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Posted: Sat May 27, 2006 11:30 am
by PvtParts
is your .lua calling for the rep_hover_fightertank?

So you havent customized anything? you have no sides except tur in your sides folder?

Im really unsure.

I like this map, and ill help you if you want. If you archive your data_XXX folder (whatever this mods 3 letter name is) in the BF2_Modtools folder, and upload it on filefront, Ill take a look at it and try to solve any problems.

I would just double check all my settings and stuff if I were you.

Posted: Sat May 27, 2006 5:56 pm
by Tohron
PvtParts wrote:is your .lua calling for the rep_hover_fightertank?

So you havent customized anything? you have no sides except tur in your sides folder?

Im really unsure.

I like this map, and ill help you if you want. If you archive your data_XXX folder (whatever this mods 3 letter name is) in the BF2_Modtools folder, and upload it on filefront, Ill take a look at it and try to solve any problems.

I would just double check all my settings and stuff if I were you.
I am having problems uploading anything onto filefront, and the file's too big for savefile.com

No, the only side in my Sides folder is the turrent side. Is it possible that a memory pool problem could cause a certain vehicle part to not show up, resulting in an error?

Posted: Sat May 27, 2006 6:02 pm
by PvtParts
No I dont think so.

Whats your maps 3 letter name for future reference?

Show me your XXXc_con and XXXg_con.luas, show me the mission.req found in the common folder, show me the XXXc_con and XXXg_con.reqs found in the common\mission folder...

show me your addme.lua found in the addme folder.

Have you downloaded any sides-editing things? Such as the hoth pilot mod? What im getting at is have you edited any of the base files (anything found in the BattleFront II\Gamedate\DATA\_LVL_PC\ folder)?

Since it works for you when did this stop working?

Edit:

Oh hell I bet I know. Its the only thing that makes sence.

Are you sure you zipped up all the files? When you archived your XXX folder from the addon directory are you sure you added everything? Try re-archiving the working version you have and then uploading it again.

Posted: Sat May 27, 2006 6:29 pm
by Tohron
PvtParts wrote:No I dont think so.

Whats your maps 3 letter name for future reference?

Show me your XXXc_con and XXXg_con.luas, show me the mission.req found in the common folder, show me the XXXc_con and XXXg_con.reqs found in the common\mission folder...

show me your addme.lua found in the addme folder.

Have you downloaded any sides-editing things? Such as the hoth pilot mod? What im getting at is have you edited any of the base files (anything found in the BattleFront II\Gamedate\DATA\_LVL_PC\ folder)?

Since it works for you when did this stop working?

Edit:

Oh hell I bet I know. Its the only thing that makes sence.

Are you sure you zipped up all the files? When you archived your XXX folder from the addon directory are you sure you added everything? Try re-archiving the working version you have and then uploading it again.
It stopped working when I decided to try what you said: removing the folder, cleaning the munge, then munging again.

Here is the c_con LUA folder- I checked the others (which I have not modified) and didn't see anything unusual.

-
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()

SetUberMode(1)
EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(150)
SetMaxPlayerFlyHeight (150)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_walk_atte",
"rep_fly_gunship_sc",
"rep_hover_fightertank",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_tread_hailfire",
"cis_hover_stap",
"cis_tread_snailtank",
"cis_fly_greviousfighter",
"cis_walk_spider",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar",
"tur_bldg_beam",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 70,
reinforcements = 375,
soldier = { "rep_inf_ep3_rifleman",9, 36},
assault = { "rep_inf_ep3_rocketeer",1, 8},
engineer = { "rep_inf_ep3_engineer",1, 6},
sniper = { "rep_inf_ep3_sniper",1, 8},
officer = {"rep_inf_ep3_officer",1, 6},
special = { "rep_inf_ep3_jettrooper",1, 6},

},
cis = {
team = CIS,
units = 70,
reinforcements = 375,
soldier = { "cis_inf_rifleman",9, 36},
assault = { "cis_inf_rocketeer",1, 8},
engineer = { "cis_inf_engineer",1, 6},
sniper = { "cis_inf_sniper",1, 8},
officer = {"cis_inf_officer",1, 6},
special = { "cis_inf_droideka",1, 6},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -0)
AddWalkerType(0, 6) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 2) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)
local weaponCnt = 800
SetMemoryPoolSize("Aimer", 400)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 42)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("MountedTurret", 90)
SetMemoryPoolSize("EntityFlyer", 10)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TOR\\TOR.lvl", "TOR_conquest")
ReadDataFile("dc:TOR\\TOR.lvl", "TOR_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

Posted: Sat May 27, 2006 7:25 pm
by PvtParts
Youre reading the fightertank twice. Thats probably the issue. You have it called for 2 times in the lua. look:

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_walk_atte",
"rep_fly_gunship_sc",
"rep_hover_fightertank",
"rep_hover_barcspeeder")

See?

Remove one and that will probably fix it.

Also, you should (it wont break anything, but just for organization..) put a space between the last entry of the rep, and
ReadDataFile("SIDE\\cis.lvl",

Posted: Sat May 27, 2006 10:23 pm
by Tohron
PvtParts wrote:Youre reading the fightertank twice. Thats probably the issue. You have it called for 2 times in the lua. look:

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_walk_atte",
"rep_fly_gunship_sc",
"rep_hover_fightertank",
"rep_hover_barcspeeder")

See?

Remove one and that will probably fix it.

Also, you should (it wont break anything, but just for organization..) put a space between the last entry of the rep, and
ReadDataFile("SIDE\\cis.lvl",
Well, the game seemed to play longer, but I apparently still have some more errors that need fixing. I'll probably upload a new version soon for direct error checking, and on that subject a question: How do you turn on an error log for the bf modtools.exe version of the game?

Posted: Sat May 27, 2006 10:42 pm
by PvtParts
you dont. just open of the BFront2.log file with notepad, found in the Gamedata directory along with BF2_modtools.exe....assuming your BF2_modtools is in your gamedata, cause it should be. Open her up and do a search for message severity 3's.

"ALL YOUR MODEL ARE BELONG TO US."

Posted: Sun May 28, 2006 9:54 am
by Tohron
I've gotten rid of all the level three messages at this point, but apparently there are so many level 2 errors that is still crashes.

Here's a copy of my current error log:

Code: Select all

Opened logfile BFront2.log  2006-05-28 0645
ingame stream    movies\crawl.mvs
prev =     none     iLastPage =     nil
prev =     texture     iLastPage =     1
prev =     texture     iLastPage =     2
prev =     texture     iLastPage =     3
prev =     texture     iLastPage =     4
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: 03CE118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    1
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
play movie    Blac         200    ,    300         510    x    400

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

+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    2
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    5
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    6
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    27
EraSelection.subst =     g    era_g
EraSelection.subst =     g    era_g
num, Selection =    1    table: 03CE118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    26
EraSelection.subst =     c    era_c
play movie    Blac         200    ,    300         510    x    400

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

EraSelection.subst =     c    era_c
num, Selection =    1    table: 03CE118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    29
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
play movie    Blac         200    ,    300         510    x    400

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

this.CurButton =    nil
cur_button =    nil
this.CurButton =    check_era2
cur_button =    nil
bEra_CloneWar =     1     bEra_Galactic =     nil
clonewar_visable =     true     galactic_visable =     true
Adding map:     TORc_con     idx:     1
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 hud_target_hint_offscreen

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

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_fly_guided_rocket_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_fly_guided_rocket_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_fly_guided_rocket_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_fly_guided_rocket_" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_fl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_fr_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_bl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopLeft 'bone_fl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopRight 'bone_fr_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopLeft 'bone_bl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [kas2_bldg_oilrefinery]

Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [kas2_bldg_oilrefinery]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=e42dea62: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger14"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3949e87d: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=7fc6fdfa: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger9"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=80c6ff8d: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger8"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=4688440c: trying to replace "myg1_bldg_small_spiral" with "myg1_bldg_small_spiral1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=de2de0f0: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger12"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=7940f66c: trying to replace "kas2_prop_sea_wall_l" with "kas2_prop_sea_wall_l2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=75c6ee3c: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger3"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3849e6ea: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral3"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ad609e72: trying to replace "kas2_prop_sea_wall2_r" with "kas2_prop_sea_wall2_r2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=76c6efcf: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=7c40fb25: trying to replace "kas2_prop_sea_wall_l" with "kas2_prop_sea_wall_l1"

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_a' [d08a46a6]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_b' [ddc9607f]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_c' [d9087dc8]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=77c6f162: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3249dd78: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral5"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=e12de5a9: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger11"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ac609cdf: trying to replace "kas2_prop_sea_wall2_r" with "kas2_prop_sea_wall2_r1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3349df0b: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral4"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=bb4d6a9c: trying to replace "pol1_bldg_cavern_dockingstation" with "pol1_bldg_cavern_dockingstation1"

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_a' [d08a46a6]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_b' [ddc9607f]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_c' [d9087dc8]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3649e3c4: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral1"

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [b9be0994] has no hardpoint 'hp_light_a' [d08a46a6]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_a' [d08a46a6]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_b' [ddc9607f]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_c' [d9087dc8]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=834344c1: trying to replace "kas2_prop_sea_wall_m" with "kas2_prop_sea_wall_m2"

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_a' [d08a46a6]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_b' [ddc9607f]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_c' [d9087dc8]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=e02de416: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger10"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=7831ea4f: trying to replace "kas2_prop_sea_wall_r" with "kas2_prop_sea_wall_r1"

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_a' [d08a46a6]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_b' [ddc9607f]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [9694dde1] has no hardpoint 'hp_light_c' [d9087dc8]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=df2de283: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger13"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=7a40f7ff: trying to replace "kas2_prop_sea_wall_l" with "kas2_prop_sea_wall_l3"

Message Severity: 2
.\Source\VehicleSpawn.cpp(140)
Vehicle spawn outside command post "cp1" control region

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_fly_gunshp_sc"

RE: "ALL YOUR MODEL ARE BELONG TO US."

Posted: Sun May 28, 2006 11:00 am
by PvtParts
okay one of your vehicle spawns is outside a control region, so check them all.

You also have a spelling error in one of the vehicle spawns, you have rep_fly_gunshp_sc and it needs to be rep_fly_gunship_sc

Posted: Sun May 28, 2006 5:21 pm
by Tohron
PvtParts wrote:okay one of your vehicle spawns is outside a control region, so check them all.

You also have a spelling error in one of the vehicle spawns, you have rep_fly_gunshp_sc and it needs to be rep_fly_gunship_sc
Tried it, and those disappeared from the error log but nothing else. Looking through it, these are the main problems.

-The modifier "InVehicle" is unknown.

Sample:
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

-Problems with ATTE and Spider Droid skeletons.

Samples:
Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_r_toe'!

-Attempts to 'replace' objects.
Sample:
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3949e87d: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral2"

-'Collision' problems
Samples:
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_fly_guided_rocket_" unknown targetable collision "CollisionMesh"

-Movie problems
Sample:
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment Blacfly

+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 10
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 11
EraSelection.subst = c era_c
EraSelection.subst = g era_g
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CE118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 14
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie Blac 200 , 300 510 x 400


So can anyone make something of this?

Posted: Sun May 28, 2006 6:09 pm
by PvtParts
Nothing of that will cause a crash.

Its hard because I dont know what specifically you have in the republic map

All I can say with this info is to just thoroughly look over your map and its files, as obviously something is wrong.

Posted: Sun May 28, 2006 11:52 pm
by Tohron
PvtParts wrote:Nothing of that will cause a crash.

Its hard because I dont know what specifically you have in the republic map

All I can say with this info is to just thoroughly look over your map and its files, as obviously something is wrong.
Just curious, do you have any idea what kind of thing could cause a post-loading screen crash and not show up on the error log? Would certain invalid/misplaced objects do that?

Posted: Mon May 29, 2006 10:07 am
by PvtParts
Its really hard to say. You know your mod the best, so go off your hunch. If you've changed anything, but done a half-*** job on it, start there. Anything you feel is wrong could be wrong, and its worth looking into. But as I said, theres really no way for me to tell. The error logs are so vague often it can be Diet Dr. Pepper near useless.

Posted: Sat Jun 03, 2006 11:35 am
by Tohron
Okay, I've now pinned down the problem as something wrong with my 2 ATTEs and 2 LAATs. I'm still not sure what exactly is wrong with them, however. Is there some sort of map limit for "command" (mobile command post) units, or an area where all spawn points have to be recorded? Anything at all relating to command units that I might need to change?

Posted: Sat Jun 03, 2006 12:12 pm
by PvtParts
Oh jeez. I forgot. Post your most recent lua and I should be able to give you the help you need - yes you do need to specifically mention command walkers and flyers.

Most Recent c_con LUA

Posted: Sat Jun 03, 2006 3:20 pm
by Tohron
Here's my most recent LUA file (note, I have tested this map with one or both of the command vehicle types commented out):

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()

SetUberMode(1)
EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(150)
SetMaxPlayerFlyHeight (150)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_anakin",
"rep_walk_atte",
"rep_fly_gunship_sc",
"rep_hover_fightertank",
"rep_hover_barcspeeder")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_tread_hailfire",
"cis_hover_stap",
"cis_tread_snailtank",
"cis_fly_greviousfighter",
"cis_walk_spider",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar",
"tur_bldg_beam",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 70,
reinforcements = 375,
soldier = { "rep_inf_ep3_rifleman",9, 36},
assault = { "rep_inf_ep3_rocketeer",1, 8},
engineer = { "rep_inf_ep3_engineer",1, 6},
sniper = { "rep_inf_ep3_sniper",1, 8},
officer = {"rep_inf_ep3_officer",1, 6},
special = { "rep_inf_ep3_jettrooper",1, 6},

},
cis = {
team = CIS,
units = 70,
reinforcements = 375,
soldier = { "cis_inf_rifleman",9, 36},
assault = { "cis_inf_rocketeer",1, 8},
engineer = { "cis_inf_engineer",1, 6},
sniper = { "cis_inf_sniper",1, 8},
officer = {"cis_inf_officer",1, 6},
special = { "cis_inf_droideka",1, 6},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -0)
AddWalkerType(0, 6) -- special -> droidekas
AddWalkerType(1, 8) -- 1x2 (1 pair of legs)
AddWalkerType(2, 12) -- 3x2 (3 pairs of legs)
local weaponCnt = 1000
SetMemoryPoolSize("Aimer", 400)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 400)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 42)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("MountedTurret", 90)
SetMemoryPoolSize("EntityFlyer", 10)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TOR\\TOR.lvl", "TOR_conquest")
ReadDataFile("dc:TOR\\TOR.lvl", "TOR_conquest")
SetDenseEnvironment("false")




-- Sound

Posted: Mon Jun 05, 2006 9:39 am
by Tohron
Is anyone reading this? Please help!

Posted: Mon Jun 05, 2006 9:09 pm
by PvtParts
Yes. Sorry its taken a while - ive been really busy.

I forgot to ask - how many walkers (including AT-TE's and then Command Flyer - LAAT/i's) do you have in your map.

To reword this: how many of each vehicle do you have in your map.

I need to know so I can tell you how to organize your memory pools.

Posted: Tue Jun 06, 2006 5:30 pm
by OOM-9
In SWBF1 command walkers were entered as "CommandWalk,"

Dunno if that is still the case...



~OOM-9

Posted: Tue Jun 06, 2006 6:54 pm
by Tohron
I think I've found the error myself :? If you look at the walker memory pools, you will see that the leg pair count numbers are totally screwed up (not sure how it happened :| ) Only problem is that Visual Munge is encountering a serious problem right now (topic in the BF2 modding forum) so I can't munge and see if I'm right.