FX and animations
Posted: Sat Feb 27, 2010 9:55 pm
I have alot of units on the field, almost 500 when counting self manning starfighter, cis, and republic. I've noticed that in some of the more crowded battles the fx start to turn off. For example grenades don't glow or the EMP launcher fires invisible rounds. While this isn't exactly gamebreaking it is very annoying and I was wondering how to fix it.
I thought it had something to do with these lines
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1102
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1538
however when I added those memory pools to the .lua the problem didn't go away and neither did the messages.
My other question has to do with animations. How do I make it so that my geonosian elite doesn't double jump or deflect using a pike? I removed all the deflect lines from the obiwan anims (which i'm using for the pike) but he can still block and I have no idea what to remove so that he can't double jump.
Here is the pike's .odf
And here is the relevant part of the Geonosians .odf
And last thing, is there a way to make him fly faster or is that hardcoded? because when I tried increasing the control speed lines the controls just became uber sensetive.
I thought it had something to do with these lines
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1102
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1538
however when I added those memory pools to the .lua the problem didn't go away and neither did the messages.
My other question has to do with animations. How do I make it so that my geonosian elite doesn't double jump or deflect using a pike? I removed all the deflect lines from the obiwan anims (which i'm using for the pike) but he can still block and I have no idea what to remove so that he can't double jump.
Here is the pike's .odf
Hidden/Spoiler:
Hidden/Spoiler: