and common sides into my maps side folder, I deleted like all the unit odfs and msh's in the all side, leaving a few important things
I added the flying furnature's msh's, odf's, and req to their proper places in the all side, With a helpful pointer(s) from Darth_Z13 I added the furnature to the all.req.

in the lua I call the furnature so,

Code: Select all

 ReadDataFile("sound\\yav.lvl;yav1cw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep2_rifleman",
                             "rep_inf_ep2_rocketeer",
                             "rep_inf_ep2_engineer",
                             "rep_inf_ep2_sniper",
                             "rep_inf_ep2_rocketeer_chaingun",
                             "rep_inf_ep2_jettrooper_sniper",
                             "rep_hero_anakin")

    ReadDataFile("SIDE\\all.lvl",
                             "all_fly_xwing_sc",
                             "sat_fly_couch",
                             "sat_fly_armchair")

    ReadDataFile("SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_jangofett")
(the x-wing part is there cause the furnature needs an x-wing call)
The com_item_vehicle_spawn, calls them as
sat_fly_couch, and sat_fly_armchair.

The problem? They don't show up.

Before I tryed adding them to the all.lvl I managed to get them to show up ingame by placing the armchair and couch in to the map underground, the vehicle spawns I guess were able to manifest the furnature because it was in the map phisicly.

However if its part of the all.lvl, It souldn't have to be in the map phisicly, right?

BTW for legal reasons I must state that I did NOT create the couch and armchair myself, eddie did... or saturn labs... or both.

P.S. Yes, I munged the all.lvl. :roll: I know that much. :P

P.S.S. here is a list of furnature related errors in the bfront2 log

Code: Select all

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk sat_fly_couch in data\_lvl_pc\SIDE\all.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk sat_fly_armchair in data\_lvl_pc\SIDE\all.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk  in SIDE\all.lvl

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "sat_fly_couch"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "sat_fly_couch"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "sat_fly_couch"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "sat_fly_armchair"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "sat_fly_armchair"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "sat_fly_armchair"

Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [all_fly_xwing_sc]
Caleb1117
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Post by Caleb1117 »

I found furnature related stuff in C:\BF2_ModTools\data_AIA\_BUILD\Sides\ALL\MUNGED\PC

and I added the couch to the All.req only

Code: Select all

ucft
{
    REQN
    {
        "lvl"
        "all_droid_r2d2"
        "all_fly_awing"
        "all_fly_gunship_sc"
        "all_fly_moncalamari_dome"
        "all_fly_snowspeeder"
        "all_fly_xwing_sc"
        "all_fly_ywing_sc"
        "all_hero_chewbacca"
        "all_hero_hansolo_storm"
        "all_hero_hansolo_tat"
        "all_hero_leia"
        "all_hero_luke_jedi"
        "all_hero_luke_pilot"
        "all_hero_luke_storm"
        "all_hero_luke_tat"
        "all_hover_combatspeeder"
        "all_hover_bos_combatspeeder"
        "all_inf_engineer"
        "all_inf_engineer_fleet"
        "all_inf_engineer_jungle"
        "all_inf_engineer_snow"
        "all_inf_marine"
        "all_inf_officer"
        "all_inf_officer_jungle"
        "all_inf_officer_snow"
        "all_inf_pilot"
        "all_inf_rifleman"
        "all_inf_rifleman_desert"
        "all_inf_rifleman_fleet"
        "all_inf_rifleman_jungle"
        "all_inf_rifleman_snow"
        "all_inf_rifleman_urban"
        "all_inf_rocketeer"
        "all_inf_rocketeer_fleet"
        "all_inf_rocketeer_jungle"
        "all_inf_rocketeer_snow"
        "all_inf_sniper"
        "all_inf_sniper_fleet"
        "all_inf_sniper_jungle"
        "all_inf_sniper_snow"
        "all_inf_wookiee"
        "all_inf_wookiee_snow"
        "all_veh_remote_terminal"
        "all_walk_tauntaun"
        "imp_hover_speederbike"
        "all_bldg_defensegridturret"
        "sat_fly_couch"
        "sat_fly_armchair"
    }
}
does it need to be in the allshell.req too?
Darth_Z13
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Post by Darth_Z13 »

Did you make .req files for the couch and the chair individually? The bug log tells me that the vehicles aren't being munged, probably due to a .req problem.
Caleb1117
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Post by Caleb1117 »

The couch uses the armchairs req, I think... ok say the couch needs its own req, I create a new .txt file what do I put into it?
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phazon_elite
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Post by phazon_elite »

A .txt file? How can you create a req from a .txt file? Kind of confusing if you ask me...

- EP-000782
Darth_Z13
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Post by Darth_Z13 »

Code: Select all

ucft
{
    REQN
    {
        "class"
        "sat_fly_couch"
    }
} 
And it's easier to copy a .req file and type new stuff in it.
MercuryNoodles
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Post by MercuryNoodles »

phazon_elite wrote:A .txt file? How can you create a req from a .txt file? Kind of confusing if you ask me...
Reqs are basically text files with a different file extension. It's not a specially encoded file format where you need a specialized program to create the file for you.
Caleb1117
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Post by Caleb1117 »

phazon_elite wrote:A .txt file? How can you create a req from a .txt file? Kind of confusing if you ask me...

- EP-000782
you just change the 3 letter ending from txt to req.


Well I gave it a req, I still does not show up.
These particular errors bother me,

Code: Select all

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "sat_fly_couch"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "sat_fly_couch"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "sat_fly_couch"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "sat_fly_armchair"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "sat_fly_armchair"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "sat_fly_armchair"
Sould vehicle spawn call the furnature, all_sat_fly_couch, etc instead?
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Post by DarthD.U.C.K. »

ontopic: i think you have to write :
ReadDataFile("DC:SIDE\\all.lvl",
"all_fly_xwing_sc",
"sat_fly_couch",
"sat_fly_armchair")
offtopic: the armchair and the couch sound cool, where do you get them?
Caleb1117
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Post by Caleb1117 »

Oh thanks, lol thats probably it. you can get the couch and armchair in the original lego pack http://starwarsbattlefront.filefront.co ... Pack;41091

Edit: well they show up now, but I now have a problem that happend before alot. when you enter the couch/chair to fly it I get a CTD.

Code: Select all

Message Severity: 3
.\Source\EntityFlyer.cpp(5594)
Flyer "sat_fly_couch" weapon 1 "all_weap_fly_xwing_cannon" not found

Message Severity: 3
.\Source\MountedTurret.cpp(1555)
Mounted turret "sat_fly_couch TURRET1" weapon 1 "all_weap_fly_xwing_cannon" not found

Message Severity: 3
.\Source\EntityFlyer.cpp(5594)
Flyer "sat_fly_armchair" weapon 1 "all_weap_fly_xwing_cannon" not found

That may be an old problem, I'll poke around with it an find out if I can fix it.
Edit: Well the x-wing cannon files are in my custom all level, I even tryed calling the x-wing from the shipped all.lvl.
Did I mention that I deleted everything in my all.lvl the did not have to do with x-wing, y-wing, a-wing, laat, and the furnature? to make the side smaller. I hope that wouldn't affect anything.

Also what in penlopies name is this?

Code: Select all

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
dosen't seem to important but Im just wondering.
Last edited by Caleb1117 on Tue Mar 20, 2007 4:15 pm, edited 1 time in total.
Darth_Z13
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Post by Darth_Z13 »

The skyfile thing doesn't matter. I get that warning all the time.

As for your weapon problem.... you need to make sure the odf's and msh's as well as effects from the all folder are in your custom all folder and it will fix the problem.
Caleb1117
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Post by Caleb1117 »

Wait a sec... Is it bad if some files are read only?
Uhg, I still CTD, It continues to say it can't find the x-wing weaponry.
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Post by phazon_elite »

Off Topic: I just use Scintilla anyway since it's a little more colorful than dull old notpad. I just found the way to create req's though, lol.

On Topic: I think the Read-only thing can be a problem, since I heard that messes up a few things about it.

- EP-000782
RC-1290

Post by RC-1290 »

a lot of files are standart read only in the assets. You don't need to but if you really want to, you can select all the files/folders of wich you want to remove read only, right click on one of those files->properties->advanced; uncheck read only. click ok and aply. You will be asked if you want to aply this just to this file or to all the files within the folders. click aply to all.
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Post by Hero_Unit »

Try giving them renamed versions of the x-wing cannon.
Caleb1117
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Post by Caleb1117 »

I fixed the read only thing btw, I guess I'll try that hero unit... I don't have a better idea.
Caleb1117
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Post by Caleb1117 »

Woot it works, thanks for the idea hero unit.
moveing on, I mess with the all_default_rifleman_whatever, I give him a modifyed invisabilaty, and a force pull with greater range.
(just experimenting here)
I do this to the lua,

Code: Select all

  
    
    ReadDataFile("sound\\tat.lvl;tat2gcw")
    ReadDataFile("SIDE\\all.lvl",
                    "all_inf_rocketeer",
                    "all_inf_sniper",
                    "all_inf_engineer",
                    "all_inf_officer",
                    "all_inf_wookiee",
                    "all_hero_hansolo_tat",
                    "all_fly_xwing_sc")

    ReadDataFile("dc:SIDE\\all.lvl",
                    "all_inf_rifleman",
                    "all_fly_xwing_sc",
                    "sat_fly_couch",
                    "sat_fly_armchair")


                    
    ReadDataFile("SIDE\\imp.lvl",
                    "imp_inf_rifleman",
                    "imp_inf_rocketeer",
                    "imp_inf_engineer",
                    "imp_inf_sniper",
                    "imp_inf_officer",
                    "imp_inf_dark_trooper",
                    "imp_hero_bobafett")

	ReadDataFile("SIDE\\tur.lvl",
						"tur_bldg_tat_barge",	
						"tur_bldg_laser")	
 
so that the new rifleman is called in the custom side, I have all the necisary parts, in their places, I munge the all.lvl, and its not there, the spawn list begins with the rocket-man.

*sings*
"it's gonna be a long long time
Till touch down brings me round again to find
I'm not the man they think I am at home
Oh no no no I'm a rocket man"

lol, ok, seriously how do I get him in?
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Post by MercuryNoodles »

You should make your modded side something other than ALL, or remove the shipped ALL side and just use the custom one, because the shipped all.lvl is probably conflicting with the modded all.lvl.
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Post by Hero_Unit »

I believe force powers have trouble working on infantry, you have to add it to all_inf_rifleman_desert/urban/jungle/etc instead of the _default.odf.
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