Unit not showing again..

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501st_commander
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Unit not showing again..

Post by 501st_commander »

ok,
I made a unit and it wont show. I used DarthD.U.C.K's improved commandos .mshs and .tgas
the odfs and req (if this helps):

rep_inf_clonecommando.odf:
Hidden/Spoiler:
GameObjectClass]
ClassParent = "rep_inf_default_clonecommando"


[Properties]
GeometryName = "rep_inf_commando"


rep_inf_default_clonecommando.odf:<----Edited
Hidden/Spoiler:
[GameOdjectClass]
ClassParent = "rep_inf_default"

[Properties]
PointsToUnlock = 6

UnitType = "assault"

MaxHealth = 600.0

MaxSpeed = 8.0 // base forward speed
MaxStrafeSpeed = 6.5 // base right/left speed

WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 10

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_sniper_rifle"
WeaponAmmo = 10

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_rocket_launcher"
WeaponAmmo = 10

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

WEAPONSECTION = 5
WeaponName = "rep_weap_inf_mine_dispenser"
WeaponAmmo = 8
WeaponChannel = 1

WEAPONSECTION = 6
WeaponName = "rep_weap_inf_remotedroid"
WeaponAmmo = 2
WeaponChannel = 1

WEAPONSECTION = 7
WeaponName = "rep_weap_award_rifle"
WeaponAmmo = 10

WEAPONSECTION = 8
WeaponName = "rep_weap_award_sniper_rifle"
WeaponAmmo = 10

WEAPONSECTION = 9
WeaponName = "rep_weap_award_rocket_launcher"
WeaponAmmo = 4

VOUnitType = 121
rep_inf_clonecommando.req:
Hidden/Spoiler:
uctf
{
REQN
{
"class"
"rep_inf_clonecommando"
}
}
If there is anything that you can tell me to fix i'll appreciate it.
Last edited by 501st_commander on Thu Apr 30, 2009 9:03 am, edited 1 time in total.
AQT
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Re: Unit not showing again..

Post by AQT »

501st_commander wrote:rep_inf_defalt_clonecommando.odf
Missing a 'u' in 'default'.
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sampip
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Re: Unit not showing again..

Post by sampip »

AQT wrote:Missing a 'u' in 'default'.
It's there in the odf, though. I think it was just a typo.
Could you post your .lua?
501st_commander
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Re: Unit not showing again..

Post by 501st_commander »

lua (the unit part),
Hidden/Spoiler:
ReadDataFile("dc:sound\\yav.lvl;yav1cw")
ReadDataFile("sound\\geo.lvl;geo1cw")

--SetMaxFlyHeight(2000)
--SetMaxPlayerFlyHeight (2000)

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_walk_atte",
"rep_hero_macewindu",
"rep_fly_gunship",
"rep_inf_commandersharp",
"rep_inf_clonecommando")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_ig88",
"cis_hover_aat",
"cis_tread_hailfire",
"cis_hover_stap")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 400,
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},

},
cis = {
team = CIS,
units = 20,
reinforcements = 425,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

AddUnitClass(REP, "rep_inf_clonecommando",1, 6)
AddUnitClass(REP, "rep_inf_commandersharp",1, 1)

SetHeroClass(CIS, "cis_hero_ig88")
SetHeroClass(REP, "rep_hero_macewindu")

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

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

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


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 = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}



--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:AddCommandPost(cp8)

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()

--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(2000)
SetMaxPlayerFlyHeight (2000)

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("dc:sound\\yav.lvl;yav1cw")
ReadDataFile("sound\\geo.lvl;geo1cw")

--SetMaxFlyHeight(2000)
--SetMaxPlayerFlyHeight (2000)

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_walk_atte",
"rep_hero_macewindu",
"rep_fly_gunship",
"rep_inf_commandersharp",
"rep_inf_clonecommando")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_ig88",
"cis_hover_aat",
"cis_tread_hailfire",
"cis_hover_stap")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 400,
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},

},
cis = {
team = CIS,
units = 20,
reinforcements = 425,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

AddUnitClass(REP, "rep_inf_clonecommando",1, 6)
AddUnitClass(REP, "rep_inf_commandersharp",1, 1)

SetHeroClass(CIS, "cis_hero_ig88")
SetHeroClass(REP, "rep_hero_macewindu")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("CommandFlyer", 1)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:CWH\\CWH.lvl", "CWH_conquest")
ReadDataFile("dc:CWH\\CWH.lvl", "CWH_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
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Fiodis
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Re: Unit not showing again..

Post by Fiodis »

I dunno, you sure you got those AddUnitClass calls in the right spots?

Any error log messages? These explain a lot and it seems many people don't bother with them.

Have you tried the various alternative ways of adding an extra unit class?
501st_commander
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Re: Unit not showing again..

Post by 501st_commander »

Fiodis wrote:I dunno, you sure you got those AddUnitClass calls in the right spots?
yes the "commander sharp" unit is in-game.
Fiodis wrote:Any error log messages? These explain a lot and it seems many people don't bother with them.
ahhh i just found this:

Code: Select all


Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "rep_inf_clonecommando" (check the side's .req file)
Fiodis wrote:Have you tried the various alternative ways of adding an extra unit class?
not yet. i dont know of any other way yet
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Fiodis
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Re: Unit not showing again..

Post by Fiodis »

Here we go.
501st_commander wrote:
Fiodis wrote:Any error log messages? These explain a lot and it seems many people don't bother with them.
ahhh i just found this:

Code: Select all


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


Seems you may be one of the many who don't bother. The answer is staring right at you: you don't have him in your side's req file.
501st_commander wrote:
Fiodis wrote:Have you tried the various alternative ways of adding an extra unit class?
not yet. i dont know of any other way yet

And...which tutorial did you get this from? Because plenty others are mentioned. The one I prefer, which is a bit more complex but has never failed me, is adding a new unit class in via the SetupTeams.lua.

So, you have your error. Go and fix it; and if it doesn't work, then try it again. And if it still doesn't work, give the tutorial a good look at and try another method.
501st_commander
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Re: Unit not showing again..

Post by 501st_commander »

Fiodis wrote:Here we go.
501st_commander wrote:
Fiodis wrote:Any error log messages? These explain a lot and it seems many people don't bother with them.
ahhh i just found this:

Code: Select all


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


Seems you may be one of the many who don't bother. The answer is staring right at you: you don't have him in your side's req file.
I do have him in my sides req file.
Fiodis wrote:
501st_commander wrote:
Fiodis wrote:Have you tried the various alternative ways of adding an extra unit class?
not yet. i dont know of any other way yet

And...which tutorial did you get this from?
Custom Side: How To (FAQ)
Fiodis wrote:Because plenty others are mentioned. The one I prefer, which is a bit more complex but has never failed me, is adding a new unit class in via the SetupTeams.lua.

So, you have your error. Go and fix it; and if it doesn't work, then try it again. And if it still doesn't work, give the tutorial a good look at and try another method.
Ok,
But is there anything wrong with the units req (in the first post)?



EDIT
know this is a double post but if this helps its worth it.
Hidden/Spoiler:
Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\cis.lvl

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: rep_inf_commando

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "rep_inf_commando" (check the side's .req file)
uf_updateClassIndex(): Added class: rep_inf_commandersharp
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_officer
uf_updateClassIndex(): Added class: cis_inf_droideka
uf_updateClassIndex(): Added class: cis_hero_ig88
^Found this is the BFront2.log.

Code: Select all

Team missing class "rep_inf_commando" (check the side's .req file)
and he is in the rep.req! (note i renamed the odfs and req + changed the inerds of them so they matched up to the changed name)
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Re: Unit not showing again..

Post by YaNkFaN »

did you change the name in the .lua as well? including where you call it from your side and when you add the unit?
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Re: Unit not showing again..

Post by 501st_commander »

It's changed in the lua and everywhere i had him referd to.
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