Yes, it can. The game is very sensitive to user error. In fact, most severity 3 errors cause a crash, with only a handful of exceptions. You need to copy that stuff over, like has been said.
Alternatively, (someone tell me if I'm wrong, or right, but I think I have this..) I believe you can just call up the stock rep side in the lua and load the units that use weapons using the same geometry. The side assets are loaded into what amounts to collective memory, so you should be able to load those assets that way, and you wouldn't have to copy those msh files. That is, of course, if you're not changing anything about the msh or tga files for your new weapons, and that the weapons have odf filenames that differ from the odf filenames of the stock versions. The naming rule applies to units, etc, as well. As an added bonus, it'll keep the filesize down a bit.
Code: Select all
Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `AddCommandPost'
(none): in function `ScriptPostLoad'
While I'm here, it appears you messed something up in the lua regarding adding a CP, so check that out, and make sure everything is right.
Code: Select all
Message Severity: 3
.\Source\CommandPost.cpp(493)
Command Post missing capture region "cp6 capture"
Message Severity: 3
.\Source\CommandPost.cpp(513)
Command Post missing spawn path "cp6_spawn"
If you've added these, make sure you have the associations between the CP object and the region/path correct in ZE. In other words, make sure the names match up.
Code: Select all
Message Severity: 2
.\Source\CommandPost.cpp(311)
CommandPost attached to unnamed, unlabeled game object [00000000]
Could someone shed some light on this error? I can only guess this has something to do with a destructible CP that doesn't have a name or property entered in ZE.
..and fill that SoldierAnimation memory pool.