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Slight problem with turrets also 2 other problems...

Posted: Mon Apr 09, 2012 10:01 am
by Tobster
1.My mod map runs smooth and doesn't crash when I don't have any turrets scripted. But when I have turrets scripted it doesn't say there's a problem is visual munge, but it causes the game to crash. The only turrets it allows me to have in the map are the bldg_built ones. Does anyone know how to get the other turrets working on a mod map, for example the bldg_cis_missile?

 2.Also could anyone explain how I could get a LAAT gunship or annother star fighter on my map? I already know about having a vehicle spawn point and a region to it but I would like to know how to get star fighters on a land map rather than just land vehicles.  (This is a land map not a space map)

3.Finally does anyone know how to script a aat or atte onto a land map as I only know how to script speeders.
 Much appreciated if anyone knows what I mean. Thanks in advance!! This means a lot to getting my mod map finished with everything I want in it. Thanks again!!

Re: slight problem with turrets also 2 other problems...

Posted: Mon Apr 09, 2012 10:09 am
by Fiodis
For the turret problem, can you post your error log? Details on getting an error log are in the FAQ thread stickied at the top of the forum.
Tobster wrote: 2.Also could anyone explain how I could get a LAAT gunship or annother star fighter on my map?

3.Finally does anyone know how to script a aat or atte onto a land map as I only know how to script speeders.
Vehicles are vehicles; the process is much the same regardless of which you want to put in. Copy the required assets to your side's folder (or world's odf, msh, etc. folders if you don't want them to spawn through vehicle spawns but rather place them directly in ZE, as in the case of turrets), set up the spawns, and fill out the necessary memory pools in the LUA. Make sure you fill out the CommandHover and/or CommandFlyer pools if you're putting in command vehicles.

Edit: Ninja'd willinator by a full 19 minutes. :wink:

Re: slight problem with turrets also 2 other problems...

Posted: Mon Apr 09, 2012 10:20 am
by willinator
First off, welcome to Gametoast! Now, let's look at a breakdown of your problems one by one.
1. I don't know what you mean by turrets scripted, but to add a turret, you need to do a couple things. First, you need to add all the files required for the turret (animations, odf's (both for turret and ordnance), req's, msh's, everything) in your "world1" folder (it's where there are a huge amount of files, like SKY files, REQ files, a whole bunch). Also, be sure to put them within that folder into MSH, ODF, and REQ folders. The final structure for that should be "BF2Modtools/data_***/Worlds/***/world1/MSH/bldg_cis_missile.msh". Then, you need to also load the turret into the turret side, located in "BF2Modtools/data_***/Sides/tur". Finally, you need to load the turret into your LUA, looking like this:
Hidden/Spoiler:
ReadDataFile("SIDE\\tur.lvl",
"bldg_cis_missile",
"tur_bldg_tower")
2 and 3. To script any vehicle (starfighters included), you just follow the steps for a speeder, except whenever you would put in the speeder's name in LUA or the vehicle spawn, you put the name of the other vehicle instead. If you intend to put in a walker or command walker (AT-ST, AT-TE) you need to increase both the walker memory pool and the command vehicle memory pool in your LUA. If you have a flier, you have to put a landing region on your map so that it can land, and you have to adjust the flyer memory pool as well, and load it through your LUA

For future reference, all of this information could have been found in the FAQ

EDIT: GAHHH!! Ninja'd by Fiodis. This post took 19 minutes to write!

Re: slight problem with turrets also 2 other problems...

Posted: Mon Apr 09, 2012 11:44 am
by Fiodis
willinator wrote:If you have a flier, you have to put a landing region on your map so that it can land
Actually what landing regions do is restrict the places flyers can land. If you want your flyer to be able to land (and shoot) anywhere on the map, don't put in any landing regions.

Re: slight problem with turrets also 2 other problems...

Posted: Mon Apr 09, 2012 12:13 pm
by willinator
Fiodis wrote:
willinator wrote:If you have a flier, you have to put a landing region on your map so that it can land
Actually what landing regions do is restrict the places flyers can land. If you want your flyer to be able to land (and shoot) anywhere on the map, don't put in any landing regions.
Oh wow, I never knew that :shock: . That would explain the problem I was having with my map. Thanks!

Re: slight problem with turrets also 2 other problems...

Posted: Tue Apr 10, 2012 12:55 pm
by Tobster
Fiodis wrote:For the turret problem, can you post your error log? Details on getting an error log are in the FAQ thread stickied at the top of the forum.
Tobster wrote: 2.Also could anyone explain how I could get a LAAT gunship or annother star fighter on my map?

3.Finally does anyone know how to script a aat or atte onto a land map as I only know how to script speeders.
Vehicles are vehicles; the process is much the same regardless of which you want to put in. Copy the required assets to your side's folder (or world's odf, msh, etc. folders if you don't want them to spawn through vehicle spawns but rather place them directly in ZE, as in the case of turrets), set up the spawns, and fill out the necessary memory pools in the LUA. Make sure you fill out the CommandHover and/or CommandFlyer pools if you're putting in command vehicles.

Edit: Ninja'd willinator by a full 19 minutes. :wink:
How would I go about putting the vehicles in ZE then playing them in the game? As I put the spawn points and entered the correct info + then I put the same info into the LUA file but they do not apear in the game. Does anyone know how ecatly to put the star fighters in the game either through spawn points or putting them into ZE? Thanks a ton in advance!

Re: slight problem with turrets also 2 other problems...

Posted: Tue Apr 10, 2012 5:46 pm
by Marth8880
You add vehicles to your map via vehicle spawns. >>Clicky<<

Re: slight problem with turrets also 2 other problems...

Posted: Tue Apr 10, 2012 7:15 pm
by Fiodis
Marth8880 wrote:You add vehicles to your map via vehicle spawns. >>Clicky<<
I believe he's aware of the method, he's just having difficulty getting it to work:
Tobster wrote:As I put the spawn points and entered the correct info + then I put the same info into the LUA file but they do not apear in the game.

To make them placable in ZE directly, copy the vehicle's ODF, MSH, TGA, etc. files to the world's odf, msh, munged, effects, etc. folders located in BF2_ModTools\data_***\Worlds\***, then load up the odf and place it like you would any prop. A disadvantage of this method is that they do not respawn.

If you want help getting vehicle spawns working (as well as fixing your turret problem), we'll need that error log:
The FAQ Thread wrote:The BF2_modtools.exe is the debug executable, copy it from C:\BF2_ModTools and paste it in the same folder as your BattlefrontII.exe, usually:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData
you can launch BF2_modtools.exe and play your map then exit or let it crash to generate a BFront2.log located in that same folder.
If you have the DVD version of SWBF2 check THIS or THIS link for a compatible version of the BF2_modtools.exe

Note to Vista/Win7 users:
If you can't find your BFront2.log it may be saved to this location:
C:\Users\<username>\AppData\Local\VirtualStore\Program Files\LucasArts\Star Wars Battlefront II\GameData
or click on the Compatibility Files button in the GameData folder.

Re: slight problem with turrets also 2 other problems...

Posted: Wed Apr 11, 2012 6:19 pm
by Tobster
Fiodis wrote:
Marth8880 wrote:You add vehicles to your map via vehicle spawns. >>Clicky<<
I believe he's aware of the method, he's just having difficulty getting it to work:
Tobster wrote:As I put the spawn points and entered the correct info + then I put the same info into the LUA file but they do not apear in the game.

To make them placable in ZE directly, copy the vehicle's ODF, MSH, TGA, etc. files to the world's odf, msh, munged, effects, etc. folders located in BF2_ModTools\data_***\Worlds\***, then load up the odf and place it like you would any prop. A disadvantage of this method is that they do not respawn.

If you want help getting vehicle spawns working (as well as fixing your turret problem), we'll need that error log:
The FAQ Thread wrote:The BF2_modtools.exe is the debug executable, copy it from C:\BF2_ModTools and paste it in the same folder as your BattlefrontII.exe, usually:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData
you can launch BF2_modtools.exe and play your map then exit or let it crash to generate a BFront2.log located in that same folder.
If you have the DVD version of SWBF2 check THIS or THIS link for a compatible version of the BF2_modtools.exe

Note to Vista/Win7 users:
If you can't find your BFront2.log it may be saved to this location:
C:\Users\<username>\AppData\Local\VirtualStore\Program Files\LucasArts\Star Wars Battlefront II\GameData
or click on the Compatibility Files button in the GameData folder.
Unfortunately i cannot find my error log. I have the downloaded version of SWBF2 and am running Windows7 32 bit.

Re: slight problem with turrets also 2 other problems...

Posted: Wed Apr 11, 2012 6:27 pm
by Marth8880
If by " the downloaded version" you mean "the Steam version", then you wanna look in where ever it is that Steam puts its games, something like C:\Program Files\Steam\steamapps\, either in the "common" folder or the "<username>" folder, and then continuing into \Star Wars Battlefront II\GameData\; it'll be called BFront2.log.

If you don't have the Steam version, look in C:\Users\<username>\AppData\Local\VirtualStore\Program Files\LucasArts\Star Wars Battlefront II\GameData\. Note that you'll need to have hidden files and folders filtered to be shown in order to access this directory.