im the first... help with human animation missing
Moderator: Moderators
-
1z2x3c
- 3rd Warning

- Posts: 259
- Joined: Mon Jul 16, 2007 3:22 am
im the first... help with human animation missing
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
any whay. the bf2log say message severity 3..... missing human animation. can some one help
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Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
RE: im the first... help with human animation missing
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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-_-
- Gametoast Staff

- Posts: 2678
- Joined: Sat May 07, 2005 1:22 pm
Re: RE: im the first... help with human animation missing
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.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.
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1z2x3c
- 3rd Warning

- Posts: 259
- Joined: Mon Jul 16, 2007 3:22 am
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
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!
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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Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
-
1z2x3c
- 3rd Warning

- Posts: 259
- Joined: Mon Jul 16, 2007 3:22 am
-
Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
-
-_-
- Gametoast Staff

- Posts: 2678
- Joined: Sat May 07, 2005 1:22 pm
-
1z2x3c
- 3rd Warning

- Posts: 259
- Joined: Mon Jul 16, 2007 3:22 am
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,
-- 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
--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,
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
-
Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
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)
-
Qdin
- Old School Staff
- Posts: 2059
- Joined: Wed Feb 23, 2005 9:54 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
"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?)
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?)
