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My unit is bouncing around... (combo help)

Posted: Sat Nov 14, 2009 12:01 pm
by MileHighGuy
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.

What is wrong with my combo? How do I fix it?

Here is a video if you do not understand what is happening.
http://www.xfire.com/video/18d0bf/

Here are the problem parts of my combo file
Hidden/Spoiler:
State("IDLE")
{
Duration(0.0); // infinite duration
EnergyRestoreRate(); // (0.0, "FromSoldier")
InputLock(0.15, "Sprint", "Jump", "Crouch");

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");
}
}
}
Hidden/Spoiler:
State("JUMPDASH")
{
Posture("Jump");
Animation("fall")
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}

Sound("com_weap_melee_swing");

Duration(1, "Seconds");

EnergyRestoreRate(0.0);

AnimatedMove()
{
VelocityZ(27.0);
VelocityX(0.0);
VelocityFromThrust(5.0);
VelocityFromStrafe(1.0);
}
TurnFactor(0.3);

InputLock("All", "!Thrust");
Attack()
{
Edge(2);
AttackID("dash_right");
DamageTime(5, 9, "Frames");
DamageLength(0.5);
DamageWidth(2.25);
Damage(800);
Push(20.0);
}

Transition("JUMPDASH2");
}

State("JUMPDASH2")
{
Posture("Jump");
Animation("fall")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}

AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(1.0);
}
TurnFactor(0.3);

EnergyRestoreRate(0.0);

InputLock("All", "!Thrust");
Attack()
{
Edge(2);
AttackID("dash_right");
DamageTime(5, 9, "Frames");
DamageLength(0.5);
DamageWidth(2.25);
Damage(800);
Push(20.0);
}
Attack()
{
Edge(0);
AttackID("dash_right");
DamageTime(9, 14, "Frames");
DamageLength(0.5);
DamageWidth(1.25);
Damage(300);
Push(20.0);
}

Transition("RECOVER1");
}

Re: My unit is bouncing around... (combo help)

Posted: Sat Nov 14, 2009 12:36 pm
by Fiodis
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 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
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\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\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: 3
.\Source\Explosion.cpp(323)
Explosion "hoth_weap_inf_smash_exp" missing effect "hot_sfx_weap_smash"

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\Combo.cpp(1098)
Combo[1115324f]::State[IDLE]::Transition[DASHATTACK]: unexpected data [a62782e2]

Message Severity: 2
.\Source\Combo.cpp(1068)
Combo[1115324f]::State[IDLE]::Transition[DASHATTACK]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[IDLE]: unexpected data [783132f6]

Message Severity: 2
.\Source\Combo.cpp(2184)
Combo[1115324f]::State[IDLE]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[IDLE]: unexpected data [783132f6]

Message Severity: 2
.\Source\Combo.cpp(2184)
Combo[1115324f]::State[IDLE]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[IDLE]: unexpected data [783132f6]

Message Severity: 2
.\Source\Combo.cpp(2184)
Combo[1115324f]::State[IDLE]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[IDLE]: unexpected data [783132f6]

Message Severity: 2
.\Source\Combo.cpp(2184)
Combo[1115324f]::State[IDLE]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[IDLE]: unexpected data [783132f6]

Message Severity: 2
.\Source\Combo.cpp(2184)
Combo[1115324f]::State[IDLE]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[IDLE]: unexpected data [783132f6]

Message Severity: 2
.\Source\Combo.cpp(2184)
Combo[1115324f]::State[IDLE]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[IDLE]: unexpected data [783132f6]

Message Severity: 2
.\Source\Combo.cpp(2184)
Combo[1115324f]::State[IDLE]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(2305)
Combo[1115324f]::State[JUMPDASH2]::Animation: scope ignored for non-combo animation 'fall_upper'

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

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
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1027

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1030

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1033

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1036

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1039

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1042

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1045

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1048

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1051

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1054

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1057

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
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1060

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1063

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1066

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
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1069

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1072

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
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1075

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1078

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1081

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"
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: zom_inf_fast_infected
uf_updateClassIndex(): Added class: zom_inf_infected
uf_updateClassIndex(): Added class: cis_hero_darthmaul
uf_updateClassIndex(): Added class: rep_hero_anakin
utility_functions2: ReadDataFile(): This map's code, mode: tes tes_conquest

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(1068)
Combo[1115324f]::State[IDLE]::Transition[DASHATTACK]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[IDLE]: unexpected data [783132f6]

Message Severity: 2
.\Source\Combo.cpp(2184)
Combo[1115324f]::State[IDLE]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[IDLE]: unexpected data [783132f6]

Message Severity: 2
.\Source\Combo.cpp(2184)
Combo[1115324f]::State[IDLE]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[IDLE]: unexpected data [783132f6]

Message Severity: 2
.\Source\Combo.cpp(2184)
Combo[1115324f]::State[IDLE]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[IDLE]: unexpected data [783132f6]

Message Severity: 2
.\Source\Combo.cpp(2184)
Combo[1115324f]::State[IDLE]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[IDLE]: unexpected data [783132f6]

Message Severity: 2
.\Source\Combo.cpp(2184)
Combo[1115324f]::State[IDLE]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[IDLE]: unexpected data [783132f6]

Message Severity: 2
.\Source\Combo.cpp(2184)
Combo[1115324f]::State[IDLE]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[IDLE]: unexpected data [783132f6]

Message Severity: 2
.\Source\Combo.cpp(2184)
Combo[1115324f]::State[IDLE]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(2305)
Combo[1115324f]::State[JUMPDASH2]::Animation: scope ignored for non-combo animation 'fall_upper'

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 :lol:


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?

EDIT - Ah wait! I see something:
Hidden/Spoiler:
State("IDLE")
{
Duration(0.0); // infinite duration
EnergyRestoreRate(); // (0.0, "FromSoldier")
InputLock(0.15, "Sprint", "Jump", "Crouch");

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..

here is my combo sate (with braket)
Hidden/Spoiler:
[code]OffhandAnimation("stand_useforce", "FIRE")
{
Loop("FinalFrame");
AimType("Torso");
BlendInTime(0.15);
BlendOutTime(0.15);
}
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");

Animation("stand_attack1a_end");
Animation("stand_attack1b");
Animation("stand_attack1a_upper")
{
AimType("None");
BlendInTime(0.0);
BlendOutTime(0.3);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.2);
}
Animation("stand_attack1a_lower")
{
BlendInTime(0.3);
BlendOutTime(0.3);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.15);
}

// Throw stuff....
ThrowAnimation("stand_throw");

State("IDLE")
{
Duration(0.0); // infinite duration
EnergyRestoreRate(); // (0.0, "FromSoldier")
InputLock(0.15, "Sprint", "Jump", "Crouch");

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");
}
}
}

//Forward declare animations to allow BlendTimeTo references:
Animation("stand_attack1b_end");
Animation("stand_attack1c");
[/code]

Re: My unit is bouncing around... (combo help)

Posted: Tue Nov 17, 2009 10:28 pm
by Fiodis
Woah, wait, is that your entire combo? That's it? There's no more?

Re: My unit is bouncing around... (combo help)

Posted: Tue Nov 17, 2009 10:31 pm
by MileHighGuy
no that is not my enitire combo, that is my idle.

and i fixed the spacing (i think) but it still crashes. Here is my new idle state.

Code: Select all

State("IDLE")
{
    Duration(0.0);  // infinite duration
    EnergyRestoreRate();    // (0.0, "FromSoldier")
    InputLock(0.15, "Sprint", "Jump", "Crouch");

    Transition("DASHATTACK")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0
            Posture("Sprint");
            Button("Fire", "Press");
        }
    }
    Transition("JUMPDASH")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0
            Posture("Jump");
            Button("Fire", "Press");
        }
    }
}
EDIT: and here are the parts of the error log that concern combos
Hidden/Spoiler:
Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[JUMPDASH]: unexpected data [3d31a706]

Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[JUMPDASH]: unexpected data [999ec9a6]

Message Severity: 2
.\Source\Combo.cpp(2645)
Combo[1115324f]::State[JUMPDASH]: unexpected data [8d1a7a7d]

Message Severity: 2
.\Source\Combo.cpp(3380)
Combo[1115324f]: unexpected data [0e0d9594]

Message Severity: 2
.\Source\Combo.cpp(3380)
Combo[1115324f]: unexpected data [2fa0fd0d]

Message Severity: 2
.\Source\Combo.cpp(3380)
Combo[1115324f]: unexpected data [11b79e53]

Message Severity: 2
.\Source\Combo.cpp(3380)
Combo[1115324f]: unexpected data [2b43d2e9]

Message Severity: 2
.\Source\Combo.cpp(3234)
Combo[1115324f]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(3380)
Combo[1115324f]: unexpected data [6307b6ad]

Message Severity: 2
.\Source\Combo.cpp(3380)
Combo[1115324f]: unexpected data [f94f0054]

Message Severity: 2
.\Source\Combo.cpp(3380)
Combo[1115324f]: unexpected data [4595b8fd]

Message Severity: 2
.\Source\Combo.cpp(3234)
Combo[1115324f]: unexpected scope

Message Severity: 2
.\Source\Combo.cpp(3380)
Combo[1115324f]: unexpected data [a62782e2]
Edit2: I've got these errors in the mungelog, what do they mean?
Hidden/Spoiler:
ERROR[configmunge odf\zom_inf_fast_zombie.combo]:This file has an extra closing bracket somewhere! (i know what this one means)
ERROR[configmunge odf\zom_inf_fast_zombie.combo]:[INTERNAL: Chunk nesting underflow]
ERROR[configmunge odf\zom_inf_fast_zombie.combo]:[INTERNAL: Chunk nesting underflow]
[continuing]
ERROR[configmunge odf\zom_inf_infected.combo]:[INTERNAL: Chunk nesting underflow]
ERROR[configmunge odf\zom_inf_infected.combo]:[INTERNAL: Chunk nesting underflow]
[continuing]
5 Errors 0 Warnings

Re: My unit is bouncing around... (combo help)

Posted: Fri Nov 20, 2009 8:10 pm
by [TFA]Padawan_Fighter
from the error log, it looks like it has too many MODL chunks or something, but it doesn't look like you've changed the model any...

Re: My unit is bouncing around... (combo help)

Posted: Fri Nov 20, 2009 10:23 pm
by Fiodis
Rarely does one find MODL chunks in the combo.

Re: My unit is bouncing around... (combo help)

Posted: Mon Nov 23, 2009 1:30 am
by [TFA]Padawan_Fighter
Well, it's a chunk of SOMETHING, but I don't know what..

Re: My unit is bouncing around... (combo help)

Posted: Mon Nov 23, 2009 11:12 pm
by Fiodis
I believe this one:

Code: Select all

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.