speed units
Moderator: Moderators
- Teancum
- Jedi Admin

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-
broomfighter
-
broomfighter
this is my lua
the only other thing i did was to change the ammo on the awing
(using trainmasters thing for simplicity)
when i load the map, the awing isn't changed
the only other thing i did was to change the ammo on the awing
(using trainmasters thing for simplicity)
when i load the map, the awing isn't changed
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPA9 - Naboo
-- Common script that shares all setup information
--
ScriptCB_DoFile("setup_teams")
-- Republic Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
function SetupUnits()
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_pilot",
"all_inf_marine",
"all_fly_xwing_sc",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_gunship_sc",
"all_veh_remote_terminal")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_pilot",
"imp_inf_marine",
"imp_fly_tiefighter_sc",
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_veh_remote_terminal")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_all_beam",
"tur_bldg_spa_all_recoilless",
"tur_bldg_spa_all_chaingun",
"tur_bldg_spa_imp_beam",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_spa_imp_chaingun",
"tur_bldg_chaingun_roof"
)
end
- trainmaster611
- Sith Lord

- Posts: 1779
- Joined: Thu Aug 24, 2006 5:22 pm
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- Contact:
- PR-0927
- Old School Staff
- Posts: 844
- Joined: Fri Dec 31, 2004 9:15 pm
- Location: Kent, OH, U.S.A.
-
broomfighter
thanks majin!
heres the odf
its in C:\BF2_ModTools\data_FLY\Sides\all
heres the odf
its in C:\BF2_ModTools\data_FLY\Sides\all
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "all_fly_awing.msh"
[Properties]
VehicleType = "fighter"
MapTexture = "a-wing_icon"
HealthTexture = "HUD_all_xwing_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5
MapViewMin = 750
MapViewMax = 750
// PathFollower Attributes
PathFollowerClass = "all"
PathFollowerClass_CTF = "all_flag"
PathFollowerBranchPaths = "6"
PathFollowerBranchMaxAngle = "60"
PathFollowerMinBranchDist = "190.0"
PathFollowerBranchRange = "1500"
//-----------------------------------
GeometryName = "all_fly_awing"
//FirstPerson = "ALL\allxwing;all_1st_cockpit_xwing"
FirstPersonFOV = "52" //Ideally, I'd like to see a 80 or 90 fov, with the cockpit brought down on the screen.
CollisionScale = "1.5"
CollisionThreshold = "5.0"
MaxHealth = 1500.0
HealthType = "vehicle"
//HitLocation = "p_crithit 1.5"
TimeRequiredToEject = "2.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"
PilotSkillRepairScale = 0.02
PilotPosition = "hp_pilot"
PilotAnimation = "drive"
IsPilotExposed = "0"
CockpitTension = 22
//ExplosionCritical = "all_fly_snowspeeder_exp"
ExplosionDestruct = "all_fly_snowspeeder_exp"
PitchRate = 1.25
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 1.25
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0
BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15
//PCPitchRate = 15.0
//PCSpinRate = 15.0
//PCTurnRate = 25.0
TakeoffTime = 1.0
TakeoffSpeed = 10.0
LandingTime = 1.0
LandingSpeed = 12.5
TakeoffHeight = 1.5
EyePointOffset = "0.0 3.0 2.0"
TrackCenter = "0.0 -1.0 -4.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "5.0"
FOVEFFectMinCamOffset3rd = "0.0 5.0 7.0"
FOVEFFectMaxCamOffset3rd = "0.0 9.0 -18.0"
AimTension = "20.0"
MoveTensionX = "3.1"
MoveTensionY = "2.7 14.0"
MoveTensionZ = "4.25"
//MoveTensionX = "2.0"// How far from the screen will the ship move, affects acceleration and braking shift. Low is further from the screen.
//MoveTensionY = "4.5 2.5"
//MoveTensionZ = "3.5"
WEAPONSECTION = 1
WeaponName = "all_weap_fly_awing_cannon"
WeaponAmmo = "0"
AimerNodeName = "aimer_cannonL"
FirePointName = "hp_fireL"
AimerYawLimts = "-90 90"
AimerPitchLimts = "-90 90"
//BarrelLength = "1.0"
NextAimer = "-"
AimerNodeName = "aimer_cannonR"
FirePointName = "hp_fireR"
AimerYawLimts = "-90 90"
AimerPitchLimts = "-90 90"
//BarrelLength = "1.0"
WEAPONSECTION = 2
WeaponName = "all_weap_fly_awing_missile"
WeaponAmmo = "12"
AimerNodeName = "aimer_cannonL"
FirePointName = "hp_fireL"
AimerYawLimts = "-90 90"
AimerPitchLimts = "-90 90"
//BarrelLength = "1.0"
NextAimer = "-"
AimerNodeName = "aimer_cannonR"
FirePointName = "hp_fireR"
AimerYawLimts = "-90 90"
AimerPitchLimts = "-90 90"
//BarrelLength = "1.0"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "all_fly_awing_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 1.5"
ChunkSpeed = "13.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "all_fly_awing_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 2.0"
ChunkSpeed = "16.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "all_fly_awing_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 2.0"
ChunkSpeed = "13.0"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "all_fly_awing_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.5 1.0"
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"
ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "DummyRoot"
ThrustAttachOffset = "1.4451 -0.215 -2.4312"
ThrustEffectMinScale = "0.95"
ThrustEffectMaxScale = "1.5"
ThrustEffectScaleStart = "0.85"
ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "DummyRoot"
ThrustAttachOffset = "-1.4451 -0.215 -2.4312"
ThrustEffectMinScale = "0.95"
ThrustEffectMaxScale = "1.5"
ThrustEffectScaleStart = "0.85"
ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "2.8626 -0.215 -0.9858"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"
ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "-2.8626 -0.215 -0.9858"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"
ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "2.8626 -0.215 -0.9858"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.6"
ContrailEffectMaxScale = "2.8"
ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "-2.8626 -0.215 -0.9858"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.6"
ContrailEffectMaxScale = "2.8"
// SPARK
DamageStartPercent = "85"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"
DamageStartPercent = "75"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"
DamageStartPercent = "65"
DamageStopPercent = "5"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"
// SMOKE
DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"
DamageStartPercent = "65"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"
DamageStartPercent = "55"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"
// FLAME
DamageStartPercent = "35"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"
DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"
BlurEffect = 0.9
BlurStart = 40.0
FOVEffect3rd = 90
FOVEffect1st = 90
Acceleraton = 50.0
MinSpeed = 35.0
MidSpeed = 80.0
MaxSpeed = 105.0
BoostSpeed = 170.0
//StrafeSpeed = 6.5
BoostAcceleration = 80.0
EnergyBar = 100
EnergyAutoRestore = 10
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 15
EnergyTrickDrainDoubleTap = 30
TrickRollSpeed = 6.0
TrickFlipSpeed = 9.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48
VOUnitType = 7
EngineSound = "all_fly_awing_engine_parameterized"
TakeoffSound = "all_fly_awing_take_off"
LandSound = "all_fly_awing_airbrakes_on"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "all_fly_awing_turn_on"
TurnOffSound = "all_fly_awing_airbrakes_off" //Played when the flyer turns off
TurnOffTime = "1.5" //Time it takes to turn off the flyer (in seconds)
TurningOffSound = "all_fly_awing_turn_off" // Played when a soldier leaves the flyer
Cockpit1stPersonSound = "all_inf_com_space_chatter" // Sound which is triggered every frame when the player is in first person mode.
Cockpit3rdPersonSound = "all_inf_com_space_chatter" // Sound which is triggered every frame when the player is in third person mode.
BoostSound = "all_fly_awing_shift_up_property 0.11 1"
BoostSound = "all_fly_awing_shift_up_property 0.53 1"
BoostSound = "all_fly_awing_shift_up_high_property 0.66 1"
BoostSound = "all_fly_awing_shift_down_property 0.17 0"
BoostSound = "all_fly_awing_shift_down_property 0.9 0"
TrickSound = "all_fly_awing_roll" //Played when the flyer performs a roll
FlipSound = "all_fly_awing_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
AllMusic ="all_vehicle"
ImpMusic ="imp_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
//Acceleraton = 50.0
//MinSpeed = 35.0 = .21
//MidSpeed = 80.0 = .47
//MaxSpeed = 105.0 = .62
//BoostSpeed = 170.0 // Max Speed = 1.0
//BoostAcceleration = 80.0
-
MercuryNoodles
- Jedi

- Posts: 1003
- Joined: Sun Mar 12, 2006 7:16 pm
- Projects :: Space - Boarding Action
- xbox live or psn: No gamertag set
Oh! Check the weapon's odf, and see if all's well there. In other words, make sure RoundsPerClip isn't set to zero. If it's 8, like I think it should be, then I think we're having a problem somewhere else.
When you munged, did you make sure to munge the sides as well as the map? The only other thing I can suggest is cleaning and remunging, if it's not taking changes, since it seems as though you're doing it right. You do realize you have to remunge the map (including whatever folder options are necessary) each time you make a change to see it in the game, right?
Sorry if some of this seems a little insulting to your intelligence, but I'm just covering the bases.
When you munged, did you make sure to munge the sides as well as the map? The only other thing I can suggest is cleaning and remunging, if it's not taking changes, since it seems as though you're doing it right. You do realize you have to remunge the map (including whatever folder options are necessary) each time you make a change to see it in the game, right?
Sorry if some of this seems a little insulting to your intelligence, but I'm just covering the bases.
-
broomfighter
-
MercuryNoodles
- Jedi

- Posts: 1003
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MercuryNoodles
- Jedi

- Posts: 1003
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What else have you done to your files? Do you have an error log you can show us? If you've made a lot of changes before munging, you could have a lot of errors with little to no clue as to the problem. Best thing to do is take baby steps, changing a little at a time and testing, so you can trace the problem back to it's source without a lot of trouble.
-
broomfighter
again no love
crashes on start
crashes on start
WARNING[PC_modelmunge msh\all_1st_hothtrooper.msh]:all_1st_hothtrooper has 1028 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_snowtrooper.msh]:all_inf_snowtrooper has 1479 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_1st_weap_inf_bowcaster.msh]:all_1st_weap_inf_bowcaster has 1178 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_bothanspy.msh]:all_inf_bothanspy has 2272 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_chewbacca.msh]:all_inf_chewbacca has 1460 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_deathstarleia.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_inf_deathstarleia.msh]:all_inf_deathstarleia has 1872 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_engineer.msh]:all_inf_engineer has 2573 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_hothlukeskywalker.msh]:all_inf_hothlukeskywalker has 1262 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_luke.msh]:all_inf_luke has 1171 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_marksperson.msh]:all_inf_marksperson has 1534 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_markspersonsnow.msh]:all_inf_markspersonsnow has 1286 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_pilot.msh]:all_inf_pilot has 1330 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_stormtrooperhansolo.msh]:all_inf_stormtrooperhansolo has 2176 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_stormtrooperlukeskywalker.msh]:all_inf_stormtrooperlukeskywalker has 2192 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_tatooinehansolo.msh]:all_inf_tatooinehansolo has 1334 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_wookie.msh]:all_inf_wookie has 1925 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
0 Errors 23 Warnings
WARNING[PC_modelmunge MSH\com_icon_spaceflag_carried.msh]:com_icon_spaceflag_carried has 1160 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings
-
MercuryNoodles
- Jedi

- Posts: 1003
- Joined: Sun Mar 12, 2006 7:16 pm
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-
broomfighter
oi
thats wut i forgot!
oi
UPDATE-
i just added all the animations
as in, all in the folder
lol
i munged everything and it crashed
oi
UPDATE-
i just added all the animations
as in, all in the folder
lol
i munged everything and it crashed
- trainmaster611
- Sith Lord

- Posts: 1779
- Joined: Thu Aug 24, 2006 5:22 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a railway to Coruscant
- Contact:
RE: oi
Show us the BF2 log 
-
broomfighter
RE: oi
are you referring to BFront2.log?
Opened logfile BFront2.log 2007-03-23 2317
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
.\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
num, Selection = 1 table: 03CE116C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie AB1 200 , 300 510 x 400
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CE116C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 15
EraSelection.subst = g era_g
EraSelection.subst = g era_g
play movie AB1 200 , 300 510 x 400
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly
bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = false galactic_visable = true
Adding map: FLYg_Diet Dr. Pepper idx: 1
Adding map: FLYg_Diet Dr. Pepper idx: 2
this.CurButton = _map_add
cur_button = nil
bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = false galactic_visable = true
Adding map: FLYg_Diet Dr. Pepper idx: 3
Adding map: FLYg_Diet Dr. Pepper idx: 4
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
Message Severity: 3
.\Source\Ordnance.cpp(424)
Ordnance base class "com_weap_veh_fly_scoutlasers_ord" not found
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MercuryNoodles
- Jedi

- Posts: 1003
- Joined: Sun Mar 12, 2006 7:16 pm
- Projects :: Space - Boarding Action
- xbox live or psn: No gamertag set
Code: Select all
Message Severity: 3
.\Source\Ordnance.cpp(424)
Ordnance base class "com_weap_veh_fly_scoutlasers_ord" not found -
broomfighter
-
broomfighter
Update-
i copy/pasted everything in the sides/common/odf folder into all/odf and it worked!!! yay!!! but am i supposed to put the files their? shouldn't there be a better place? thanks for all your patients guys, you've been a huge help
i copy/pasted everything in the sides/common/odf folder into all/odf and it worked!!! yay!!! but am i supposed to put the files their? shouldn't there be a better place? thanks for all your patients guys, you've been a huge help
Last edited by broomfighter on Mon Mar 26, 2007 12:15 am, edited 1 time in total.
