Page 2 of 2
Posted: Sun Sep 24, 2006 8:45 pm
by TimberWolf
Still not working. I experimentally put my unit into the "marine" slot, and ingame, it disappeared. No more marine.

Posted: Sun Sep 24, 2006 10:19 pm
by fat_walrus
Then there is something wrong like your unit could be missing its .req, missing weapons, did not copy the common side, reading the wrong files, could it be one of those?
Posted: Mon Sep 25, 2006 12:31 am
by TimberWolf
His req is there -- only one, I don't think he needs more than that. The one that declares his "class." I don't think missing weapons would be the problem; that would just make it crash when I spawn as him right? The common side is there. As for reading the wrong files, that's possible, but I wouldn't know where to look.
Posted: Mon Sep 25, 2006 3:10 am
by MercuryNoodles
Check the syntax in everything you've altered, just to be sure there are no errors. That includes making sure the WEAPONSECTION entries are in numerical order. The game is kind of sensitive to the slightest of errors.
Posted: Mon Sep 25, 2006 10:57 am
by Maveritchell
Did you make sure to make a NEWSIDEshell for your new side? To work in the level, your unit needs the following things: A .msh, an .odf, a .req, being called in the level's shell, and being called as downloadable content in the .lua.
Use the way the shipped sides are set up as a pattern. Look in all the folders and see what they have there.
Any custom animations (which doesn't apply here) would be in the "munged" folder. Anything related to how the model looks is in the MSH folder. Anything that defines the unit or his weapons (make sure, if you're calling new weapons that they're in your side folder as well, or it won't load) goes in the ODF folder. Your .reqs, which you seem to have a handle on (you really only need to worry about the .reqs that define the CLASS), go in the REQ folder. And any special effects (presuming a character uses a jetpack, or something like that) would go in the "effects" folder. (Not loading those would - I don't believe - cause your level to crash, though.)
Posted: Mon Sep 25, 2006 4:17 pm
by Hebes24
Also in data_***\_BUILD\Sides, you need to create a folder in there named for your side.
Then go into another side's folder (let's use ALL) and copy and paste the clean.bat and munge.bat into the new folder.
Then right click on the munge.bat and select edit, it should show up in notepad like this:
Change the ALL in that line to the name of your side.
Then munge common and your side.

Posted: Mon Sep 25, 2006 7:00 pm
by TimberWolf
Maveritchell: When you say make a shall, do you mean MODIDshell.req that goes in the side's directory? If so, I don't have one. Looking at the All and Imp ones, they're different, so I'm not sure what format to use -- or what to put.
Hebes: Done, still no sign of Skywalker (so to speak).
Mercury: The WEAPONSECTIONS are indeed in the correct order.
Posted: Mon Sep 25, 2006 7:45 pm
by t551
You don't need a shell for a custom side to work, Maveritchell...
Posted: Mon Sep 25, 2006 11:41 pm
by Maveritchell
TimberWolf wrote:Maveritchell: When you say make a shall, do you mean MODIDshell.req that goes in the side's directory? If so, I don't have one. Looking at the All and Imp ones, they're different, so I'm not sure what format to use -- or what to put.
Hebes: Done, still no sign of Skywalker (so to speak).
Mercury: The WEAPONSECTIONS are indeed in the correct order.
Whoopsiedaisy, I definitely didn't mean shell. Yes, I was thinking of the MODIDshell.req, but what I really meant was to make sure you have a MODID.req. Anything I said above relating to a "shell" file I meant to apply to the MODID.req. Make sure you have one and that all the .req files of all the units for that side are called in it.
Posted: Tue Sep 26, 2006 12:17 am
by TimberWolf
They are.

Posted: Tue Sep 26, 2006 2:04 pm
by Maveritchell
TimberWolf wrote:They are.

This is quite a hairball. I would recommend just starting over - take all the assets relating to your new unit, save them somewhere, delete your new side, and just change the .lua back to what it was when you created the map. (You can use the .lua.bak file to do this)
Then, add in a shipped side and follow these steps:
Add all the assets from your new unit to the proper folders.
Create a .req for your new unit, and call it in the SIDE.req.
Add your new unit to the list of units being called in the side in the .lua.
Change the side to a "dc:"
Substitute your unit in the spawnlist where it calls for the sniper (or one of the other preexisting unit classes).
Munge.
If that shows up in the map, then you were just calling something wrong in the .lua before. If it doesn't, then you're missing something in your unit's files. Work from there. Baby steps.

Posted: Tue Sep 26, 2006 9:00 pm
by TimberWolf
Okay, before I go and start from scratch, I want to bring up the last issue that I see. In the ODFs there are some files that are referenced, mostly sound, that I can't find. For instance, "all_weap_inf_pistol_fire." This is in my award pistol ODF but I can't find it to put it in my side.
I changed my side's name to Ala, by the way, just to see if making it 3 letters would make a difference. Easier to type, at least.