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custom jedi is now working.

Posted: Wed Jul 12, 2006 3:21 pm
by Xavious
yeah. read the topic. i followed the docs, but it doesnt work. when i select my custom jedi and select spawn, the game crashes. also, it looks like hes loading a weapon on the select screen.

Posted: Wed Jul 12, 2006 3:28 pm
by Vyse
Post your Jedi's ODF and also run BF2_modtools.exe and see what the log says the error is.

Posted: Wed Jul 12, 2006 3:40 pm
by Fiminopter
Same thing happened to me. It turned out that I spelled his weapon name wrong.

Posted: Wed Jul 12, 2006 4:02 pm
by Xavious
//Luke
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "jed_inf_jedi.msh"

[Properties]
AISizeType = "HOVER"

GeometryName = "jed_inf_jedi"
GeometryLowRes = "jed_inf_jedi_low1"
OverrideTexture = "jed_inf_jedi03"

AnimationName = "szz_xavious"

HealthType = "person"
MaxHealth = 200.0
AddHealth = 20.0

MaxSpeed = 8.0
MaxStrafeSpeed = 6.0
MaxTurnSpeed = 5.0
JumpHeight = 3.5
RecoverFromTumble = "1"

NoEnterVehicles = 1

//Jet Jump
JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
//Jet Jump End

WEAPONSECTION = 1
WeaponName1 = "jed_weap_lightsaber_red"
WeaponAmmo1 = 0


//SOUND
VOUnitType = 0181
//SoldierMusic = "all_hero_Luke_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"

FoleyFXClass = "rep_inf_soldier"

//SndHeroSelectable = ""
//SndHeroSpawned = "hero_luke_spawn"
//SndHeroDefeated = "hero_luke_exhausted"
//SndHeroKiller = "hero_luke_exhausted"

//VOSound = "hero_luke_AcquiredTarget AcquiredTarget"
//VOSound = "hero_luke_KillingSpree4 KillingSpree4"


the combo-name thing is szz_xavious

Posted: Wed Jul 12, 2006 4:20 pm
by Fiminopter
Post your lightsaber odf too.

Right now you probably just need to delete the AnimationName. I've done that and the game still works.

Posted: Wed Jul 12, 2006 4:23 pm
by Xavious
[WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

ComboAnimationBank = "human_sabre melee szz_hero_xavious"

NumDamageEdges = 1

GeometryName = "imp_weap_inf_lightsabre"

FirePointName = "hp_fire"

LightSaberLength = "1.0"
LightSaberWidth = "0.08"

LightSaberTexture = "redlightsabre"

LightSaberTrailColor = "82 255 7 128"




EDIT: did i screw up the comboanimationbank thing?

Posted: Wed Jul 12, 2006 4:56 pm
by Xavious
oh yeah i checked the log thing and it says this over and over.

Message Severity: 3
.\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'szz_hero_xavious' failed to find animmap szz_xavious_

Posted: Wed Jul 12, 2006 5:46 pm
by danrosen
In the odf should the AnimationName be szz_hero_xavious rather than szz_xavious ?

Posted: Wed Jul 12, 2006 6:19 pm
by archer01
Things to check...

First off: Did you create an animation bank for this guy? Are all three of the animation files in your side's "munged" directory? They should all be named "szz_xavious" with different extensions. If not, then either create one or use a different bank.

Second: Is there a .combo file named "szz_hero_xavious" in your side's odf directory?

Posted: Wed Jul 12, 2006 7:40 pm
by Xavious
no, there is no combo file named "szz_hero_xavious", the combo file is "szz_xavious".
yes, i have the bank, it has three different "szz_xavious" extensions.
so i just have to fix that animation-bank and it should work?

Posted: Wed Jul 12, 2006 8:08 pm
by Fiminopter

Code: Select all

[WeaponClass]

ClassLabel          = "melee"
ClassParent			= "com_weap_inf_lightsaber"

[Properties]

ComboAnimationBank	= "human_sabre melee szz_xavious"

GeometryName        = "imp_weap_inf_lightsabre"

FirePointName       = "hp_fire"

LightSaberLength	= "1.0"
LightSaberWidth		= "0.08"

LightSaberTexture 	= "redlightsabre"

LightSaberTrailColor = "82 255 7 128"

I think that should be your lightsaber odf. Someone correct me if I am wrong.

Posted: Wed Jul 12, 2006 8:19 pm
by archer01
The line of code in question works like this:

ComboAnimationBank = "human_sabre melee NameOfComboFile"

So the code Fiminopter suggested should be right.

Posted: Wed Jul 12, 2006 10:03 pm
by Xavious
so the jedi odf looks good? ok i'll try it.
No. Try not. DO. - some famous old jedi

Posted: Thu Jul 13, 2006 1:02 pm
by Xavious
its still not working!

Posted: Thu Jul 13, 2006 1:25 pm
by Fiminopter
Well, how did you make your own saber combo?

Posted: Thu Jul 13, 2006 1:51 pm
by Xavious
i used the human_sabre animations(only basepose andstand_idle_emote_full), put them in my soldieranimationbank then double clicked munge.bat, and the animation files showed up in the sides munged folder

Posted: Thu Jul 13, 2006 2:20 pm
by Xavious
come on.....can anyone help?

Posted: Thu Jul 13, 2006 7:27 pm
by Xavious
nvrmind....i forgot the .combo file....how silly....