Trouble getting new CP MSH to show up

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modmaster13
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Trouble getting new CP MSH to show up

Post by modmaster13 »

Ok so I went to go bring back the old CP model for com_bldg_major_controlzone from battlefront1. the old model is called com_bldg_controlzone_large. So I went into the com_bldg_major_controlzone.odf and changed this:
Hidden/Spoiler:
GeometryName = "com_bldg_controlzone.msh"
to this:
Hidden/Spoiler:
GeometryName = "com_bldg_controlzone_large.msh"
Then I saved the file. I go into ZE to see if it changed and it didn't. It also didn't change ingame. Please help.
Hidden/Spoiler:
com_bldg_controlzone_large.msh and com_bldg_controlzone_large.msh.option is in C:\BF2_ModTools\data_KSI\Common\mshs\PC
Last edited by modmaster13 on Sun Jul 10, 2011 2:33 pm, edited 1 time in total.
AQT
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Re: New CP msh not showing up

Post by AQT »

Change:

Code: Select all

GeometryName 		= "com_bldg_controlzone"
to:

Code: Select all

GeometryName 		= "com_bldg_controlzone_large"
And see how that looks in-game.
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Re: New CP msh not showing up

Post by modmaster13 »

It didn't show up in-game or in the ZE. Here is "com_bldg_major_controlzone.odf":
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "commandpost"
GeometryName = "com_bldg_controlzone_large"
GeometryScale = 1.0


[Properties]

BUILDINGSECTION = "BODY"

Label = "Major Control Zone"

NeutralizeTime = 36.0
CaptureTime = 16.0

MapTexture = "hud_flag_icon"
MapScale = 2.5
GeometryName = "com_bldg_controlzone"
HoloOdf = "com_holo_controlzone"
HoloImageGeometry = "com_icon_alliance alliance"
HoloImageGeometry = "com_icon_imperial empire"
HoloImageGeometry = "com_icon_republic republic"
HoloImageGeometry = "com_icon_CIS CIS"
HoloTurnOnTime = 2.2
ChargeSound = "com_blg_commandpost_charge defer"
CapturedSound = "com_blg_commandpost_capture defer"
DischargeSound = "com_blg_commandpost_discharge defer"
LostSound = "com_blg_commandpost_lost defer"
DisputeSound = "com_blg_commandpost_dispute defer"
AmbientSound = "all com_blg_commandpost_goodie defer"
AmbientSound = "cis com_blg_commandpost_baddie defer"
AmbientSound = "imp com_blg_commandpost_baddie defer"
AmbientSound = "rep com_blg_commandpost_goodie defer"
SoundPitchDev = "0.4"
Lighting = "dynamic"
AutoRespawnEnable = 1

[InstanceProperties]
CaptureRegion = ""
ControlRegion = ""
SpawnPath = ""
TurretPath = ""
AllyPath = ""
AllyCount = 65536
Radius = 0.0
ValueBleed_Alliance = 10
ValueBleed_CIS = 10
ValueBleed_Empire = 10
ValueBleed_Republic = 10
ValueBleed_Neutral = 0
ValueBleed_Locals = 0
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 10
Value_DEF_Alliance = 10
Value_DEF_CIS = 10
Value_DEF_Empire = 10
Value_DEF_Republic = 10
Value_DEF_Locals = 10
VO_All_AllCapture = "all_off_com_report_captured_commandpost"
VO_All_AllLost = "all_off_com_report_lost_commandpost"
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = "all_off_com_report_enemyCaptured_commandpost"
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = "imp_off_com_report_enemyCaptured_commandpost"
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = "imp_off_com_report_captured_commandpost"
VO_Imp_ImpLost = "imp_off_com_report_lost_commandpost"
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = "rep_off_com_report_captured_commandpost"
VO_Rep_RepLost = "rep_off_com_report_lost_commandpost"
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = ""
VO_Rep_CISCapture = "rep_off_com_report_enemyCaptured_commandpost"
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = ""
VO_CIS_RepCapture = "cis_off_com_report_enemyCaptured_commandpost"
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = ""
VO_CIS_CISCapture = "cis_off_com_report_captured_commandpost"
VO_CIS_CISLost = "cis_off_com_report_lost_commandpost"
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = ""
SoldierBan = ""
HoverBan = ""
SmallBan = ""
MediumBan = ""
HugeBan = ""
FlyerBan = ""
AISpawnWeight = ""
HUDIndex = ""
HUDIndexDisplay = 1
Yes I did munge common. :?
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DarthD.U.C.K.
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Re: New CP msh not showing up

Post by DarthD.U.C.K. »

the first "GeometryName" line above "[Properties]" is the geometry that is displayed in ZE. you need to insert the modelname with ".msh"-extenstion there.
the second "GeometryName" line below "[Propeties]" is the geometry that is used ingame. you need to insert the modelname without ".msh"-extentsion there.
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Re: New CP msh not showing up

Post by modmaster13 »

Still not working
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "commandpost"
GeometryName = "com_bldg_controlzone_large.msh"
GeometryScale = 1.0


[Properties]

GeometryName = "com_bldg_controlzone_large"

BUILDINGSECTION = "BODY"

Label = "Major Control Zone"

NeutralizeTime = 36.0
CaptureTime = 16.0

MapTexture = "hud_flag_icon"
MapScale = 2.5
GeometryName = "com_bldg_controlzone"
HoloOdf = "com_holo_controlzone"
HoloImageGeometry = "com_icon_alliance alliance"
HoloImageGeometry = "com_icon_imperial empire"
HoloImageGeometry = "com_icon_republic republic"
HoloImageGeometry = "com_icon_CIS CIS"
HoloTurnOnTime = 2.2
ChargeSound = "com_blg_commandpost_charge defer"
CapturedSound = "com_blg_commandpost_capture defer"
DischargeSound = "com_blg_commandpost_discharge defer"
LostSound = "com_blg_commandpost_lost defer"
DisputeSound = "com_blg_commandpost_dispute defer"
AmbientSound = "all com_blg_commandpost_goodie defer"
AmbientSound = "cis com_blg_commandpost_baddie defer"
AmbientSound = "imp com_blg_commandpost_baddie defer"
AmbientSound = "rep com_blg_commandpost_goodie defer"
SoundPitchDev = "0.4"
Lighting = "dynamic"
AutoRespawnEnable = 1

[InstanceProperties]
CaptureRegion = ""
ControlRegion = ""
SpawnPath = ""
TurretPath = ""
AllyPath = ""
AllyCount = 65536
Radius = 0.0
ValueBleed_Alliance = 10
ValueBleed_CIS = 10
ValueBleed_Empire = 10
ValueBleed_Republic = 10
ValueBleed_Neutral = 0
ValueBleed_Locals = 0
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 10
Value_DEF_Alliance = 10
Value_DEF_CIS = 10
Value_DEF_Empire = 10
Value_DEF_Republic = 10
Value_DEF_Locals = 10
VO_All_AllCapture = "all_off_com_report_captured_commandpost"
VO_All_AllLost = "all_off_com_report_lost_commandpost"
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = "all_off_com_report_enemyCaptured_commandpost"
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = "imp_off_com_report_enemyCaptured_commandpost"
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = "imp_off_com_report_captured_commandpost"
VO_Imp_ImpLost = "imp_off_com_report_lost_commandpost"
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = "rep_off_com_report_captured_commandpost"
VO_Rep_RepLost = "rep_off_com_report_lost_commandpost"
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = ""
VO_Rep_CISCapture = "rep_off_com_report_enemyCaptured_commandpost"
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = ""
VO_CIS_RepCapture = "cis_off_com_report_enemyCaptured_commandpost"
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = ""
VO_CIS_CISCapture = "cis_off_com_report_captured_commandpost"
VO_CIS_CISLost = "cis_off_com_report_lost_commandpost"
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = ""
SoldierBan = ""
HoverBan = ""
SmallBan = ""
MediumBan = ""
HugeBan = ""
FlyerBan = ""
AISpawnWeight = ""
HUDIndex = ""
HUDIndexDisplay = 1
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Re: New CP msh not showing up

Post by THEWULFMAN »

modmaster13 wrote:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "commandpost"
GeometryName = "com_bldg_controlzone_large.msh"
GeometryScale = 1.0


[Properties]

GeometryName = "com_bldg_controlzone_large"

BUILDINGSECTION = "BODY"

Label = "Major Control Zone"

NeutralizeTime = 36.0
CaptureTime = 16.0

MapTexture = "hud_flag_icon"
MapScale = 2.5
GeometryName = "com_bldg_controlzone" // <-- Remove
HoloOdf = "com_holo_controlzone"
HoloImageGeometry = "com_icon_alliance alliance"
HoloImageGeometry = "com_icon_imperial empire"
HoloImageGeometry = "com_icon_republic republic"
HoloImageGeometry = "com_icon_CIS CIS"
HoloTurnOnTime = 2.2
ChargeSound = "com_blg_commandpost_charge defer"
CapturedSound = "com_blg_commandpost_capture defer"
DischargeSound = "com_blg_commandpost_discharge defer"
LostSound = "com_blg_commandpost_lost defer"
DisputeSound = "com_blg_commandpost_dispute defer"
AmbientSound = "all com_blg_commandpost_goodie defer"
AmbientSound = "cis com_blg_commandpost_baddie defer"
AmbientSound = "imp com_blg_commandpost_baddie defer"
AmbientSound = "rep com_blg_commandpost_goodie defer"
SoundPitchDev = "0.4"
Lighting = "dynamic"
AutoRespawnEnable = 1

[InstanceProperties]
CaptureRegion = ""
ControlRegion = ""
SpawnPath = ""
TurretPath = ""
AllyPath = ""
AllyCount = 65536
Radius = 0.0
ValueBleed_Alliance = 10
ValueBleed_CIS = 10
ValueBleed_Empire = 10
ValueBleed_Republic = 10
ValueBleed_Neutral = 0
ValueBleed_Locals = 0
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 10
Value_DEF_Alliance = 10
Value_DEF_CIS = 10
Value_DEF_Empire = 10
Value_DEF_Republic = 10
Value_DEF_Locals = 10
VO_All_AllCapture = "all_off_com_report_captured_commandpost"
VO_All_AllLost = "all_off_com_report_lost_commandpost"
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = "all_off_com_report_enemyCaptured_commandpost"
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = "imp_off_com_report_enemyCaptured_commandpost"
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = "imp_off_com_report_captured_commandpost"
VO_Imp_ImpLost = "imp_off_com_report_lost_commandpost"
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = "rep_off_com_report_captured_commandpost"
VO_Rep_RepLost = "rep_off_com_report_lost_commandpost"
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = ""
VO_Rep_CISCapture = "rep_off_com_report_enemyCaptured_commandpost"
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = ""
VO_CIS_RepCapture = "cis_off_com_report_enemyCaptured_commandpost"
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = ""
VO_CIS_CISCapture = "cis_off_com_report_captured_commandpost"
VO_CIS_CISLost = "cis_off_com_report_lost_commandpost"
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = ""
SoldierBan = ""
HoverBan = ""
SmallBan = ""
MediumBan = ""
HugeBan = ""
FlyerBan = ""
AISpawnWeight = ""
HUDIndex = ""
HUDIndexDisplay = 1
modmaster13
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Re: New CP msh not showing up

Post by modmaster13 »

That didn't work either. :?
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "commandpost"
GeometryName = "com_bldg_controlzone_large.msh"
GeometryScale = 1.0


[Properties]

BUILDINGSECTION = "BODY"

Label = "Major Control Zone"

NeutralizeTime = 36.0
CaptureTime = 16.0

MapTexture = "hud_flag_icon"
MapScale = 2.5
GeometryName = "com_bldg_controlzone_large"
HoloOdf = "com_holo_controlzone"
HoloImageGeometry = "com_icon_alliance alliance"
HoloImageGeometry = "com_icon_imperial empire"
HoloImageGeometry = "com_icon_republic republic"
HoloImageGeometry = "com_icon_CIS CIS"
HoloTurnOnTime = 2.2
ChargeSound = "com_blg_commandpost_charge defer"
CapturedSound = "com_blg_commandpost_capture defer"
DischargeSound = "com_blg_commandpost_discharge defer"
LostSound = "com_blg_commandpost_lost defer"
DisputeSound = "com_blg_commandpost_dispute defer"
AmbientSound = "all com_blg_commandpost_goodie defer"
AmbientSound = "cis com_blg_commandpost_baddie defer"
AmbientSound = "imp com_blg_commandpost_baddie defer"
AmbientSound = "rep com_blg_commandpost_goodie defer"
SoundPitchDev = "0.4"
Lighting = "dynamic"
AutoRespawnEnable = 1

[InstanceProperties]
CaptureRegion = ""
ControlRegion = ""
SpawnPath = ""
TurretPath = ""
AllyPath = ""
AllyCount = 65536
Radius = 0.0
ValueBleed_Alliance = 10
ValueBleed_CIS = 10
ValueBleed_Empire = 10
ValueBleed_Republic = 10
ValueBleed_Neutral = 0
ValueBleed_Locals = 0
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 10
Value_DEF_Alliance = 10
Value_DEF_CIS = 10
Value_DEF_Empire = 10
Value_DEF_Republic = 10
Value_DEF_Locals = 10
VO_All_AllCapture = "all_off_com_report_captured_commandpost"
VO_All_AllLost = "all_off_com_report_lost_commandpost"
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = "all_off_com_report_enemyCaptured_commandpost"
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = "imp_off_com_report_enemyCaptured_commandpost"
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = "imp_off_com_report_captured_commandpost"
VO_Imp_ImpLost = "imp_off_com_report_lost_commandpost"
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = "rep_off_com_report_captured_commandpost"
VO_Rep_RepLost = "rep_off_com_report_lost_commandpost"
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = ""
VO_Rep_CISCapture = "rep_off_com_report_enemyCaptured_commandpost"
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = ""
VO_CIS_RepCapture = "cis_off_com_report_enemyCaptured_commandpost"
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = ""
VO_CIS_CISCapture = "cis_off_com_report_captured_commandpost"
VO_CIS_CISLost = "cis_off_com_report_lost_commandpost"
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = ""
SoldierBan = ""
HoverBan = ""
SmallBan = ""
MediumBan = ""
HugeBan = ""
FlyerBan = ""
AISpawnWeight = ""
HUDIndex = ""
HUDIndexDisplay = 1
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Re: New CP msh not showing up

Post by DarthD.U.C.K. »

the reason why it isnt working, is because all files in the commonfolder must be listed in the ingame.req in order to be loaded. copy the model and all additional files (msh.option, texture, bumpmap etc.) to your worlds msh-folder and the modified odf after renaming it to your worlds odf-folder and load it from there.
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Re: New CP msh not showing up

Post by modmaster13 »

So you want me to load the new CP mesh from my world's odf\msh folder? And then bring all the textures/msh/odfs and place them there?
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Re: New CP msh not showing up

Post by DarthD.U.C.K. »

yes, move all the files you need from the common folders to your worlds folders and renam the cpodf, otherwise the original cpodf will be loaded.
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Re: New CP msh not showing up

Post by modmaster13 »

Would I have to load it in my LUA? And would I have to make a req file for the CP?
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Re: New CP msh not showing up

Post by DarthD.U.C.K. »

no, once you got the files in your worlds folder you can place it just like any prop-
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Re: New CP msh not showing up

Post by AQT »

And you do not need to load it in your LUA since you wouldn't be replacing anything, and you already went through the trouble of renaming all of the files.

Also:
modmaster13 wrote:It didn't show up in-game or in the ZE. Here is "com_bldg_major_controlzone.odf":
Because you didn't actually do what I suggested/asked you to do. Anyway, it wouldn't have worked as D.U.C.K. already pointed out.
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Re: New CP msh not showing up

Post by modmaster13 »

AQT wrote:Because you didn't actually do what I suggested/asked you to do.
Kind of an annoying question but...
Hidden/Spoiler:
...what did you ask me to do? :?
Just curious in the odf, it says:
Hidden/Spoiler:
MapTexture = "hud_flag_icon"
Hidden/Spoiler:
HoloOdf = "com_holo_controlzone"
Would I have to bring these into the world's odf/msh/effects folder to make it work, or will it automatically load from the common effects/odf/msh folders?
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Re: New CP msh not showing up

Post by DarthD.U.C.K. »

modmaster13 wrote:...what did you ask me to do? :?
i dont think anybody is going to explain AQTs first post coulnt have been more clear.

about the texture and holo: yes it is loaded automatically because its included in the common files which are loaded automatically in all maps.
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Re: New CP msh not showing up

Post by modmaster13 »

DarthD.U.C.K. wrote:
modmaster13 wrote:...what did you ask me to do? :?
i dont think anybody is going to explain AQTs first post coulnt have been more clear.

about the texture and holo: yes it is loaded automatically because its included in the common files which are loaded automatically in all maps.
I feel like a fool, and I just wanted to make sure.

EDIT: Ok I replaced com_bldg_major_controlzone with my new CP com_bldg_controlzone_main and it looked fine in ZE, but when i munged and went ingame, the CP wasn't there and no units spawned except for the locals. Any suggestions?
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Re: New CP msh not showing up

Post by DarthD.U.C.K. »

if the ai is unable to spawn you must have incorrectly referenced the cps in the lua. check the bfron2log for messages regarding the new _main-cp.
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Re: New CP msh not showing up

Post by modmaster13 »

The name of the CP that has the new model is "CP2"

Bfront2.log
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1172)
Could not find odf "com_bldg_controlzone_main"!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1222)
Attempting to build an object, cp2, that does not have an .odf file associated with it
I'm positive I correctly referenced the CP's in the LUA.
Hidden/Spoiler:
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"}
cp5 = CommandPost:New{name = "CP5"}
cp6 = CommandPost:New{name = "CP10"}
cp7 = CommandPost:New{name = "CP11"}



--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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()

EnableSPHeroRules()

end
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DarthD.U.C.K.
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Re: New CP msh not showing up

Post by DarthD.U.C.K. »

do you have the "com_bldg_controlzone_main.odf" file in your data_XXX\Worlds\XXX\odf\ folder?
modmaster13
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Re: New CP msh not showing up

Post by modmaster13 »

com_bldg_controlzone_main is in data_***/Worlds/***/Main CP/odf/
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