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Posted: Sat Mar 17, 2007 12:45 am
by Teancum
Agreed. I can't stand it when people just copy all/imp/rep/cis and change 2 things.

Posted: Sat Mar 17, 2007 9:01 pm
by broomfighter
trainmaster & t551t551
i tried both options and neither worked
for t551t551s idea, the awing didn't spawn at all
trainmasters just didn't make any difference
does editing the ammo just not work, or what?

Posted: Sun Mar 18, 2007 12:19 am
by broomfighter
this is my lua
the only other thing i did was to change the ammo on the awing
(using trainmasters thing for simplicity)
when i load the map, the awing isn't changed

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPA9 - Naboo
-- Common script that shares all setup information
--

ScriptCB_DoFile("setup_teams")

-- Republic Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

function SetupUnits()
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_pilot",
"all_inf_marine",
"all_fly_xwing_sc",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_gunship_sc",
"all_veh_remote_terminal")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_pilot",
"imp_inf_marine",
"imp_fly_tiefighter_sc",
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_veh_remote_terminal")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_all_beam",
"tur_bldg_spa_all_recoilless",
"tur_bldg_spa_all_chaingun",
"tur_bldg_spa_imp_beam",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_spa_imp_chaingun",
"tur_bldg_chaingun_roof"
)
end

Posted: Sun Mar 18, 2007 10:41 pm
by trainmaster611
Show us your new ODF and where you put it. :?

Posted: Sun Mar 18, 2007 11:06 pm
by PR-0927
The speed format for SWBF II is in m/s, if that wasn't stated yet.

- PR-0927/Majin Revan

Posted: Mon Mar 19, 2007 12:44 am
by broomfighter
thanks majin!
heres the odf
its in C:\BF2_ModTools\data_FLY\Sides\all
[GameObjectClass]

ClassLabel = "flyer"
GeometryName = "all_fly_awing.msh"

[Properties]
VehicleType = "fighter"
MapTexture = "a-wing_icon"
HealthTexture = "HUD_all_xwing_icon"
VehiclePosition = "common.vehiclepositions.pilot"

MapScale = 1.5
MapViewMin = 750
MapViewMax = 750

// PathFollower Attributes
PathFollowerClass = "all"
PathFollowerClass_CTF = "all_flag"
PathFollowerBranchPaths = "6"
PathFollowerBranchMaxAngle = "60"
PathFollowerMinBranchDist = "190.0"
PathFollowerBranchRange = "1500"

//-----------------------------------

GeometryName = "all_fly_awing"

//FirstPerson = "ALL\allxwing;all_1st_cockpit_xwing"
FirstPersonFOV = "52" //Ideally, I'd like to see a 80 or 90 fov, with the cockpit brought down on the screen.
CollisionScale = "1.5"
CollisionThreshold = "5.0"
MaxHealth = 1500.0
HealthType = "vehicle"
//HitLocation = "p_crithit 1.5"

TimeRequiredToEject = "2.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

PilotSkillRepairScale = 0.02

PilotPosition = "hp_pilot"
PilotAnimation = "drive"
IsPilotExposed = "0"


CockpitTension = 22

//ExplosionCritical = "all_fly_snowspeeder_exp"
ExplosionDestruct = "all_fly_snowspeeder_exp"

PitchRate = 1.25
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 1.25
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0

BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15

//PCPitchRate = 15.0
//PCSpinRate = 15.0
//PCTurnRate = 25.0

TakeoffTime = 1.0
TakeoffSpeed = 10.0
LandingTime = 1.0
LandingSpeed = 12.5
TakeoffHeight = 1.5

EyePointOffset = "0.0 3.0 2.0"
TrackCenter = "0.0 -1.0 -4.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "5.0"

FOVEFFectMinCamOffset3rd = "0.0 5.0 7.0"
FOVEFFectMaxCamOffset3rd = "0.0 9.0 -18.0"

AimTension = "20.0"

MoveTensionX = "3.1"
MoveTensionY = "2.7 14.0"
MoveTensionZ = "4.25"


//MoveTensionX = "2.0"// How far from the screen will the ship move, affects acceleration and braking shift. Low is further from the screen.
//MoveTensionY = "4.5 2.5"
//MoveTensionZ = "3.5"

WEAPONSECTION = 1

WeaponName = "all_weap_fly_awing_cannon"
WeaponAmmo = "0"

AimerNodeName = "aimer_cannonL"
FirePointName = "hp_fireL"
AimerYawLimts = "-90 90"
AimerPitchLimts = "-90 90"
//BarrelLength = "1.0"

NextAimer = "-"

AimerNodeName = "aimer_cannonR"
FirePointName = "hp_fireR"
AimerYawLimts = "-90 90"
AimerPitchLimts = "-90 90"
//BarrelLength = "1.0"


WEAPONSECTION = 2

WeaponName = "all_weap_fly_awing_missile"
WeaponAmmo = "12"

AimerNodeName = "aimer_cannonL"
FirePointName = "hp_fireL"
AimerYawLimts = "-90 90"
AimerPitchLimts = "-90 90"
//BarrelLength = "1.0"

NextAimer = "-"

AimerNodeName = "aimer_cannonR"
FirePointName = "hp_fireR"
AimerYawLimts = "-90 90"
AimerPitchLimts = "-90 90"
//BarrelLength = "1.0"



CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "all_fly_awing_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 1.5"
ChunkSpeed = "13.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "all_fly_awing_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 2.0"
ChunkSpeed = "16.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "all_fly_awing_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 2.0"
ChunkSpeed = "13.0"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "all_fly_awing_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.5 1.0"
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "DummyRoot"
ThrustAttachOffset = "1.4451 -0.215 -2.4312"
ThrustEffectMinScale = "0.95"
ThrustEffectMaxScale = "1.5"
ThrustEffectScaleStart = "0.85"

ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "DummyRoot"
ThrustAttachOffset = "-1.4451 -0.215 -2.4312"
ThrustEffectMinScale = "0.95"
ThrustEffectMaxScale = "1.5"
ThrustEffectScaleStart = "0.85"


ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "2.8626 -0.215 -0.9858"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "-2.8626 -0.215 -0.9858"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"


ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "2.8626 -0.215 -0.9858"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.6"
ContrailEffectMaxScale = "2.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "-2.8626 -0.215 -0.9858"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.6"
ContrailEffectMaxScale = "2.8"

// SPARK

DamageStartPercent = "85"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "75"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "65"
DamageStopPercent = "5"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "65"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "55"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// FLAME

DamageStartPercent = "35"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"


BlurEffect = 0.9
BlurStart = 40.0

FOVEffect3rd = 90

FOVEffect1st = 90

Acceleraton = 50.0
MinSpeed = 35.0
MidSpeed = 80.0
MaxSpeed = 105.0
BoostSpeed = 170.0
//StrafeSpeed = 6.5

BoostAcceleration = 80.0

EnergyBar = 100
EnergyAutoRestore = 10
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 15
EnergyTrickDrainDoubleTap = 30

TrickRollSpeed = 6.0
TrickFlipSpeed = 9.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48

VOUnitType = 7
EngineSound = "all_fly_awing_engine_parameterized"
TakeoffSound = "all_fly_awing_take_off"
LandSound = "all_fly_awing_airbrakes_on"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "all_fly_awing_turn_on"
TurnOffSound = "all_fly_awing_airbrakes_off" //Played when the flyer turns off
TurnOffTime = "1.5" //Time it takes to turn off the flyer (in seconds)
TurningOffSound = "all_fly_awing_turn_off" // Played when a soldier leaves the flyer
Cockpit1stPersonSound = "all_inf_com_space_chatter" // Sound which is triggered every frame when the player is in first person mode.
Cockpit3rdPersonSound = "all_inf_com_space_chatter" // Sound which is triggered every frame when the player is in third person mode.
BoostSound = "all_fly_awing_shift_up_property 0.11 1"
BoostSound = "all_fly_awing_shift_up_property 0.53 1"
BoostSound = "all_fly_awing_shift_up_high_property 0.66 1"
BoostSound = "all_fly_awing_shift_down_property 0.17 0"
BoostSound = "all_fly_awing_shift_down_property 0.9 0"
TrickSound = "all_fly_awing_roll" //Played when the flyer performs a roll
FlipSound = "all_fly_awing_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.

AllMusic ="all_vehicle"
ImpMusic ="imp_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"

//Acceleraton = 50.0
//MinSpeed = 35.0 = .21
//MidSpeed = 80.0 = .47
//MaxSpeed = 105.0 = .62
//BoostSpeed = 170.0 // Max Speed = 1.0
//BoostAcceleration = 80.0

Posted: Mon Mar 19, 2007 4:09 am
by MercuryNoodles
Oh! Check the weapon's odf, and see if all's well there. In other words, make sure RoundsPerClip isn't set to zero. If it's 8, like I think it should be, then I think we're having a problem somewhere else.

When you munged, did you make sure to munge the sides as well as the map? The only other thing I can suggest is cleaning and remunging, if it's not taking changes, since it seems as though you're doing it right. You do realize you have to remunge the map (including whatever folder options are necessary) each time you make a change to see it in the game, right?

Sorry if some of this seems a little insulting to your intelligence, but I'm just covering the bases.

Posted: Mon Mar 19, 2007 8:14 pm
by broomfighter
everything's fine with all_weap_fly_awing_missile
yes, ive been munging
what exactly is cleaning?

Posted: Tue Mar 20, 2007 3:37 am
by MercuryNoodles
Basically, deleting the map folder from addon, and the compiled files in BF2_ModTools/data_***/LVL_PC. When you remunge everything, you can be certain that the files have been freshly compiled and copied over.

Posted: Tue Mar 20, 2007 7:46 pm
by broomfighter
oh, ok
ill try that

UPDATE***
no love
it just crashed on assault

Posted: Wed Mar 21, 2007 12:34 am
by MercuryNoodles
What else have you done to your files? Do you have an error log you can show us? If you've made a lot of changes before munging, you could have a lot of errors with little to no clue as to the problem. Best thing to do is take baby steps, changing a little at a time and testing, so you can trace the problem back to it's source without a lot of trouble.

Posted: Wed Mar 21, 2007 8:14 pm
by broomfighter
i told you what i had done
no mungelog
im gonna start over
see if that works

Posted: Wed Mar 21, 2007 11:59 pm
by broomfighter
again no love
crashes on start
WARNING[PC_modelmunge msh\all_1st_hothtrooper.msh]:all_1st_hothtrooper has 1028 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_snowtrooper.msh]:all_inf_snowtrooper has 1479 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_1st_weap_inf_bowcaster.msh]:all_1st_weap_inf_bowcaster has 1178 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_bothanspy.msh]:all_inf_bothanspy has 2272 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_chewbacca.msh]:all_inf_chewbacca has 1460 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_deathstarleia.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_inf_deathstarleia.msh]:all_inf_deathstarleia has 1872 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_engineer.msh]:all_inf_engineer has 2573 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_hothlukeskywalker.msh]:all_inf_hothlukeskywalker has 1262 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_luke.msh]:all_inf_luke has 1171 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_marksperson.msh]:all_inf_marksperson has 1534 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_markspersonsnow.msh]:all_inf_markspersonsnow has 1286 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_pilot.msh]:all_inf_pilot has 1330 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_stormtrooperhansolo.msh]:all_inf_stormtrooperhansolo has 2176 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_stormtrooperlukeskywalker.msh]:all_inf_stormtrooperlukeskywalker has 2192 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_tatooinehansolo.msh]:all_inf_tatooinehansolo has 1334 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_wookie.msh]:all_inf_wookie has 1925 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
0 Errors 23 Warnings

WARNING[PC_modelmunge MSH\com_icon_spaceflag_carried.msh]:com_icon_spaceflag_carried has 1160 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings

Posted: Thu Mar 22, 2007 3:40 am
by MercuryNoodles
erm...that is the mungelog.... :P I meant the error log that is produced when you run bf2_modtools.exe.

Do you have the animations required in your new side's "munged" folder?

oi

Posted: Fri Mar 23, 2007 9:02 pm
by broomfighter
thats wut i forgot!
oi
UPDATE-
i just added all the animations
as in, all in the folder
lol
i munged everything and it crashed

RE: oi

Posted: Fri Mar 23, 2007 10:52 pm
by trainmaster611
Show us the BF2 log :roll:

RE: oi

Posted: Sat Mar 24, 2007 2:34 am
by broomfighter
are you referring to BFront2.log?
Opened logfile BFront2.log 2007-03-23 2317
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03CE116C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie AB1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CE116C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 15
EraSelection.subst = g era_g
EraSelection.subst = g era_g
play movie AB1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = false galactic_visable = true
Adding map: FLYg_Diet Dr. Pepper idx: 1
Adding map: FLYg_Diet Dr. Pepper idx: 2
this.CurButton = _map_add
cur_button = nil
bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = false galactic_visable = true
Adding map: FLYg_Diet Dr. Pepper idx: 3
Adding map: FLYg_Diet Dr. Pepper idx: 4
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 3
.\Source\Ordnance.cpp(424)
Ordnance base class "com_weap_veh_fly_scoutlasers_ord" not found

Posted: Sat Mar 24, 2007 3:42 am
by MercuryNoodles

Code: Select all

Message Severity: 3
.\Source\Ordnance.cpp(424)
Ordnance base class "com_weap_veh_fly_scoutlasers_ord" not found 
There's your problem. Make sure you have this file in the common side folder. Something is calling for it.

Posted: Sun Mar 25, 2007 1:08 am
by broomfighter
ok, so i put com_weap_scoutlasers_ord on the rep folder and munge
then i start it up, and it crashes
i check the log and it says i need com_weap_scoutlasers
i add it and munge
start it up, it crashes
and so on and so forth
i tried munging common and it didn't work
sorry for the late reply

Posted: Sun Mar 25, 2007 9:19 pm
by broomfighter
Update-
i copy/pasted everything in the sides/common/odf folder into all/odf and it worked!!! yay!!! but am i supposed to put the files their? shouldn't there be a better place? thanks for all your patients guys, you've been a huge help