weapon

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
mutedrancor
Master Sergeant
Master Sergeant
Posts: 177
Joined: Fri Dec 07, 2007 8:27 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: HMMM.......

weapon

Post by mutedrancor »

so i followed the FloatingIconTutorial but when i run my map i got this error

ERROR[levelpack rep.req]:munged\pc\extraweapons.config is not a binary UCF file!ERROR[levelpack rep.req]:munged\pc\extraweapons.config is not a binary UCF file! [continuing]
2 Errors 0 Warnings
what do i do to fix it
RepSharpshooter
Gametoast Staff
Gametoast Staff
Posts: 1351
Joined: Tue Jul 10, 2007 4:10 pm

Re: weapon

Post by RepSharpshooter »

There could be a syntax error in your hud file, or your req file, make sure everything is correct.
mutedrancor
Master Sergeant
Master Sergeant
Posts: 177
Joined: Fri Dec 07, 2007 8:27 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: HMMM.......

Re: weapon

Post by mutedrancor »

i fixed that one but with the emp i got this



ERROR[configmunge extraweapons.hud]:[INTERNAL: Chunk nesting underflow]ERROR[configmunge extraweapons.hud]:[INTERNAL: Chunk nesting underflow] [continuing]
2 Errors 0 Warnings

here is the extraweapons.hud

Code:

ViewPort("Transforms")
{
EventNameFilter("player%")


TransformNameMesh("player1weapon1")
{
NameMesh("imp_weap_inf_launcher", "com_inv_mesh")
NameMesh("imp_weap_inf_pistol", "com_inv_mesh")
NameMesh("imp_weap_inf_rifle", "com_inv_mesh")
NameMesh("imp_weap_inf_sniperrifle", "com_inv_mesh")
NameMesh("hud_imp_flamethrower", "com_inv_mesh")


EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")

Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)


MeshInfo("imp_weap_inf_pistol")
{
Position(-0.246157, 0.356163, -0.003873, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.240000, 1.240000, 1.240000)
}

MeshInfo("imp_weap_inf_rifle")
{
Position(-0.216959, 0.360546, 0.003365, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("imp_weap_inf_launcher")
{
Position(-0.206202, 0.374467, 0.011042, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.640000, 0.640000, 0.640000)
}

MeshInfo("imp_weap_inf_sniperrifle")
{
Position(-0.211808, 0.367069, 0.001418, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.810000, 0.810000, 0.810000)
}

MeshInfo("hud_imp_flamethrower")
{
Position(-0.139062, 0.358333, 0.000000, "Viewport")
Rotation(0.013809, 0.000000, 359.991669)
Scale(0.250001, 0.250001, 0.250001)
}
}
}
}


TransformNameMesh("player1weapon2")

{

EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")

Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
}
}
}
}
Post Reply