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Custom Unit CTD

Posted: Fri Aug 26, 2011 8:41 pm
by yuke5
So, I changed my GCW conquest to feature the Republic vs Wookies. At first, it worked fine. Then I added a wookie sniper to the mix. I can load the map fine, but then it crashes after one second. :cpu: I can't find anything useful in my error log, and if someone does, that would be appreciated. I have also posted all my odf's. Hopefully those might help.

My only un-explainable error(from my small source of knowledge)
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
The rest of the errors were level 2 errors, all relating to soldier animation banks.

My LUA:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
ALL = 2
REP = 1
-- These variables do not change
ATT = 1
DEF = 2

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"}



--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:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo


ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\wok.lvl",
"wok_inf_basic")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hover_barcspeeder")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "wok_inf_warrior",9, 25},
assault = { "wok_inf_rocketeer",1,4},
engineer = { "wok_inf_mechanic",1,4},


},
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},





},
}


AddUnitClass(ALL, "wok_inf_sniper")

-- 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)

SetMemoryPoolSize("Aimer", 14)
SetMemoryPoolSize("EntityCloth", 25)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("MountedTurret", 14)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 384)
SetMemoryPoolSize("TreeGridStack", 500)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:OI2\\OI2.lvl", "OI2_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_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", "rep_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")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_tat_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_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")

-- 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
My unit's ODF:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "wok_inf_default_wookie"
GeometryName = "wok_inf_wookiewarrior.msh"

[Properties]
//ClothODF = "wok_inf_wookiewarrior_dreads1"
//ClothODF = "wok_inf_wookiewarrior_dreads2"
//ClothODF = "wok_inf_wookiewarrior_dreads3"
//ClothODF = "wok_inf_wookiewarrior_dreads4"

// the cool bit - Mike Z
AnimatedAddon = "DREADS"
GeometryAddon = "wok_inf_wookiedreads"
AddonAttachJoint = "bone_head"
NumTentacles = "4"
BonesPerTentacle = "5"
TentacleCollType = "1"

UnitType = "Scout"

GeometryName = "wok_inf_wookiewarrior"
GeometryLowRes = "wok_inf_wookiewarrior_low1"
FirstPerson = "all\allwook;all_1st_wookie"
SkeletonName = "wookie"
SkeletonLowRes = "wookielz"

//OverrideTexture = "wookie02"
//OverrideTexture2 = "wookieface02"

MaxHealth = 250.0

WEAPONSECTION = 1
WeaponName = "wok_weap_inf_sniper_rifle"
WeaponAmmo = 6

WEAPONSECTION = 3
WeaponName = "wok_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1]
My units's sniper rifle:
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_sniper_rifle"
GeometryName = "kot_bowc.msh"

[Properties]

GeometryName = "kot_bowc"
HighResGeometry = "kot_bowc"

OrdnanceName = "wok_weap_inf_sniper_rifle_ord"
FirePointName = "hp_fire"

//************************************************
//******************* SOUND *****************
//************************************************

FireSound = "all_weap_inf_bowcaster_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
It's ordinance:
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_sniper_rifle_ord"

[Properties]
LaserTexture = "com_sfx_laser_yellow"
LaserGlowColor = "224 224 160 100"
LightColor = "224 224 160 150"
LightRadius = "4.0"
Thank you in advance, and as always, your help is very much appreciated. :D

-yuke5

Re: Custom Unit CTD

Posted: Sat Aug 27, 2011 10:29 am
by CressAlbane
Just hazarding a guess, but there may be a problem with the Wookie dreadlocks. Try switching his model to another (basic human) and see if it works.
If that fixed the problem, try increasing the tentacle memory pools and the like before adding it back in.
Hope this helps!

Re: Custom Unit CTD

Posted: Sat Aug 27, 2011 1:44 pm
by yuke5
:( Nope, it still crashes. Thank you for helping though.
EDIT: I increased my soldier animation banks though. And the map will still crash.

Re: Custom Unit CTD

Posted: Sat Aug 27, 2011 4:54 pm
by CressAlbane
Is there a command post named "cp1"? Perhaps adding it would fix the crash.
Try turning Hints off in the options as well.

Re: Custom Unit CTD

Posted: Sat Aug 27, 2011 7:20 pm
by yuke5
I have tried everything I can. I even gave all of the qualities of the class I was trying to create to a stock class and everything worked out fine. I must be adding my unit wrong. But I followed the tutorial correctly, and double checked EVERYTHING. I give up. :faint: I mean, I can't find what I'm doing wrong, but I must be doing SOMETHING wrong. I just can't find out what it is! :runaway: The only clue I can find is that I made two BF2munge logs, one without changes and one with changes. And the only difference between the two of them is this:
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file exists
ifs_sideselect_fnEnter(): Starting to remove award effects...
ifs_sideselect_fnEnter(): Finished removing award effects.
But I added my cp's fine. Somehow, adding a unit causes a cp error. It must have some sort of correlation.

Re: Custom Unit CTD

Posted: Sat Aug 27, 2011 7:30 pm
by CressAlbane
AHA! :D
Here's the problem:

Code: Select all

AddUnitClass(ALL, "wok_inf_sniper")

This isn't the correct number of arguments for AddUnitClass.
Look in the stock tat2 scripts to confirm this, but I believe the correct format would be

Code: Select all

AddUnitClass(ALL, "wok_inf_sniper", x, y)

such that x = the minimum number of "wok_inf_sniper" on the field and y = the maximum.
Again, the spacing there may be slightly off, but just copy and paste from the tat2 script and change the numbers and unit name.

Re: Custom Unit CTD

Posted: Sat Aug 27, 2011 7:37 pm
by yuke5
GAH! :x It still crashes! And I still get the same messages! Thank you though. That was probably a contributing factor. I'll go through all my odf's and stuff and see if can find anything. I'll fix all of my Message Severity: 2 errors as well. I took care of the anims, but now there are music errors. However, I was able to play without the class I'm trying to add with the music errors, so they don't make the game crash. I'm sorry, I'm just very frustrated.
EDIT:
I found this
http://www.gametoast.com/forums/viewtop ... 1+#p232196
Apparently it has something to do with the appearance of a model.
I also found out that the wookiee team doesn't spawn. I hadn't tried it, but I can play is the republic, and no wookiees spawn. Hmmmmmmm.

Re: Custom Unit CTD

Posted: Sat Aug 27, 2011 8:10 pm
by CressAlbane
Even though you already looked through the error log, post it here. It never hurts to have a couple more pairs of eyes.
EDIT: read the above edit
That's odd. I'm going to try setting up the same wookiee unit in one of my working maps to see if your odfs/other files are the problem.
Are you sure that the WOK team is set up correctly?

Re: Custom Unit CTD

Posted: Sat Aug 27, 2011 8:11 pm
by yuke5
I'm pretty sure. Hold on while I post EVERYTHING. All my reqs and my odf's etc.
wok.req
My LUA:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
ALL = 2
REP = 1
-- These variables do not change
ATT = 1
DEF = 2

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"}



--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:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo


ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\wok.lvl",
"wok_inf_basic")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_faie",
"rep_hover_barcspeeder")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "wok_inf_warrior",9, 25},
assault = { "wok_inf_rocketeer",1,4},
engineer = { "wok_inf_mechanic",1,4},


},
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},





},
}

AddUnitClass(ALL, "wok_inf_sniper", 1, 4)

-- 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)

SetMemoryPoolSize("Aimer", 14)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("ClothData", 32)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("SoldierAnimation", 186)
SetMemoryPoolSize("MountedTurret", 14)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 384)
SetMemoryPoolSize("TreeGridStack", 500)
SetMemoryPoolSize("Music", 47)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:OI2\\OI2.lvl", "OI2_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_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", "rep_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")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_tat_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_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")

-- 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
Hidden/Spoiler:
ufct
{
REQN
{
"lvl"
"wok_inf_basic"
}
}
wok_inf_basic
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"wok_inf_mechanic"
"wok_inf_rocketeer"
"wok_inf_warrior"
"wok_inf_sniper"
}
}
wok_inf_sniper odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "wok_inf_default_wookie"
GeometryName = "wok_inf_wookiewarrior.msh"

[Properties]
//ClothODF = "wok_inf_wookiewarrior_dreads1"
//ClothODF = "wok_inf_wookiewarrior_dreads2"
//ClothODF = "wok_inf_wookiewarrior_dreads3"
//ClothODF = "wok_inf_wookiewarrior_dreads4"

// the cool bit - Mike Z
AnimatedAddon = "DREADS"
GeometryAddon = "wok_inf_wookiedreads"
AddonAttachJoint = "bone_head"
NumTentacles = "4"
BonesPerTentacle = "5"
TentacleCollType = "1"

UnitType = "scout"

GeometryName = "wok_inf_wookiewarrior"
GeometryLowRes = "wok_inf_wookiewarrior_low1"
FirstPerson = "all\allwook;all_1st_wookie"
SkeletonName = "wookie"
SkeletonLowRes = "wookielz"

//OverrideTexture = "wookie02"
//OverrideTexture2 = "wookieface02"

MaxHealth = 300.0

MaxHealth = 300.0

WEAPONSECTION = 1
WeaponName = "wok_weap_inf_sniper_rifle"
WeaponAmmo = 6

WEAPONSECTION = 3
WeaponName = "wok_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1
And my error log
WARNING WALL OF TEXT
Hidden/Spoiler:
Opened logfile BFront2.log 2011-08-27 1833
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: Found custom_gc_11.lvl
custom_gc_11: Entered
ifs_freeform_init_dt.lua
ifs_freeform_start_dt.lua
custom_gc_11: Taking control of custom_GetGCButtonList()...
custom_gc_11: Taking control of custom_PressedGCButton()...
custom_gc_11: Exited
custom_gc_10: No custom_gc_12.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_11: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_11: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\LTS\data\_LVL_PC\core.lvl
Tatooine: Tuskencamp - Cannot find rvs.lvl - Skipping KotOR era and modes
Tatooine: Tuskencamp - Found 212.lvl - Adding BFX era and mode
Found ..\..\addon\BFX\data\_LVL_PC\mission.lvl. Adding BFX's missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Adding DT's missions
Found ..\..\addon\BFX\data\_LVL_PC\mission.lvl. Adding BFX's missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Adding DT's missions
MAP: Tatooine: Outpost (TJW): Searching for 153rd Legion and Extension (153, X15)
MAP: Tatooine: Outpost (TJW): Cannot find 153rd Legion (153) installed on this system.
MAP: Tatooine: Outpost (TJW): Searching for Star Wars: The Clone Wars and Extension (TCW)
MAP: Tatooine: Outpost (TJW): Cannot find Star Wars: The Clone Wars (TCW) installed on this system.
Found ..\..\addon\CFB\data\_LVL_PC\CFB\CFB.lvl. Adding Jaspo's Crystal Forest lazer tag mission
Cannot find ..\..\addon\HFV\data\_LVL_PC\HFV\HFV.lvl
Cannot find ..\..\addon\JAG\data\_LVL_PC\JAG\JAG.lvl
Cannot find ..\..\addon\MJE\data\_LVL_PC\MJE\MJE.lvl
Cannot find ..\..\addon\PRK\data\_LVL_PC\PRK\PRK.lvl
Cannot find ..\..\addon\RGC\data\_LVL_PC\RGC\RGC.lvl
Cannot find ..\..\addon\SDA\data\_LVL_PC\SDA\SDA.lvl
Cannot find ..\..\addon\TCS\data\_LVL_PC\TCS\TCS.lvl
Cannot find ..\..\addon\TS2\data\_LVL_PC\TS2\TS2.lvl
Cannot find ..\..\addon\TSS\data\_LVL_PC\TSS\TSS.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\LTS\data\_LVL_PC\core.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = nil
cur_button = nil
DoubleClicked
custom_AddMapNew()
custom_printTable(): table: 057E916C
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: OIL<A>_<B>
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 05416B4C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 057E9198
The key, value is: mode_con_b 1
The key, value is: change table: 0582C834
The key, value is: blue 255
The key, value is: mode_con_c 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key, value is: era_g 1
The key, value is: mode_con_1 1
The key, value is: mode_con_a 1
The key, value is: era_c 1
The key, value is: era_1 1
The key is mapluafile, the formated value is: OI2<A>_<B>
The key, value is: mode_con_g 1
The key, value is: era_a 1
The key, value is: era_b 1
custom_printTable(): Returning
custom_printTable(): table: 05416B4C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
Adding map: OI2g_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: Found user_script_10.lvl
user_script_10: Entered
user_script_10: Replacing v1.3 (r117)'s AddUnitClass as it should've had a return value. This fixes the Leia bug.
user_script_10: No user_script_11.lvl. Will stop searching for any more user scripts.
user_script_10: Exited
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 33

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 34

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 35

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 36

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 37

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 38

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 39

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 40

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 41

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 42

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 43

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 44

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 45

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 46

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 47

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk wok_inf_basic in C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\AddOn\OI2\Data\_lvl_pc\SIDE\wok.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\wok.lvl


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_hover_fightertank in C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\AddOn\OI2\Data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_hero_faie in C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\AddOn\OI2\Data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_hover_barcspeeder in C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\AddOn\OI2\Data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\rep.lvl


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"
uf_updateClassIndex(): Added class: wok_inf_warrior

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

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "wok_inf_mechanic" (check the side's .req file)
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: wok_inf_sniper

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

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "Music" set item count after being allocated
utility_functions2: ReadDataFile(): This map's code, mode: oi2 oi2_conquest

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\AttachedEffects.cpp(143)
AttachEffects: effect 'torchflame' not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityProp.cpp(539)
Prop "kashyyyk_wall_1" geometry "kashyyyk_wall_1" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'kas1_bonfire' not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1172)
Could not find odf "wayle"!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1222)
Attempting to build an object, wayle, that does not have an .odf file associated with it

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=53ddbffe: trying to replace "kas2_prop_tech_pillar_1" with "kas2_prop_tech_pillar_14"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=55ddc324: trying to replace "kas2_prop_tech_pillar_1" with "kas2_prop_tech_pillar_12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=54ddc191: trying to replace "kas2_prop_tech_pillar_1" with "kas2_prop_tech_pillar_15"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=82d83158: trying to replace "kas1_prop_torch" with "kas1_prop_torch2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=56ddc4b7: trying to replace "kas2_prop_tech_pillar_1" with "kas2_prop_tech_pillar_13"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityProp.cpp(921)
Prop "kashyyyk_wall_1" not built: "ALL YOUR MODEL ARE BELONG TO US."

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4dd9395e: trying to replace "kas2_prop_tech_pillar_3" with "kas2_prop_tech_pillar_32"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=58ddc7dd: trying to replace "kas2_prop_tech_pillar_1" with "kas2_prop_tech_pillar_11"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1172)
Could not find odf "haus3"!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1222)
Attempting to build an object, haus3, that does not have an .odf file associated with it

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4cd937cb: trying to replace "kas2_prop_tech_pillar_3" with "kas2_prop_tech_pillar_31"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4bd93638: trying to replace "kas2_prop_tech_pillar_3" with "kas2_prop_tech_pillar_30"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=8fd9a516: trying to replace "kas1_prop_bamboo2" with "kas1_prop_bamboo20"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=57ddc64a: trying to replace "kas2_prop_tech_pillar_1" with "kas2_prop_tech_pillar_10"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file exists
ifs_sideselect_fnEnter(): Starting to remove award effects...
ifs_sideselect_fnEnter(): Finished removing award effects.

Re: Custom Unit CTD

Posted: Sat Aug 27, 2011 8:44 pm
by CressAlbane
Yeek! There are a LOT of errors in there. I'm going to go through one by one.

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk wok_inf_basic in C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\AddOn\OI2\Data\_lvl_pc\SIDE\wok.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\wok.lvl

Your reqs are set up incorrectly, apparently. I just checked and wok.req is set up correctly. However, you could try changing it to a different
setup.
Try changing wok.req to this:

Code: Select all

ucft
{
	REQN
	{
		"lvl"
		"wok_inf_mechanic"
		"wok_inf_rocketeer"
		"wok_inf_warrior"
		"wok_inf_sniper"

	}
}
Then, go into the req folder and create reqs for each of the classes individually. Example:

Code: Select all

ucft
{
   	REQN
   	{
       	"class"
		"wok_inf_mechanic"
		
	}
}
This file would be named wok_inf_mechanic.req

Ok, error 2:

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_hover_fightertank in C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\AddOn\OI2\Data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_hero_faie in C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\AddOn\OI2\Data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_hover_barcspeeder in C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\AddOn\OI2\Data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\rep.lvl

You're missing a bunch of reqs for the REP side. Make sure that the above classes are listed in the overall rep.req as well as having individual reqs for
each.

Error 3:

Code: Select all

uf_updateClassIndex(): Added class: wok_inf_sniper

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

The game can't add the class. Make sure that you've got the reqs set up. A manual clean and re-munge might help, here.

Error 4:

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityProp.cpp(539)
Prop "kashyyyk_wall_1" geometry "kashyyyk_wall_1" not found

Gah! Get that .msh file kashyyyk_wall_1 in there and get the .tga files, too! :P (might be nonfatal)

Error 5:

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1172)
Could not find odf "wayle"!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1222)
Attempting to build an object, wayle, that does not have an .odf file associated with it

Self-explanatory. Make sure that you've got the odf file "wayle", or just remove the object calling for it.

Error 6:

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1172)
Could not find odf "haus3"!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1222)
Attempting to build an object, haus3, that does not have an .odf file associated with it

Same deal. Add the file or remove the object.


PHEW! That was a long post. if you're STILL crashing after all of this, I think something might be up in side/wok.lvl land. I haven't
gotten the testwookiee in yet, so I'll see if there's a problem with it when I'm done.
EDIT: Posting rep.req might be nice, as well of a listing of the contents of the req folder for the REP side.

Re: Custom Unit CTD

Posted: Sat Aug 27, 2011 8:50 pm
by yuke5
Okay, on it. The rep reqs (try saying that ten times fast) errors are because I forgot to take out the fightertank and speeder from my LUA. They happen in all functioning game modes. The other model errors I will fix asap, but I don't believe they crash the game.

Thanks a lot Cress, you have been incredibly helpful and generous with your time. Thank you very, very much.

Re: Custom Unit CTD

Posted: Sat Aug 27, 2011 9:20 pm
by CressAlbane
AHA! (For real.)
Here's the problem: (For real.)

Code: Select all

ReadDataFile("dc:SIDE\\wok.lvl",
"wok_inf_basic")

This SHOULD be

Code: Select all

ReadDataFile("dc:SIDE\\wok.lvl",
"wok_inf_warrior", "wok_inf_mechanic", "wok_inf_sniper", "wok_inf_whatever")

Try this change and see if it works.

Re: Custom Unit CTD

Posted: Sat Aug 27, 2011 10:02 pm
by yuke5
Doesn't work. I've tried just about everything. I've also tried making a new side, which also refuses to work. What's also REALLY frustrating is that the one person who I think might be able to help us is no longer on GT. MasterSaitek009 had a wookiee side in one of his maps. I'll see if I can dig up anything he left behind, but I'm not terribly optimistic. Oof :(

Re: Custom Unit CTD

Posted: Sat Aug 27, 2011 11:46 pm
by CressAlbane
I was able to get a working unit! Since you already have the REP side, what I did was use the rep_inf_ep3_rifleman and give it the wookiee's weapons and msh. A simple re-localize would change from "Clone Trooper" to "Wookiee Sniper."

rep_inf_ep3_rifleman.odf

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[GameObjectClass]
ClassParent         = "rep_inf_default_rifleman"

[Properties]
//GeometryName        = "rep_inf_ep3trooper"
//GeometryLowRes      = "rep_inf_ep3trooper_low1"
//FirstPerson         = "REP\reptroop;rep_1st_trooper"



GeometryName = "wok_inf_wookiewarrior"
GeometryLowRes = "wok_inf_wookiewarrior_low1"
FirstPerson = "all\allwook;all_1st_wookie"
SkeletonName = "wookie"
SkeletonLowRes = "wookielz"
rep_inf_default_rilfeman.odf

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[GameObjectClass]
ClassParent         = "rep_inf_default"


[Properties]
WEAPONSECTION = 1
WeaponName         = "wok_weap_inf_sniper_rifle"
WeaponAmmo         = 4

WEAPONSECTION = 2
WeaponName         = "rep_weap_inf_thermaldetonator"
WeaponAmmo         = 4
WeaponChannel      = 1


VOUnitType        	= 121
If you can't get ANYTHING else working, try this. You could also use rep_inf_ep2_rifleman if you already have ep3 in your map. Also, a different classparent (rep_inf_default_rifleman2, maybe?) could prevent conflict between the two classes. I'm not sure what's up with the WOK side.

Again, this is only if you get nothing else to work, as I'm sure there's a much simpler way.

Re: Custom Unit CTD

Posted: Sun Aug 28, 2011 12:35 am
by yuke5
I still get that error, but don't worry, I'm working on a fool proof solution.
EDIT: It didn't work. I give up. For good. I'll just add a hunt mode, and keep the galactic conquest stock.

Re: Custom Unit CTD

Posted: Mon Aug 29, 2011 2:45 pm
by Tears2Roses
I'm no expert on this but if you didn't happen to delete all the files you could give this a try.

In your LUA you can try adding wok_inf_mechanic, wok_inf_sniper, etc.

Code: Select all

ReadDataFile("dc:SIDE\\wok.lvl",
"wok_inf_basic",
"wok_inf_mechanic",
"wok_inf_sniper")


In your set up team section make

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SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "wok_inf_warrior",9, 25},
assault = { "wok_inf_rocketeer",1,4},
engineer = { "wok_inf_mechanic",1,4},


},
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},




},
}AddUnitClass(ALL, "wok_inf_sniper", 1, 4},
Look like this:

Code: Select all

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "wok_inf_warrior",9, 25},
assault = { "wok_inf_rocketeer",1,4},
engineer = { "wok_inf_mechanic",1,4},


},
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
ALL/wok= {  < - - - may need to be either ALL or WOK
units = 20
Reinforcements = 150,
Soldier = {"wok_inf_sniper", 1, 4},
Assult = {"wok_inf_mechanic" 1, 4},
Engineer = {"work_inf_whatever" 1, 4},
This SHOULD make you be able to play as the wookies. This SHOULD also set-up the team correctly and work in-game ok. Try this instead of the AddUnitClass "wok_inf_sniper" or whatever you hard originally. If you don't plan on being the wookies you can follow Kateana's local side tutorial] and replace jawaw with wookie, etc. I used this tutorial for jawas, and it works fine.
Hidden/Spoiler:
In fact I had local jawa's spawning in my test map and my CIS/REP AI wouldn't spawn... For local sides im CERTAIN that is what you would need.
Also if you could try turning hero's off, awards off. Then, delete awards from your ODF/MSH folder and changing the wok_inf_sniper_defualt.odf or whatever it would be called to omit the awards. Omit hero's from your LUA. Hero's/awards often mess up my maps so I just omit them. Also, try fixing all the errors you have ( if you haven't already. )For example, if you get an error saying "cannot find hi res geometry "rep_inf_chaingun" simply go into the assets\sides\rep\msh folder ( or in your case assets\sides\wok\msh or whatever it would be... ) search for that asset and copy and paste it into your data_ABC\sides\rep (in your case wok side folder.)

I'm no expert. But if you still have the correct files/etc. its worth a shot in my opinion.


EDIT: I will try and set-up a working wookie side. If you are trying to add custom sniper rifle or something like that, that's where it gets complicated....

Re: Custom Unit CTD

Posted: Mon Aug 29, 2011 3:00 pm
by CressAlbane
Hey, just to let you know:
Yuke5 and I had an extensive Xfire conversation revolving around the issue. Let it suffice to say something was messed up. We must have tried at least 5 methods of adding the wookiee (as a unit of WOK, using a new side WKO, part of REP, etc.) before the above method worked. I'm not a pro when it comes to custom units, but I'm no novice either, and this was abnormal. There were crashes without sev 3 errors in the log (both my end and yuke5's) multiple times (yes, we did increase the tentaclesimulator memorypool) before we finally got things to work.

The method you just listed was one of the things we tried (with several variations on the WOK reqs, too) and the map crashed without severity 3 errors. Yuke5 also sent a pm saying all issues are solved. :thumbs: I think this can be a closed thread.

Re: Custom Unit CTD

Posted: Mon Aug 29, 2011 3:28 pm
by Tears2Roses
CressAlbane wrote:Hey, just to let you know:
Yuke5 and I had an extensive Xfire conversation revolving around the issue. Let it suffice to say something was messed up. We must have tried at least 5 methods of adding the wookiee (as a unit of WOK, using a new side WKO, part of REP, etc.) before the above method worked. I'm not a pro when it comes to custom units, but I'm no novice either, and this was abnormal. There were crashes without sev 3 errors in the log (both my end and yuke5's) multiple times (yes, we did increase the tentaclesimulator memorypool) before we finally got things to work.

The method you just listed was one of the things we tried (with several variations on the WOK reqs, too) and the map crashed without severity 3 errors. Yuke5 also sent a pm saying all issues are solved. :thumbs: I think this can be a closed thread.
Awesome. I just thought if it would help yuke out, why not post it. If the problem is solved than topic closed.