Map crashing with no level 3 errors

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Snork
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Map crashing with no level 3 errors

Post by Snork »

There are no level 3's. There are no level 2's that would cause a crash.


This is at the bottom.
Hidden/Spoiler:
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.66);
Button("FIRE_SECONDARY", "PRESS");
TimeStart(0.23);
TimeEnd(0.56);
Button("FIRE", "PRESS");
Posture("STAND");
TimeStart(0.23);
TimeEnd(0.56);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.66);
Button("FIRE_SECONDARY", "PRESS");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE", "PRESS");
Break();
Button("FIRE", "PRESS");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break(0.66);
Button("FIRE_SECONDARY", "PRESS");
I'm using no custom combos, no custom animations. I really don't get it.
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Re: Errorlog is make sad Snork

Post by CalvaryCptMike »

I think you're going to have to be a bit more specific about your problem. Did you add a new unit or did this just start happening? What have you changed since it last worked? Have you done a manual clean? Those can solve and cause problems if you're not careful. Did you mess with the camera settings or the FOV?
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Re: Errorlog is make sad Snork

Post by Snork »

I originally was trying to add custom anims to a unit and this problem started occuring so I took out the custom animations and it still kept happening. The game would load, and crash about 10 seconds in. The log wasn't always the same though, sometimes it would be different things that looked like combo file (different animations were crashing it, I'm guessing). I'll try a manual clean.


edit: Manual clean didn't fix anything, same problem, same kind of errorlog. I can understand why it wouldn't have liked my custom animations, but this is with stock animations! roar.
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Re: Errorlog is make sad Snork

Post by Dakota »

i have never seen an error log like that before :shock:
just make sure it is the latest one, it only makes an error log if u use the programer version of the game (small one with the half green thingy)
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Re: Errorlog is make sad Snork

Post by Snork »

Trust me dawg, it is :P


Edit: I've removed all custom units from the map, AND IT STILL CRASHES! and there are now no messages in the errorlog that could even concievably cause a crash. What the hell, world?

edit2: I'm just gonna remake this map... when you're getting crashes with stock lua, sides and a very basic map it is time to give up.
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Re: Errorlog is make sad Snork

Post by DarthD.U.C.K. »

did you put in a cutom animated prop? animations can crash a map without any error.
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Re: Errorlog is make sad Snork

Post by Snork »

No animated props. I've remade the map without custom sides AT ALL and it still crashes. I don't know what could possibly be causing the crash because there are no objects, no custom sides, no ANYTHING and yet it still has animation crash things. :(
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Re: Errorlog is make sad Snork

Post by THEWULFMAN »

Dakota wrote:i have never seen an error log like that before.
How often do you play the game in the debugger? Most people just use it to check for errors. If you just play any map, you will see similar results.
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Re: Errorlog is make sad Snork

Post by Snork »

Does munge copy files from the animations assets to put into new worlds?
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Re: Errorlog is make sad Snork

Post by DarthD.U.C.K. »

no, the unmunged animations are all in the assets\animations-folder
(not sure whether i understood your question right)
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Re: Errorlog is make sad Snork

Post by FragMe! »

Snork wrote:No animated props. I've remade the map without custom sides AT ALL and it still crashes. I don't know what could possibly be causing the crash because there are no objects, no custom sides, no ANYTHING and yet it still has animation crash things. :(
So you are saying you have made a totally new map, have nothing in it other than the default CPs flags and what not and it is still crashing with the same errorlog when you try to play the map. Does playing any other map including stock ones do the same thing?
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Re: Map crashing with no level 3 errors

Post by Snork »

The map is broken again. However, the errorlog seems a bit clearer!


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_jumpattack_recover(_upper)


This animation does not exist, what should I do?
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Re: Map crashing with no level 3 errors

Post by THEWULFMAN »

Snork wrote:The map is broken again. However, the errorlog seems a bit clearer!


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_jumpattack_recover(_upper)


This animation does not exist, what should I do?

Thats pretty harmless as I get it all the time with no CTD.
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Still getting weird crashes

Post by Snork »

Well.. my map is CTDing :S


Edit: I'm at the same point I was at before. It just crashes after a certain amount of time. No errorlog messages that would warrant it. Sigh. Do you think raising some memorybanks would help?



EDIT
Hidden/Spoiler:
[code]Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'sk3_weap_zombiehand' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'sk3_weap_inf_pistol' is not localized for stats page[/code]
Nobody seems to be caring about the other topic, so lock that one if you must. But I still need help. Does anyone have ANY clues?
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Re: Map crashing with no level 3 errors

Post by AQT »

Snork wrote:I've remade the map without custom sides AT ALL and it still crashes. I don't know what could possibly be causing the crash because there are no objects, no custom sides, no ANYTHING...
Well, then, what is there?
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Re: Map crashing with no level 3 errors

Post by Snork »

Player one character
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_hero_default"
GeometryName = "all_inf_tatooinehansolo.msh"

[Properties]
UnitType = "pilot"

GeometryName = "all_inf_tatooinehansolo"
GeometryLowRes = "all_inf_tatooinehansolo_low1"
FirstPerson = "all\allhstat;all_1st_tatooinehansolo"

HealthType = "person"
MaxHealth = 2500.0
AddHealth = 5.0

WEAPONSECTION = 1
WeaponName1 = "sk3_weap_inf_pistol"
WeaponAmmo1 = 0

//WEAPONSECTION = 2
//WeaponName2 = "all_weap_inf_fusioncutter"
//WeaponAmmo2 = 1




//SOUND
FoleyFXClass = "all_inf_soldier"

VOSound = "all_off_response_hero_command SC_Follow"
VOSound = "all_off_response_hero_command SC_StopFollow"
VOSound = "all_off_response_hero_command SC_VehicleWaitUp"
VOSound = "all_off_response_hero_command SC_GetIn"
VOSound = "all_off_response_hero_command SC_GetOut"

VOSound = "han_hero_pc_com_hostile SpottedVO"
VOSound = "han_hero_pc_com_mechanic NeedRepairVO"
VOSound = "han_hero_pc_com_transport NeedPickupVO"
VOSound = "han_hero_pc_com_backup NeedBackupVO"
VOSound = "han_hero_pc_com_clear_area AttackPositionVO"
VOSound = "han_hero_pc_com_defend DefendPositionVO"

VOSound = "han_hero_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "han_hero_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "han_hero_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "han_hero_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "han_hero_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "han_hero_pc_com_defend_inVehicle DefendPositionVO +InVehicle"


SndHeroSelectable = ""
SndHeroSpawned = "hero_han_spawn"
SndHeroDefeated = "hero_han_exhausted"
SndHeroKiller = "hero_han_exhausted"

VOSound = "hero_han_AcquiredTarget AcquiredTarget"
VOSound = "hero_han_KillingSpree4 KillingSpree4"

VOUnitType = 185
SoldierMusic = "all_hero_Han_lp"
Zombie (there are 3 different ones, but the only difference is the skin
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_inf_default"
GeometryName = "all_inf_luke.msh"

[Properties]
GeometryName = "all_inf_luke"
GeometryLowRes = "all_inf_luke_low1"



MaxHealth = 500.0

MaxSpeed = 3.0
MaxStrafeSpeed = 1.0
MaxTurnSpeed = 1.0
JumpHeight = 0.0

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

WeaponName1 = "sk3_weap_zombiehand"
WeaponAmmo1 = 0

//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_dooku_spawn"
SndHeroDefeated = "hero_dooku_exhausted"
SndHeroKiller = "hero_dooku_exhausted"

VOSound = "cis_off_response_hero_command SC_Follow"
VOSound = "cis_off_response_hero_command SC_StopFollow"
VOSound = "cis_off_response_hero_command SC_VehicleWaitUp"
VOSound = "cis_off_response_hero_command SC_GetIn"
VOSound = "cis_off_response_hero_command SC_GetOut"

VOSound = "hero_dooku_AcquiredTarget AcquiredTarget"
VOSound = "hero_dooku_KillingSpree4 KillingSpree4"

VOUnitType = 195
SoldierMusic = "cis_hero_Dooku_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
LowHealthThreshold = "0.0"
FoleyFXClass = "cis_inf_soldier"
Zombie combo file
Hidden/Spoiler:
OffhandAnimation("stand_useforce", "FIRE")
{
Loop("FinalFrame");
AimType("Torso");
BlendInTime(0.15);
BlendOutTime(0.15);
}
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");

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

Transition("BACK_ATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Button("Fire", "Press");
Thrust(">", 0.25);
ThrustAngle(135, 225);
}
}
Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Button("Fire", "Press");
}
}
Transition("DASHATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint");
Button("Fire", "Press");
}
}
Transition("JUMPATTACK_FALL")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump", "Jet");
//The following should be true during a jetjump, jump, or fall
// unless we're more than 0.35 seconds from the apex.
//NOTE: This may leave too little time for the jumpattack_fall anim
// to play if darth is jetting very close to the ground, and may
// not allow darth to jump attack during a long fall from high up.
//VelocityY(">", -6.3);
Button("Fire", "Press");
}
}
}

State("BACK_ATTACK")
{
Posture("Stand");
Animation("stand_attack_backwards")
{
BlendInTime(0.15);
BlendOutTime(0.15);
}

Sound("saber_double", 3, "Frames");

Duration(35, "Frames");

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
DamageTime(6, 10, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(6.0);
}

Attack()
{
DamageTime(17, 22, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(6.0);
}

Transition("IDLE");
}

//Forward declare animations to allow BlendTimeTo references:
Animation("stand_attack1a");
Animation("stand_attack1a_end");
Animation("stand_attack1b");
Animation("stand_attack1b_end");
Animation("stand_attack1c");

State("ATTACK1")
{
Posture("Stand");
Animation("stand_attack1a");
Sound("saber_swing");

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
DamageTime(2, 5, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(3.0);
}

Transition("ATTACK2")
{
If()
{
Break(14, "Frames");
TimeStart(4, "Frames");
TimeEnd(19, "Frames");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER1");
}

State("RECOVER1")
{
Posture("Stand");
Animation("stand_attack1a_end")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}

InputLock("All", "!Thrust");
AlignedToThrust();

Transition("IDLE");
}

State("ATTACK2")
{
Posture("Stand");
Animation("stand_attack1b")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1b_end", 0.0);
BlendTimeTo("stand_attack1c", 0.0);
}
Sound("saber_swing", 5, "Frames");

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
DamageTime(7, 12, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(3.0);
}

Transition("ATTACK3")
{
If()
{
Break(20, "Frames");
TimeStart(8, "Frames");
TimeEnd(24, "Frames");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("IDLE");
}

State("ATTACK3")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("saber_attack_three");

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(12.0);
VelocityFromStrafe(3.0);
}
AlignedToThrust();

TurnFactor(0.5);

Duration(14, "Frames");

InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
DamageTime(2, 11, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(600);
Push(8.0);
}
Attack()
{
DamageTime(11, 22, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(600);
Push(8.0);
}

Transition("ATTACK3_LAND");
}

State("ATTACK3_LAND")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
Until()
{
Break(25, "Frames");
}
}
AlignedToThrust();

TurnFactor(0.5);

InputLock("All", "!Thrust"); // lock all controls for duration of state

Attack()
{
DamageTime(11, 22, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(600);
Push(8.0);
}

Transition("IDLE");
}

State("DASHATTACK")
{
Posture("Sprint");
Animation("stand_dashattack_upper")
{
AimType("FullBody");
}
Animation("stand_dashattack_lower")
{
AimType("FullBody");
}

Sound("saber_double", 4, "Frames");

AnimatedMove()
{
VelocityZ(13.0);
VelocityX(0.0);
VelocityFromThrust(5.0);
VelocityFromStrafe(1.0);
If()
{
Break(20, "Frames");
}
}
TurnFactor(0.3);

InputLock("All", "!Thrust");
Attack()
{
DamageTime(5, 11, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(8.0);
}

Attack()
{
DamageTime(13, 18, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(8.0);
}

Transition("IDLE");
{
If()
{
Break(30, "Frames");
ButtonsPressed("Any");
}
}
}

// forward declare jumpattack_land, since jumpattack_fall refers to it:
Animation("jumpattack_land");

State("JUMPATTACK_FALL")
{
Posture("Jump");

Animation("jumpattack_fall")
{
Loop("FinalFrame");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
// BlendTimeTo("jumpattack_land", 0.15);
}

Sound("com_weap_throw");

Duration(0);

EnergyRestoreRate(0.0);

Gravity(4.0);
GravityVelocityTarget(-15.0); // accelerate us
AnimatedMove()
{
VelocityFromThrust(90.0);
VelocityFromStrafe(0.0);
}

InputLock("All", "!Thrust"); // lock all buttons for duration of state

AlignedToThrust();

Transition("JUMPATTACK_LAND")
{
If()
{
Break();
Posture("Stand");
}
}
Transition("IDLE")
{
If()
{
Break();
Posture("Any", "!Stand", "!Jump", "!Jet");
}
}
}

State("JUMPATTACK_LAND")
{
Posture("Stand");

Sound("saber_swing");

Animation("jumpattack_land")
{
AimType("FullBody");
//SyncType("jumpattack_land", "ByTime");
BlendInTime(0.00);
BlendOutTime(0.20);
}

Attack()
{
DamageTime(0, 8, "Frames");
DamageLength(1.75);
DamageWidth(0.75);
Damage(800);
Push(10.0);
}

EnergyRestoreRate(0.0);

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

InputLock("All", "!Thrust");

Transition("JUMPATTACK_RECOVER");
}

State("JUMPATTACK_RECOVER")
{
Posture("Stand");

Animation("jumpattack_recover")
{
//SyncType("jumpattack_land", "ByTime");
BlendInTime(0.00);
BlendOutTime(0.20);
}

EnergyRestoreRate(0.0);

TurnFactor(0.3);

InputLock("All", "!Thrust");

Transition("IDLE");
}
Zombie Weapon
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

GeometryName = "sk3_weap_zombiehand"
//GeometryName = "all_weap_inf_lightsabre"
ComboAnimationBank = "human_sabre melee sk3_inf_zombie"


FirePointName = "hp_fire"
LightSaberLength = "0.000001"
LightSaberWidth = "0.000001"
LightSaberTexture = ""
LightSaberTrailColor = "0 0 0 0"
LUA
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end


---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()


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("ingame.lvl")

ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2gcw")

ReadDataFile("dc:SIDE\\sk3.lvl",
"sk3_hero_survivor",
"sk3_inf_zombie1",
"sk3_inf_zombie2",
"sk3_inf_zombie")

SetupTeams{
hero = {
team = ALL,
units = 0,
reinforcements = -1,
soldier = { "sk3_hero_survivor",0,2},
assault = { "", 1,2},
engineer= { "", 1,2},
sniper = { "", 1,2},
officer = { "", 1,2},
special = { "", 1,2},
},
}

SetupTeams{
villain = {
team = IMP,
units = 32,
reinforcements = -1,
soldier = { "sk3_inf_zombie", 6,10},
assault = { "sk3_inf_zombie1",6,11},
engineer= { "sk3_inf_zombie2", 6,11},
sniper = { "", 1,2},
officer = { "", 1,2},
special = { "", 1,2},

},
}


-- Level Stats


-- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("SoldierAnimation", 350)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:SK3\\SK3.lvl", "SK3_eli")
SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "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")

SetAttackingTeam(ATT)

-- 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);
end
ZE screenshot
Hidden/Spoiler:
Image
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: Map crashing with no level 3 errors

Post by THEWULFMAN »

Just found an issue. Your map. You have 1 hub with 8 connections, the max is 7. any higher and thats going to cause a CTD.
CalvaryCptMike
Captain
Captain
Posts: 476
Joined: Sat Feb 19, 2011 3:10 pm
Projects :: Nothing--absolutely nothing
Location: Freed by alien robots, now living on Mars
Contact:

Re: Map crashing with no level 3 errors

Post by CalvaryCptMike »

WULFMAN to the rescue!!! :thumbs: Learn something every day huh? :P
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: Map crashing with no level 3 errors

Post by THEWULFMAN »

THEWULFMAN wrote:Just found an issue. Your map. You have 1 hub with 8 connections, the max is 7. any higher and thats going to cause a CTD.

Actually I was wrong, its 8, not 7 thats the limit :oops:
FAIL, I will shut up now.
:themoreyouknow:
CalvaryCptMike
Captain
Captain
Posts: 476
Joined: Sat Feb 19, 2011 3:10 pm
Projects :: Nothing--absolutely nothing
Location: Freed by alien robots, now living on Mars
Contact:

Re: Map crashing with no level 3 errors

Post by CalvaryCptMike »

Ohhhh. :faint:
Oh well, no ones perfect.
Hidden/Spoiler:
:wink:
Okay just noticed something:
From your lua, you should probably take these out. They won't cause a ctd but they do add to the clutter. just comment them out.
Hidden/Spoiler:
SetupTeams{
hero = {
team = ALL,
units = 0,
reinforcements = -1,
soldier = { "sk3_hero_survivor",0,2},
assault = { "", 1,2},
engineer= { "", 1,2},
sniper = { "", 1,2},
officer = { "", 1,2},
special = { "", 1,2},

},
}

SetupTeams{
villain = {
team = IMP,
units = 32,
reinforcements = -1,
soldier = { "sk3_inf_zombie", 6,10},
assault = { "sk3_inf_zombie1",6,11},
engineer= { "sk3_inf_zombie2", 6,11},
sniper = { "", 1,2},
officer = { "", 1,2},
special = { "", 1,2},


},
}
2nd,
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

GeometryName = "sk3_weap_zombiehand"
//GeometryName = "all_weap_inf_lightsabre"
ComboAnimationBank = "human_sabre melee sk3_inf_zombie"


FirePointName = "hp_fire"
LightSaberLength = "0.000001"
LightSaberWidth = "0.000001"

LightSaberTexture = ""
LightSaberTrailColor = "0 0 0 0"
Okay I could be TOTALLY WRONG but I think that having ".0000001" as a value might cause troubles.

Taken from the wampa saber weapon ODF:
Hidden/Spoiler:
NumDamageEdges = "3"
OffhandFirePointName = "hp_fire_lightsabre bone_r_hand"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
Try changing the ODF's to that. Also have you tried running the map with stock sides?
That way we could narrow it down to wether it's the map or sides that's the prob. :?
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