im the first... help with human animation missing

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1z2x3c
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im the first... help with human animation missing

Post by 1z2x3c »

the server came backon at 1200 am. ive been cheacking every five minets.

any whay. the bf2log say message severity 3..... missing human animation. can some one help
Penguin
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RE: im the first... help with human animation missing

Post by Penguin »

I told you what to do on the temperory Guru chat, spammed it a few times, even Sky said to do what I said I think, so If you haven't done it then Its fair dinkin your fault.
-_-
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Re: RE: im the first... help with human animation missing

Post by -_- »

Penguin wrote:I told you what to do on the temperory Guru chat, spammed it a few times, even Sky said to do what I said I think, so If you haven't done it then Its fair dinkin your fault.
QFT. We both posted the answer multiple times, which added up to at least up to 8-10 replies, so I doubt you can miss that. Obviously it's not our fault you weren't reading.
1z2x3c
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Post by 1z2x3c »

i make the map in the first visual munge thingy and then the second and i run my map and it carashes and i dont remeber what you said
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Maveritchell
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Post by Maveritchell »

Perhaps if you don't remember what they said, then you should:

a) Pay more attention when someone is ANSWERING YOUR QUESTION. Not just good for GT, good for life.

b) Ask nicely to have it repeated, and be up-front about the fact that you forgot and/or weren't listening.

c) I know it's just details, and I know everyone's not a native speaker, but please, do the language some respect and try a little harder to use periods, commas, and other assorted punctuation marks. Thanks very much!
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Post by Penguin »

The animation missing error means what it says, I can't find the animations. Look in the .odf and post the anim line (if its not in there look in the parent .odf)
1z2x3c
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Post by 1z2x3c »

I dont have custom sides? So I can't lood in the odfs for the anim lign. So should I try coping over all the folders in human animation bank folder in assets to my munged folder?

... sorry i wasn't paying attention.
And is that the rollercoster 3 icon in your avatar Penguin?
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Post by Penguin »

If you don't have custom sides then that error shouldn't be coming up? Post the lua in which the game crashes.

PS: Yes, because I'm currently playing that.
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Post by -_- »

Track back to what you edited. You probably made an error somewhere.
1z2x3c
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Post by 1z2x3c »

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()
AddAIGoal(1, "conquest", 1000)
AddAIGoal(2, "conquest", 1000)
AddAIGoal(3, "Deathmatch", 1000)
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()

SetUberMode(1)
SetMaxFlyHeight(500)
SetMaxPlayerFlyHeight (500)

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

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 0.2)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\nab.lvl;nab2cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_pilot",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_kiyadimundi")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_hover_mtt",
"cis_fly_droidfighter_sc")

ReadDataFile("SIDE\\cis.lvl",
"cis_hover_aat",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_hero_darthmaul",
"cis_inf_droideka",
"cis_hover_stap")

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

ReadDataFile("SIDE\\gun.lvl",
"gun_walk_kaadu",
"gun_inf_soldier",
"gun_inf_defender",
"gun_inf_rider")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 100,
soldier = { "rep_inf_ep3_jettrooper",10, 25},
assault = { "rep_inf_ep3_rocketeer",2, 4},
engineer = { "rep_inf_ep3_engineer",2, 4},
sniper = { "rep_inf_ep3_sniper",1, 3},
officer = {"rep_inf_ep3_officer",1, 3},
special = { "rep_inf_ep2_jettrooper_rifleman",4, 6},
},
cis = {
team = CIS,
units = 40,
reinforcements = 100,
soldier = { "cis_inf_rifleman",20, 35},
assault = { "cis_inf_rocketeer",4, 8},
engineer = { "cis_inf_engineer",4, 8},
sniper = { "cis_inf_sniper",4, 8},
officer = {"cis_inf_officer",4, 8},
special = { "cis_inf_droideka",4, 8},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_kiyadimundi")
---[[ gungans
SetTeamName(3, "locals")
AddUnitClass(3, "gun_inf_rider", 5)
AddUnitClass(3, "gun_inf_soldier", 5)
AddUnitClass(3, "gun_inf_defender", 5)
SetUnitCount(3, 15)

SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(3,DEF)
SetTeamAsFriend(ATT, 3)
SetTeamAsEnemy(DEF, 3)
--]]

-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 8) -- special -> droidekas
AddWalkerType(1, 14) -- 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", 200)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 12)
SetMemoryPoolSize("EntityHover", 50)
SetMemoryPoolSize("commandwalker", 0)
SetMemoryPoolSize("commandhover", 4)
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("SoldierAnimation", 400)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:NGH\\NGH.lvl", "NGH_conquest")
ReadDataFile("dc:NGH\\NGH.lvl", "NGH_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")


AddCameraShot(100, 5, 33, 2, 0, 0, 0);
end
-_-
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Post by -_- »

---[[ gungans
Penguin
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Post by Penguin »

Invalid comments as -_- said. Its loading the gungan rider and crashing

Code: Select all

--SetTeamName(3, "locals")
--AddUnitClass(3, "gun_inf_rider", 5)
--AddUnitClass(3, "gun_inf_soldier", 5)
--AddUnitClass(3, "gun_inf_defender", 5)
--SetUnitCount(3, 15)

--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(3,DEF)
--SetTeamAsFriend(ATT, 3)
--SetTeamAsEnemy(DEF, 3)
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Post by Qdin »

"I dont have custom sides? So I can't lood in the odfs for the anim lign. So should I try coping over all the folders in human animation bank folder in assets to my munged folder?"

if you don't have custom sides, why do you have dc: for a CIS side..?

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_hover_mtt",
"cis_fly_droidfighter_sc")

ReadDataFile("SIDE\\cis.lvl",
"cis_hover_aat",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_hero_darthmaul",
"cis_inf_droideka",
"cis_hover_stap")

My bet is that the last munged cis.lvl file is overwriting the first munged cis.lvl file. It might be that the cis.lvl you use which were in the original game's coresides is being overwritten with the dc: cis (but might as well be the other way around as the dc: cis.lvl probably is being munged first)

Okey? I hope you're with me so far. You now have a custom side because of the dc:

Now you copy/paste from the assets into your side and make it so it loads all the units;
ReadDataFile("SIDE\\cis.lvl",
"cis_hover_aat",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_hero_darthmaul",
"cis_inf_droideka",
"cis_hover_stap")

in the dc: cis line.

that'd hopefully help.

P.S. lol - what's with the gungans anyway? They're commented out, so they don't influence the script.. but why is it there? xD (some Pandemic joke?)
1z2x3c
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Post by 1z2x3c »

the droid fighter and mtt arnt humans whitch is the missing animation.

And i deleted the gungan rider frome the lua and it still crashes for the same resen. Im going to try deleting the gungans completely.
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