Modifying the Wookiee

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Hebes24
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Post by Hebes24 »

Right click on entity and select "add scope" then name the key with the 3 letter ID of your side, then put the odf name in by selecting the scope you mde and selecting "add key" and renaming the key to the odf name. then in the box to the right (you should be able to type in there) type whatever name you want it to have. then munge common, localize and the side.
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Post by t551 »

Hehe, now we'll see some old-school wookie warriors!
kajong

Post by kajong »

looks great :D good luck with the rest of your map Kaos4!
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Post by Kaos4 »

Well, I'm going to TRY to make a map. I have tried several times, though and nothing makes sense to me. i have tried to go through the tutorials, too, but I don't find that they help me. But hopefully I can get something working :roll: . I find these mod tools confusing.

EDIT
new question. I am working on my Wookie hero. It has the gamorean axe as a main weapon, Kiyadi mundi's animations/combo, and the bothan spy invisibility tool as a secondary weapon. The invisibility weapon does not work. Do I need the Bothan's animations to make it work? If so, is there a way I can add the bothan animation AND kiyadi mundi's animation? Thanks.
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Post by Hebes24 »

Try making the stealth as the secondary weapon, see what happens.
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Post by Kaos4 »

I did that. The weapon shows up in the secondary weapon slot. When I right click, however, nothing happens.
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Post by t551 »

Perhaps stelath cannot be use w/ a melee weapon equipped?
Kaos4
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Post by Kaos4 »

Here are some screens of the what I have of the Wookie Chieftan (hero):
http://aycu10.webshots.com/image/3649/2 ... 772_rs.jpg
http://aycu31.webshots.com/image/4190/2 ... 684_rs.jpg
http://aycu15.webshots.com/image/2894/2 ... 320_rs.jpg

Ingame looks a LOT cooler than these screens. :wink:

Hopefully the invisibility thing will work with melee weapons.
Are there any other files that I need for the invisibility weapon? All I could find was the weapon ODF.
In the ODF it says this AnimationBank = "tool" does this mean it needs something in the Bothan animation?
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Post by Rekubot »

That's how they hold weapons like the fusion cutter and the stealth tool. You don't need to worry about that.

That wookie looks cool enough :P.

Is there a way to fix the problem where if you use the bowcaster the wookie's feet go into the floor? I suppose that it's just the different skeleton.
Kaos4
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Post by Kaos4 »

I also tried the force mindtrick, that didn't work either. I did add the saberthrow to create an axe throw. Is there any way to alter the throw so the weapon spins vertically and not horizontally?

EDIT
Since I have no experience mapping I was wondering if it is possible to add my wookie side as a local for the standard Kashyyyk map in CW and as a playable race in GCW. If it is possible how can I do it?

When I select my "tank buster" class I always get a picture of the rocketlauncher stuck on the screen. Everything works fine, there is just a still picture of the rocketlauncher next to my wookie's head.
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Remove hud tag

Post by AceMastermind »

I think this will get rid of your mysterious flying gun problem.

In your weapons odf, add this line:

HUDTag = "hud"


Credit Penguin for this find.
Kaos4
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Post by Kaos4 »

Thanks, Is there a way I can transfer Localized data (weapon names...) in between maps so I don't have reenter it every time?
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Post by Hebes24 »

Sadly, I don't think so. :( (Believe me, it's a pain to have to do that)
Kaos4
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Errors

Post by Kaos4 »

Kinda off topic but, Why do the Kashyyyk trees float? Is there any way to prevent them from doing this. I try to use the ground to terrain, and object, but that doesn't help.
and How do I delete the original Command posts?

EDIT
I'm getting these errors for my map, which is crashing on startup, I'm not sure what to do.
Hidden/Spoiler:
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2

Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier imp_inf_darktrooper has geometry collision

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=d591e154: trying to replace "yav_prop_leaftree2" with "yav_prop_leaftree20"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=4799508f: trying to replace "yav_prop_leaftree1" with "yav_prop_leaftree10"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=46994efc: trying to replace "yav_prop_leaftree1" with "yav_prop_leaftree11"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=499953b5: trying to replace "yav_prop_leaftree1" with "yav_prop_leaftree12"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)
Hebes24
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RE: Errors

Post by Hebes24 »

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)
that might be the problem, I don't see any severity 3's
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RE: Errors

Post by Kaos4 »

Thanks, that is an error I haven't seen before. What does it mean? Does it have to do with trees? I have about 10-15 Kashyyyk trees, and a bunch (10 - 20) of smaller trees.
Hebes24
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RE: Errors

Post by Hebes24 »

It has to do with lighting, there is a lighting object called a "godray" and you seemed to have put in too many of them, or too many of objects that create them.
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RE: Errors

Post by Rekubot »

Too many godrays aren't a problem; I had the same error(s) once and it worked fine for me.
Kaos4
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Post by Kaos4 »

The only objects I have in my map are trees, and 4 watchtowers. I don't think that I have any lighting objects.

EDIT
When I munge it says KVW_conquest.BAR missing skipping file. I went into the WORLD folder and there is no KVW_conquest.bar . I didn't delete this or anything. Could this be the source of my problem?

EDIT2
Ok. I deleted the old map and started another one. This one works, somewhat. Both sides have their own command posts (red and blue cps show up on the map), but the Empire never spawns. I tired to play as them, it wouldn't even let me spawn. The empire's ATAT doesn't spawn either. I think it is a lua problem but I am not sure. Does anyone know a good solution? Thanks.
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