My unit started bouncing when i tried to add a new state (JUMPDASH). When I spawn as my unit i can walk for a split second before i start bouncing.
I have no idea how this is happening, everything in the combo looks normal to me.
Transition("DASHATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint", "Stand", "Crouch");
Button("Fire", "Press");
}
Transition("JUMPDASH")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump");
Button("Fire", "Press");
}
}
}
I have had this problem before, though not in quite a severe way....what do your error log and combo memory pools look like? Try upping the memory pools.
Re: My unit is bouncing around... (combo help)
Posted: Sat Nov 14, 2009 12:49 pm
by Darth_Spiderpig
I have no clue what else to do, so yes, try to increase the memory pools.
Btw, I :lol:ed when I saw your zombie
Re: My unit is bouncing around... (combo help)
Posted: Sat Nov 14, 2009 1:08 pm
by MileHighGuy
I raised the memorypools, but nothing happened.
here is my error log
Hidden/Spoiler:
Opened logfile BFront2.log 2009-11-14 1005
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
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
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
this.CurButton = nil
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 05CEE75C
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: TES<A>_<B>
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 05AE672C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: TESc_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 btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated
Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
Message Severity: 2
.\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "CP1" has no control region
Message Severity: 2
.\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "CP1" has no control region
Message Severity: 2
.\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "CP1" has no control region
Message Severity: 2
.\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "CP1" has no control region
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'zom_inf_claw' is not localized for stats page
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'zom_inf_fast_claw' is not localized for stats page
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'cis_weap_inf_autoturret' is not localized for stats page
it looks like it is calling JUMPDASH invalid but it looks fine to me
Re: My unit is bouncing around... (combo help)
Posted: Sat Nov 14, 2009 1:16 pm
by Fiodis
Hidden/Spoiler:
[code]Message Severity: 2
.\Source\Combo.cpp(1098)
Combo[1115324f]::State[IDLE]::Transition[DASHATTACK]: unexpected data [a62782e2]
Message Severity: 2
.\Source\Combo.cpp(3398)
Combo[1115324f]::State[IDLE:c301cf93]::Transition: invalid state 749bb86d mapped to IDLE
Message Severity: 2
.\Source\Combo.cpp(3398)
Combo[1115324f]::State[[NULL]:6ce25a8d]::Transition: invalid state 76ae405e mapped to IDLE[/code]
Check your Idle state. Also, please post your memory pools.
Re: My unit is bouncing around... (combo help)
Posted: Sat Nov 14, 2009 1:18 pm
by MileHighGuy
SetMemoryPoolSize("SoldierAnimation", 800)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",950) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",950) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",7000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
my idle is posted above,
Re: My unit is bouncing around... (combo help)
Posted: Tue Nov 17, 2009 9:43 pm
by [TFA]Padawan_Fighter
Lol, bouncing zombie
Try looking where it defines the jump animations or something, other than that, I don't know what to do...
Re: My unit is bouncing around... (combo help)
Posted: Tue Nov 17, 2009 9:49 pm
by Fiodis
If anything it'd be an idle state issue. Can you post your entire Idle state?
Transition("DASHATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint", "Stand", "Crouch");
Button("Fire", "Press");
} }
Transition("JUMPDASH")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump");
Button("Fire", "Press");
}
}
}
See the red braket? Add it.
Re: My unit is bouncing around... (combo help)
Posted: Tue Nov 17, 2009 10:17 pm
by MileHighGuy
ok I added it but I think I might have thrown the spacing off, because it crashed right after I finished loading. ill get back to you when i right the spacing..
ERROR[configmunge odf\zom_inf_fast_zombie.combo]:This file has an extra closing bracket somewhere!
causes the others. Fix this one, munge, see what happens. I read "chunk overflow" as a missing bracket resulting in a chunk of the combo being read as longer than it ought to be.