Vehicle Problem (Flyer won't spawn) [Solved]

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
LEO
First Lance Corporal
First Lance Corporal
Posts: 130
Joined: Tue Nov 20, 2012 5:06 pm
Projects :: Map_for_swbf2
Games I'm Playing :: Swbf2
xbox live or psn: No gamertag set

Vehicle Problem (Flyer won't spawn) [Solved]

Post by LEO »

Hello
I have a tiny problem. I have a ready Map with rain fog and other things. And now if i try to add a vehicle it's works. But if i change the vehicle to a flyer I doesnt work. There's NO Munge log and now gameplay problem but the flyer don't spawn.
Sorry for my bad english.
I hope you can help me.
LEO
(And google isnt my friend because i dont find anyone with the same problem)
:vader2:

Please don't spam smilies. -Staff
Dreadnot9
Chief Warrant Officer
Chief Warrant Officer
Posts: 341
Joined: Wed Jun 06, 2012 2:05 pm
Projects :: Rising Conflict CW v2.0
Games I'm Playing :: Skyrim TF2 FTL
xbox live or psn: Steam is Dreadnot9

Re: Vehicle Problem (Flyer)

Post by Dreadnot9 »

First and foremost, welcome to Gametoast.
As for your problem, can you post your lua as well as your error log.
If you don't know what either of those are, check out the FAQ found here.
LEO
First Lance Corporal
First Lance Corporal
Posts: 130
Joined: Tue Nov 20, 2012 5:06 pm
Projects :: Map_for_swbf2
Games I'm Playing :: Swbf2
xbox live or psn: No gamertag set

Re: Vehicle Problem (Flyer)

Post by LEO »

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"}



--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()
SetUberMode(1);

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(300000000000000000000000000000000000000000000000000)
SetMaxPlayerFlyHeight (3000000000000000000000000000000000000000000000)

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\\yav.lvl;yav1cw")
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_obiwan",
"rep_hover_barcspeeder",
"rep_fly_gunship_sc")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_jangofett",
"cis_hover_aat",
"cis_hover_stap")


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

SetupTeams{
rep = {
team = REP,
units = 250,
reinforcements = 650,
soldier = { "rep_inf_ep3_rifleman",4, 400},
assault = { "rep_inf_ep3_rocketeer",4, 400},
engineer = { "rep_inf_ep3_engineer",4, 400},
sniper = { "rep_inf_ep3_sniper",4, 400},
officer = {"rep_inf_ep3_officer",4, 400},
special = { "rep_inf_ep3_jettrooper",4, 400},

},
cis = {
team = CIS,
units = 250,
reinforcements = 650,
soldier = { "cis_inf_rifleman",40, 400},
assault = { "cis_inf_rocketeer",40, 400},
engineer = { "cis_inf_engineer",40, 400},
sniper = { "cis_inf_sniper",40, 400},
officer = {"cis_inf_officer",40, 400},
special = { "cis_inf_droideka",40, 400},
}
}

SetHeroClass(CIS, "cis_hero_jangofett")
SetHeroClass(REP, "rep_hero_obiwan")


-- 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, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 240
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 22)
SetMemoryPoolSize("EntityFlyer", 30)
SetMemoryPoolSize("EntityHover", 20)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 20)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Navigator", 49)
SetMemoryPoolSize("Obstacle", 760)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("SoundSpaceRegion", 46)
SetMemoryPoolSize("TreeGridStack", 500)
SetMemoryPoolSize("UnitAgent", 49)
SetMemoryPoolSize("UnitController", 49)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:LEO\\LEO.lvl", "LEO_conquest")
ReadDataFile("dc:LEO\\LEO.lvl", "LEO_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

Have fun with this lua :D
Hidden/Spoiler:
Common\munge PC
Copying premunged files from MUNGED...
0 Datei(en) kopiert
Copying premunged files from MUNGED\PC...
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
Munging bump_shader.xml
Munging decal_shader.xml
Munging detail_shader.xml
Munging filtercopy_shader.xml
Munging flare_shader.xml
Munging foliage_shader.xml
Munging hdr_shader.xml
Munging interface_shader.xml
Munging lightbeam_shader.xml
Munging normalmapadder_shader.xml
Munging normal_shader.xml
Munging normal_terrain_shader.xml
Munging ocean_shader.xml
Munging particle_shader.xml
Munging perpixeldiffuselighting_shader.xml
Munging pervertexdiffuselighting_shader.xml
Munging prereflection_shader.xml
Munging rain_shader.xml
Munging refraction_shader.xml
Munging sample_shader.xml
Munging scroll_shader.xml
Munging shadowquad_shader.xml
Munging shield_shader.xml
Munging skyfog_shader.xml
Munging specularlighting_shader.xml
Munging specular_shader.xml
Munging sprite_shader.xml
Munging stencilshadow_shader.xml
Munging terrain_shader.xml
Munging terrain_shader2.xml
Munging water_shader.xml
Munging zprepass_shader.xml
Merging ..\..\Common\Localize\PC\English.cfg...
Merging ..\..\Common\Localize\PC\French.cfg...
Merging ..\..\Common\Localize\PC\german.cfg...
Merging ..\..\Common\Localize\PC\Italian.cfg...
Merging ..\..\Common\Localize\PC\japanese.cfg...
Merging ..\..\Common\Localize\PC\spanish.cfg...
Merging ..\..\Common\Localize\PC\uk_english.cfg...
Merging ..\..\Common\Localize\Comments.cfg...
Merging ..\..\Common\Localize\english.cfg...
Merging ..\..\Common\Localize\french.cfg...
Merging ..\..\Common\Localize\german.cfg...
Merging ..\..\Common\Localize\italian.cfg...
Merging ..\..\Common\Localize\japanese.cfg...
Merging ..\..\Common\Localize\spanish.cfg...
Merging ..\..\Common\Localize\uk_english.cfg...

Munging Comments.cfg
Munging English.cfg
Munging French.cfg
Munging german.cfg
Munging Italian.cfg
Munging japanese.cfg
Munging spanish.cfg
Munging uk_english.cfg

C:\BF2_ModTools\data_LEO\_BUILD\Common>levelpack -inputfile core.req -writefiles MUNGED\PC\core.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_LEO\_BUILD\PC_MungeLog.txt"
Munging core.req
1 Datei(en) verschoben.

C:\BF2_ModTools\data_LEO\_BUILD\Common>levelpack -inputfile common.req -writefiles MUNGED\PC\common.files -common MUNGED\PC\core.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_LEO\_BUILD\PC_MungeLog.txt"
1 Datei(en) verschoben.

C:\BF2_ModTools\data_LEO\_BUILD\Common>levelpack -inputfile ingame.req -writefiles MUNGED\PC\ingame.files -common MUNGED\PC\core.files MUNGED\PC\common.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_LEO\_BUILD\PC_MungeLog.txt"
1 Datei(en) verschoben.

C:\BF2_ModTools\data_LEO\_BUILD\Common>levelpack -inputfile inshell.req -writefiles MUNGED\PC\inshell.files -common MUNGED\PC\core.files MUNGED\PC\common.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_LEO\_BUILD\PC_MungeLog.txt"
1 Datei(en) verschoben.

C:\BF2_ModTools\data_LEO\_BUILD\Common>levelpack -inputfile MISSION\*.req -common MUNGED\PC\core.files MUNGED\PC\common.files MUNGED\PC\ingame.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir MUNGED\PC 2>>"C:\BF2_ModTools\data_LEO\_BUILD\PC_MungeLog.txt"
1 Datei(en) verschoben.

C:\BF2_ModTools\data_LEO\_BUILD\Common>levelpack -inputfile MISSION.req -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_LEO\_BUILD\PC_MungeLog.txt"
1 Datei(en) verschoben.
1 Datei(en) verschoben.
Sides\munge PC
munge_side Common PC
0 Datei(en) kopiert
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_side ALL PC
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_side CIS PC
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_side DES PC
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_side EWK PC
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_side GAM PC
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_side GAR PC
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_side GEO PC
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_side GUN PC
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_side IMP PC
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_side JDI PC
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_side JED PC
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_side REP PC
0 Datei(en) kopiert
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_side SNW PC
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_side TUR PC
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_side WOK PC
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
Worlds\munge PC
munge_world Common PC
Done
Done
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_world LEO PC
Done
Munging LEO.tga
Munging LEO.TER
Munging LEO_conquest.lyr
Munging LEO_conquest.lyr
Munging LEO_conquest.RGN
Munging LEO_conquest.BAR
File ..\..\..\worlds\leo\world1\LEO_conquest.BAR not found; skipping
Munging LEO_conquest.HNT
Finished Munging files, writing output
Munging LEO_eli.lyr
Munging LEO_eli.lyr
Munging LEO_eli.RGN
Munging LEO_eli.BAR
File ..\..\..\worlds\leo\world1\LEO_eli.BAR not found; skipping
Munging LEO_eli.HNT
Finished Munging files, writing output
Done
Munging LEO.wld
Munging LEO.wld
Munging LEO.RGN
Munging LEO.BAR
Munging LEO.HNT
Finished Munging files, writing output
Done
Munging LEO.PTH
Munging LEO_conquest.PTH
Munging LEO_eli.PTH
Munging yavin1.pth
Munging yavin1_Campaign.PTH
Munging yavin1_CommonDesign.PTH
Munging yavin1_Conquest.PTH
Munging yavin1_CTF.PTH
Munging yavin1_CTF_CenterFlag.PTH
Munging yavin1_soundemitters.pth
Munging yavin1_soundregionenv.pth
Munging yavin1_soundregions.pth
Munging yavin1_soundspaces.pth
Munging yavin1_TDM.PTH
Munging yavin1_tree.pth
Munging yav2.PTH
Munging yav2_Buildings01.PTH
Munging yav2_Design001.PTH
Munging yav2_invisocube.PTH
Munging yav2_SoundRegions.PTH
Munging yav2_SoundSpaces.PTH
Munging LEO.PLN
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
Munging LEO.BND
1 Datei(en) verschoben.
1 Datei(en) verschoben.
Munging LEO.LGT
Munging LEO_conquest.LGT
Munging LEO_eli.LGT
1 Datei(en) verschoben.
1 Datei(en) verschoben.
Munging LEO.req
Munging LEO_conquest.mrq
Munging LEO_eli.mrq
0 Datei(en) verschoben.
Das System kann den angegebenen Pfad nicht finden.
Munging LEO.req
0 Datei(en) verschoben.
Das System kann den angegebenen Pfad nicht finden.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
Munging addme.lua...done.
Copying files to Battlefront II directory:
"C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront II\GameData"
Addon dir exists, continuing...
Mod dir "LEO"exists, continuing...
Copying addme.script to mod dir...done
Copying "mission.lvl" to modDir\data\_LVL_PC\...done
Copying "core.lvl" to modDir\data\_LVL_PC\...done
Copying "LEO" to modDir\data\_LVL_PC\...done
Copying "SIDE" to modDir\data\_LVL_PC\...done
Munge process finished
The munge output
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Vehicle Problem (Flyer)

Post by Teancum »

There are two error logs, actually. Typically when folks here say "error log" we mean BFront2.log. Look at the link below, Question #4 for more information. What you've posted is what we refer to as the "munge log", which details the compiled output. The "error log" posts any in-game errors.

forums/viewtopic.php?f=27&t=13806
Bob
Brigadier General
Brigadier General
Posts: 633
Joined: Thu May 27, 2010 4:28 am
Location: at home

Re: Vehicle Problem (Flyer)

Post by Bob »

The rep_fly_gunship_sc needs
SetMemoryPoolSize("CommandFlyer", 30)
LEO
First Lance Corporal
First Lance Corporal
Posts: 130
Joined: Tue Nov 20, 2012 5:06 pm
Projects :: Map_for_swbf2
Games I'm Playing :: Swbf2
xbox live or psn: No gamertag set

Re: Vehicle Problem (Flyer)

Post by LEO »

SetMemoryPoolSize("CommandFlyer", 30)
Where i can lern which vehicle needs what kind of things? is this in the object define file??
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Vehicle Problem (Flyer)

Post by AQT »

Yep. The memory pool type contains/is the name of a vehicle's ClassLabel, which is at the top of ODF.
LEO
First Lance Corporal
First Lance Corporal
Posts: 130
Joined: Tue Nov 20, 2012 5:06 pm
Projects :: Map_for_swbf2
Games I'm Playing :: Swbf2
xbox live or psn: No gamertag set

Re: Vehicle Problem (Flyer)

Post by LEO »

Thanks a lot for everyanswer. And a special thanks to AQT because now i'm able to add flyer!!
Have a nice day
LEO <-No signatures please. -Staff
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: Vehicle Problem (Flyer)

Post by AceMastermind »

Setting up vehicles(including flyers) is also discussed in this FAQ topic.

LEO wrote:SetMaxFlyHeight(300000000000000000000000000000000000000000000000000)
SetMaxPlayerFlyHeight (3000000000000000000000000000000000000000000000)
Why the rediculously high numbers? I don't think it hurts anything, though the game probably resets it to default if invalid or out of range values are set. I'm just curious why you set these numbers so high.
LEO
First Lance Corporal
First Lance Corporal
Posts: 130
Joined: Tue Nov 20, 2012 5:06 pm
Projects :: Map_for_swbf2
Games I'm Playing :: Swbf2
xbox live or psn: No gamertag set

Re: Vehicle Problem (Flyer won't spawn) [Solved]

Post by LEO »

I set this numbers so high because it SUCKS if you're not able to fly as high as you wan't.
Post Reply