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Saber issues

Posted: Sat Dec 13, 2008 7:16 pm
by Fiodis
I tried to add a shortened blue lightsaber to a Gungan and got the resulting severity 3's:
Hidden/Spoiler:
Message Severity: 3
.\Source\WeaponMelee.cpp(3191)
WeaponMelee "all_weap_lightsaber_blue" invalid combo definition file "all_hero_luke_jedi"

Message Severity: 3
.\Source\WeaponMelee.cpp(3196)
WeaponMelee[all_weap_lightsaber_blue]::ComboAnimationBank invalid params "human_sabre melee all_hero_luke_jedi"
Is the luke animation missing? I thought that was loaded by default....

Re: Saber issues

Posted: Sat Dec 13, 2008 7:34 pm
by Fluffy_the_ic
Wait, do you, by any chance, have a more than one primary weapon and then have any secondary weapons? Because if you have a melee weapon, you can only have (at maximum) one primary and four secondaries, or 5 primaries and no secondaries.

Re: Saber issues

Posted: Sat Dec 13, 2008 7:37 pm
by Fiodis
The unit's odf:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_inf_default"
GeometryName = "nab_inf_gungan.msh"

[Properties]
UnitType = "pilot"

GeometryName = "nab_inf_gungan"
GeometryLowRes = "nab_inf_gungan_low1"
SkeletonName = "gungan"
SkeletonRootScale = "1.1"

OverrideTexture = "gungan03"

NumTentacles = "2"
BonesPerTentacle = "3"
TentacleCollType = "0"


//this keeps the player from entering first person with this char
forcemode = 1

MaxHealth = 200.0

WEAPONSECTION = 1
WeaponName = "all_weap_lightsaber_blue"
WeaponAmmo = 5

WEAPONSECTION = 2
WeaponName = "cis_weap_walk_droideka_shield"
WeaponAmmo = 0
WeaponChannel = 1

CAMERASECTION = "STAND"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.0 3.75"
TiltValue = "7"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.0 3.75"
TiltValue = "7"

CAMERASECTION = "SPRINT"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.0 5.0"
TiltValue = "7"
CameraBlendTime = "0.75"

VOUnitType = 171
HurtSound = "gungan_hurt"
DeathSound = "gungan_die"
LowHealthThreshold = "1.1"
FoleyFXClass = "wok_inf_soldier"

VOSound = "gungan_inf_chatter_AcquiredTarget AcquiredTarget"


AISizeType = "SOLDIER"
NoEnterVehicles = 0
I don't know how to add more weapons to a unit, so there's only 1 primary and 1 secondary.

Re: Saber issues

Posted: Sun Dec 14, 2008 5:41 am
by DarthD.U.C.K.
you have to put the "all_hero_luke_jedi" combo file into your odf-folder

Re: Saber issues

Posted: Sun Dec 14, 2008 12:20 pm
by Fiodis
Thanks, issue solved. But what if I wanted to make it slash, not like Luke, but like the Emperor? I suppose I would have to copy over the Emperor's COMBO, but what do I change in the saber's odf?

Re: Saber issues

Posted: Sun Dec 14, 2008 12:32 pm
by DarthD.U.C.K.
you cant just give combos to different anims, they will break most of the attacks (thats because the combos load all the anims, and not every unit has an own jumpattackanim or 1c_end anim)

to understand how to mix anims, read the jedicreationdoc, the scaling up units tutorial (for information how to munge new animsets, in the everything...thread) and the comboguide or however it was called by metalcorerancor (for informaion how to edit combos, in the released assets thread)

Re: Saber issues

Posted: Sun Dec 14, 2008 12:45 pm
by Fiodis
Well, I won't bother with it then. Anims confuse me, and I don't want to wreck my map. I suppose one day I'll make a test map and try this out, but for now it's not crucial to give the unit Emperor anims. It just looks somewhat wierd to hold a .2-meter blade with both hands. Is there a way to take block out of the COMBO easily?

Re: Saber issues

Posted: Sun Dec 14, 2008 12:50 pm
by DarthD.U.C.K.
yes, it is look on this or the last forumpage, there will be a topic about removing block