I'm making a Custom Era. In coruscant level, I put the Hero of Cis as Count Dooku, but every time I choose it the game crashes. Could tell me how to fix this?
thelegend wrote:Can you explain us all the steps you have done and also show up all the Message Severity threes from your bf2 error log?
I created an era, and added the MagnaGuard with cape and the electrostaff, added to the cis side. and replaced the Mace Windu by Yoda, and replaced the Darth Maul by Count Dooku. Just did it. I enter Level, works okay but when I unlock the Count, and I'll play the game crashes.
Obs: I tried to add my BFront2 here, but it's too big
I know the exactly problem and solution. Open any eli lua files from your map or from the assets. Example XXXg_eli.lua. Now find a block that contains how to load all the combos. I can't enter it here but it's probably an 8 or 7 line block, directly above the ReadDataFile blocks. It says how many combo files the game can take.
Copy this block and paste it above your ReadDataFile's block of your lua file.
thelegend wrote:I know the exactly problem and solution. Open any eli lua files from your map or from the assets. Example XXXg_eli.lua. Now find a block that contains how to load all the combos. I can't enter it here but it's probably an 8 or 7 line block, directly above the ReadDataFile blocks. It says how many combo files the game can take.
Copy this block and paste it above your ReadDataFile's block of your lua file.
Sorry, but I do not understand. Which line should I copy?
This is the tat2g_eli.lua of assets, can you tell me what line?
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--
---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end
---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
StealArtistHeap(1536*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(2097152 + 65536 *
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
ReadDataFile("ingame.lvl")
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
I am sorry because I hadn't the chance to show you the block I meant. Anyway this is the part you have to add above the ReadDataFile("ingame.lvl") line:
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
thelegend wrote:I am sorry because I hadn't the chance to show you the block I meant. Anyway this is the part you have to add above the ReadDataFile("ingame.lvl") line:
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo