Spawn more than the default max units? [Solved]

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wishihadaname
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Spawn more than the default max units? [Solved]

Post by wishihadaname »

ok now that i figured out how to fix the lighting i added more troops however no matter what i do it always spawns the same old 20 something troops set as the default and i can't get it to spawn the 131 imps vs 70 rebels idk what i should do my lua i think is fine and my BFront2.log isn't showing me ANYTHING useful can someone help me?

the BFront2.log
Hidden/Spoiler:
Opened logfile BFront2.log 2008-07-01 1857
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: 03CF494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie cor1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 22
EraSelection.subst = c era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 33
EraSelection.subst = c era_c
EraSelection.subst = g era_g
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CF494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 27
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie cor1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton = check_era1
cur_button = nil
this.CurButton = check_mode4
cur_button = nil
bEra_CloneWar = nil bEra_Galactic = 1
clonewar_visable = true galactic_visable = true
Adding map: TCAg_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\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

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\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_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\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

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 (imp1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier imp_inf_darktrooper has geometry collision

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp2_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp2_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp2_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp2_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp2_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp2_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp2_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp2_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=a68cb4a0: trying to replace "tat_bldg_barge" with "tat_bldg_barge2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=a98cb959: trying to replace "tat_bldg_barge" with "tat_bldg_barge1"

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'DLT-19s_Sniperrifle' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'Q2_Holdout_Blaster' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'Baradium-Core_thermal_detonator' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'CUSTOM_DLT-19s_Sniperrifle' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'CUSTOM_SE-14_based_Verpine' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'HH-4_Grenadelauncher' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'Class-A_thermal_detonator' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'TB-47_Timebomb' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'E-11_Rifle' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'F-187_Fusioncutter' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'KE-6b_Mine' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'DLT-20A_Rifle' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'DLT-20s_Sniperrifle' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'Power-5_Pistol' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'CUSTOM_DLT-20s_Sniperrifle' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'E-11b_Carbine' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'E-11b_Flamethrower' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'A280_Rifle' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'Conner_Ship_Systems_3HX3_Mine' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'E-11arc_Arccaster' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'SE-14r_Pistol' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'HH-15_Rocketlauncher' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'CUSTOM_HH-15_Rocketlauncher' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'PTL_Rocketlauncher' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'CUSTOM_PTL_Rocketlauncher' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'A295_Carbine' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'LXR-6_concussion_grenade' is not localized for stats page

Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 158.948486, z = -109.371292


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -227.839294, z = 196.721161


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 167.802155, z = -120.123062


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -231.867096, z = 199.534973


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 159.328094, z = -144.200241


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 140.663315, z = -116.031303


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 156.331802, z = -133.637466


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -228.210800, z = 167.837433


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 133.886887, z = -134.541534


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 169.769592, z = -128.969910


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 139.122589, z = -107.357368


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 142.296677, z = -140.690002


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -203.322296, z = 189.296066


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 135.827591, z = -115.539619


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 140.971329, z = -133.022705


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 159.147995, z = -144.328049


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 139.047577, z = -131.827164


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 150.018387, z = -137.993637


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 135.965363, z = -113.863319


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 132.692734, z = -124.873230


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 126.443314, z = -127.771301


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 143.311966, z = -137.469269


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 135.185181, z = -104.162064


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 135.566589, z = -136.642975


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 138.433899, z = -118.775124


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 125.994751, z = -142.064362


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 139.086029, z = -131.771103


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 142.558044, z = -128.132431


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 138.551926, z = -144.230911


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 140.853989, z = -139.733627


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 137.891479, z = -144.233932


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 141.545441, z = -129.660934


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 132.445877, z = -130.576538


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 134.280304, z = -126.048569


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 141.165863, z = -126.559174


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 149.656311, z = -136.517960


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 138.411026, z = -122.592804


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 141.650970, z = -132.111557


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 140.823105, z = -132.747772


Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = 140.764847, z = -136.618179
and here is my lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

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"}



--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:Start()

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(40)
SetMaxPlayerFlyHeight(40)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_luke_jedi")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_hover_speederbike",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_fly_destroyer_dome" )

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetupTeams{
all = {
team = ALL,
units = 70,
reinforcements = 1500,
soldier = { "all_inf_rifleman",9, 40},
assault = { "all_inf_rocketeer",1,10},
engineer = { "all_inf_engineer",1,10},
sniper = { "all_inf_sniper",1,5},
officer = { "all_hero_luke_jedi",1,1},
special = { "all_inf_wookiee",1,4},
},
imp = {
team = IMP,
units = 131,
reinforcements = 1500,
soldier = { "imp_inf_rifleman",9, 50},
assault = { "imp_inf_rocketeer",1,20},
engineer = { "imp_inf_engineer",1,20},
sniper = { "imp_inf_sniper",1,20},
officer = { "imp_hero_darthvader",1,1},
special = { "imp_inf_dark_trooper",1,20},
},
}

--SetHeroClass(ALL, "all_hero_hansolo_tat")
--SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 50)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("SoldierAnimation", 400)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:TCA\\TCA.lvl", "TCA_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

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

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
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Re: were's my backup!

Post by Teancum »

Add SetUberMode(1) right above SetMaxFlyHeight(40)
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Re: were's my backup!

Post by wishihadaname »

hu :O? ubermode lol that like something i would have come up with is that seriusly gonna work????

EDIT: wow it worked this is leet thanks tean i thought u were joking for a second there cas it seemed to odd to be part of computer code *shurg* anyway thanks alot for your help i can finnaly get my mod working only one thing im not sure about though, can i add x-wings? if so how?
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Re: were's my backup!

Post by DarthD.U.C.K. »

*cough*link*cough*
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Re: were's my backup!

Post by wishihadaname »

hu? im sorry could u explain this like oyu would to a stupid child? i don't know how to add space vehicles to a ground map.
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Re: were's my backup!

Post by DarthD.U.C.K. »

the tutorial explains how to :P
theres no difference between space and other vehicles
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Re: were's my backup!

Post by wishihadaname »

ok just one more thing when npc's drive ships they need some kind of planning obviusly or else they will randomly crash into walls is there any way to do that on a ground map or should i make just one ship for players to use?
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Re: were's my backup!

Post by Teancum »

Yeah, there should be a doc on flyer splines in the tools.
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Re: were's my backup!

Post by wishihadaname »

im sorry but i didn't understand it its too technical i'm not very good with that kind of stuff could u please explain how to get this to work i just need a basic flight path for 2 x wings and a ywing to fly in formation a repeated pattern and straif any imps they see. how do i do that?
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Re: were's my backup!

Post by obiboba3po »

cant you just use planning? isnt there a tab under planning for vehicles? :?
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Re: were's my backup!

Post by wishihadaname »

like i said idk and i won't know if its working if i can't get the dang y-wing to spawn the stupid thing keeps saying that the vehicle spawn is missing class also it says that a chunk of the y-wing is missing so idk but its not even spawning
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Re: were's my backup!

Post by obiboba3po »

heres a vehicle tut that works:
Eagle Eye wrote:I wrote a little tut for you:
EDIT: This tutorial is only for adding existing vehicles from the assets and not from own sides
1) Open your map in ZE
2) click on the Object tag under edit mode
3) open the "com_item_vehicle_spawn.odf" under data_MODID/common/odfs/com_item_vehicle_spawn.odf
4) place the vehspawn somewhere on you map and click on it.
5) now at the left side, u see somewhere under label "team", choose the team of the vehicle u place.
U can see what team the rep or cis is in the lua: (by example this is the c con lua:)
Hidden/Spoiler:
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
So if you want to place a vehicle for using in the rep team, u have to choose 1 in the team field.
6) Now, before we filling in the object instance box at the right side, we need to create the needed region for the vehicle:
Go to "region" in the edit mode and create a new box shaped region called (cp name)+_control. example: cp1_control. Alse paste the same name into the class properties beside the region ID.
Place this region around the vehicle spawn.

Now click on the cp u choosed (in the example: cp1) and where the vehicle belongs to. In the object instance box of this cp u should have the captureregion, controlregion, spawnpath...etc. We placed a control region for the vehicle so we will fill in the control region the name we gived to the region. cp1_control in the example.

7) Click on the vehicle spawn and u see in the right object instance box "controlzone". Fill here only the name of the cp in (ex: cp1).
Go back to your lua and look for the team u choosed for the vehicle, the defending (DEF) or attacking (ATT)team.
So the rep is the attacking team and the cis is the defending team.
Hidden/Spoiler:
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
So go back to the object instance of the vehicle and go down in the box. If you choosed now for example the rep team (ATT) go in the box looking for ClassRepATK. Fill now the name of the vehicle in this field.
In this tutorial we gonna use vehicles from the assets.
So for know the vehicle name, go to BF2_ModTools\assets\sides\ the side u choose \ inside this side open the req file (rep.req for my example). Now u see a whole list of items used in the side. I will choose now the rep_fly_gunship_sc as my vehicle.
8) The last step you have to do is calling the lua wich vehicle you want to use.
Go to your lua script. I work in my example with rep and cis so i have to go in the c_con.lua script.
You will now see the following lines:
Hidden/Spoiler:
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper_felucia",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_anakin")

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")
Now add the vehicle name in this line:
Hidden/Spoiler:
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper_felucia",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_anakin",
"rep_fly_gunship_sc")

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")
Do not forget to add the , if u place the vehicle after another name like in my example.
9) Munge the map and test!
Thats it! I hope this will help you and if someone found something wrong or a thing i forgot please post so i can update my tutorial!
NOTE: I'm dutch so i hope you can understand it :wink:
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Re: were's my backup!

Post by wishihadaname »

thanks i already knew that though i just figured otu im a total retard i was using all_fly_ywing cas thats in teh req. folder turns out there isn't an odf called all_fly_ywing i just figured out i have to use all_fly_ywing_sc im tarded! :funny2

EDIT: It lives!.... but its almost as dumb as i am the npc's get in and fly into the hanger wall! how do i add a path for it to follow? :cpu:
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Re: were's my backup!

Post by Teancum »

Flyer splines are just like vehicle spawn splines. Other than that just re-read the docs like 5 times. It's hard but you really don't understand it until you get your hands dirty.
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Re: were's my backup!

Post by wishihadaname »

ok thanks the pilot (if he gets out of the hanger) is actually preatty smart i think they know were the ground is and they follow the plans i put for the infantry.

just one last thing

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "FLEffectObject::OffsetMatrix" is full; raise count to at least 100

what is that supposed to be idk were to find that memory pool?
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Re: were's my backup!

Post by obiboba3po »

read this, its nothing. 90% of the bf2 log is just random stuff that they either never put in the game or its just always there. ignore anything that says "severity: 2" the only ones that crash the game or do anything bad is severity 3 and above.
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