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Custom Tatooine Luke

Posted: Sun Jan 06, 2008 5:44 pm
by Daniel0605
I am trying to put a modified tatooine Luke skin into Mos Eisley Hero Assuaalt. I cam up with this error:

Code: Select all

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "all_hero_luke_tat" (check the side's .req file)
I checked the side's req and he is in it.
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"imp_droid_probe"
"imp_fly_destroyer_dome"
"imp_fly_tiebomber_sc"
"imp_fly_tiefighter_sc"
"imp_fly_tieinterceptor"
"imp_fly_trooptrans"
"imp_fly_ai_trooptrans"
"imp_hero_bobafett"
"imp_hero_darthvader"
"imp_hero_emperor"
"all_hero_chewbacca"
"all_hero_lando"
"all_hero_luke_tat"
"imp_hover_fightertank"
"imp_hover_speederbike"
"imp_inf_dark_trooper"
"imp_inf_dark_trooper_hunt"
"imp_inf_engineer"
"imp_inf_engineer_snow"
"imp_inf_marine"
"imp_inf_officer"
"imp_inf_officer_hunt"
"imp_inf_officer_snow"
"imp_inf_officer_gray"
"imp_inf_pilot"
"imp_inf_pilot_atat"
"imp_inf_pilot_atst"
"imp_inf_pilot_tie"
"imp_inf_rifleman"
"imp_inf_rifleman_desert"
"imp_inf_rifleman_snow"
"imp_inf_rocketeer"
"imp_inf_rocketeer_snow"
"imp_inf_sniper"
"imp_inf_sniper_snow"
"imp_veh_remote_terminal"
"imp_walk_atat"
"imp_walk_atst"
"imp_walk_atst_jungle"
"imp_walk_atst_snow"

}
}
Here is my script:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

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

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

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

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
StealArtistHeap(1536*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(2097152 + 65536 * 8)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo

ReadDataFile("ingame.lvl")

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

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

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

ReadDataFile("dc:SIDE\\imp.lvl",
"all_hero_chewbacca",
"imp_inf_rifleman",
"all_hero_lando",
"all_hero_luke_tat",
"imp_hero_emperor")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_obiwan")

--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]

--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")

SetupTeams{
hero = {
team = ALL,
units = 32,
reinforcements = -1,
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_inf_arc_red", 1,2},
},
}

AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)

SetupTeams{
villain = {
team = IMP,
units = 32,
reinforcements = -1,
soldier = { "all_hero_chewbacca", 1,2},
assault = { "imp_inf_rifleman",1,2},
engineer= { "all_hero_lando", 1,2},
sniper = { "all_hero_luke_tat", 1,2},
officer = { "cis_hero_grievous", 1,2},
special = { "imp_hero_emperor", 1,2},

},
}
AddUnitClass(IMP, "rep_hero_anakin",1,2)
AddUnitClass(IMP, "cis_hero_countdooku",1,2)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

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

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:FCM\\tat2.lvl", "tat2_tdm")
SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

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

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

SetAttackingTeam(ATT)

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end

Re: Custom Tatooine Luke

Posted: Sun Jan 06, 2008 6:08 pm
by The_Emperor
Post the sides req

Re: Custom Tatooine Luke

Posted: Sun Jan 06, 2008 6:33 pm
by SilvaDalek
It is a little big because we dropped the whole all req in there due to the missing luke req.
I will help you sort through it on xfire if you need.

Re: Custom Tatooine Luke

Posted: Sun Jan 06, 2008 10:26 pm
by EGG_GUTS
It's a bug go to Data_*** (*** = 3 letters)/sides/all/req and open the all_hero_luke_tat.req and it says all_hero_hansolo_tat change that line to all_hero_luke_tat.

And it should work :wink:

Re: Custom Tatooine Luke

Posted: Mon Jan 07, 2008 10:25 am
by Daniel0605
EGG_GUTS wrote:It's a bug go to Data_*** (*** = 3 letters)/sides/all/req and open the all_hero_luke_tat.req and it says all_hero_hansolo_tat change that line to all_hero_luke_tat.

And it should work :wink:
I did what you said but now I go this error:

Code: Select all

Message Severity: 3
.\Source\EntityGeometry.cpp(619)
Entity "all_hero_luke_tat" missing geometry "all_inf_tatooinelukeskywalker"

I put all files with the name "all_inf_tatooinelukeskywalker" in it, but I still got the error.
Star Wars Battlefront 2 crashes right after it's done loading the level.

Re: Custom Tatooine Luke

Posted: Mon Jan 07, 2008 10:34 am
by EGG_GUTS
Do you have the assets for the hero side of the Conversion Pack? if you don't download them here

http://www.gametoast.com/forums/viewtop ... a&start=90

Take the Tat luke mesh from the msh folder in the side and put it in the all msh folder then munge, if it doesn't work after that then clean and re-munge. It worked for me.

Re: Custom Tatooine Luke

Posted: Mon Jan 07, 2008 5:06 pm
by Daniel0605
I got him in-game, though when i switched from the blaster rifle to pistol while playing as him the game froze up. Something similar like this happened to me with the making a custom stormtrooper, but that's because I messed with the weapons. I didn't change tat lukes' weapons in any way and my computer froze up.

I have two questions:

1. Does running the mod in the modtools.exe make the game less likely to freeze? I really don't want the game to freeze again. I hard to restart my computer by pressing the power button and I lost some data.

2. I'll get the error log in a bit, but until then, does anyone know why the pistol caused the game to crash?

Re: Custom Tatooine Luke

Posted: Mon Jan 07, 2008 5:31 pm
by Teancum
Yeah, the game runs in a window, so you can always get out of the program without locking the comp.

Re: Custom Tatooine Luke

Posted: Mon Jan 07, 2008 5:37 pm
by NullCommando
There are a couple reasons the game freezes when you switch to the weapon, sometimes the ord is incorrect and the game also may not be able to find the weapon. There are other causes I'm sure.

Re: Custom Tatooine Luke

Posted: Mon Jan 07, 2008 9:51 pm
by SilvaDalek
Now that you have the assets, how about a pic of old sio bibble? :P