Animation problem (I think)

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Darth_Spiderpig
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Animation problem (I think)

Post by Darth_Spiderpig »

:roll: Hello again,

I ran into some trouble wiith my Korriban map, I reskined Darth Maul and added the cloaked anakin instead of the default anakin, munged and now something weird is happening:
the heroes with lightsabers have the stance of normal soldiers, If you play Maul, he hold his hands as if he have a blaster and sprints with hero speed, but his legs move as the normal soldier one.
if you try a saber throw, only a small light flew to his poor victims, if it returns, you can't jump, fight or use force powers anymore. Ten if you roll sidewards, everything is at the beginning (you can swing the saber and use the saber throw one time, then you must roll again)

Here are two of Maul problem pics (I circled the small light :wink: ):
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
And here is what is Ani's problem: if the popup comes, I press f1, the unit list appears and when I click anakin, the game crashes.


here is the LUA:
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"}



--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: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()

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

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_engineer",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_cloakedanakin")


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_darthmaul")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
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 = 150,
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},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_cloakedanakin")


-- 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 = 1024
SetMemoryPoolSize("Aimer", 75)
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:AAB\\AAB.lvl", "AAB_conquest")
ReadDataFile("dc:AAB\\AAB.lvl", "AAB_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
BFront2.log
http://txtb.in/57l

Can some one help me, please?
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B.I.G_Cookie
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Re: animation problem (I think)

Post by B.I.G_Cookie »

did you copy their anim files into your side munged folder?
did you also copy their combo files into your side odf folder?
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StarkillerMarek
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Re: animation problem (I think)

Post by StarkillerMarek »

Do add the Common sides folder to your sides folder? I don't know whether you had custom sides before or not but just thought I'd tell you.
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Re: animation problem (I think)

Post by Darth_Spiderpig »

Yes, the common folder is there, the anims and combos also :(
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StarkillerMarek
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Re: animation problem (I think)

Post by StarkillerMarek »

You made some mistake somewhere, try raising the soldieranimationpool as well.
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Re: animation problem (I think)

Post by Darth_Spiderpig »

ok, i will try, thanks.
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Re: animation problem (I think)

Post by StarkillerMarek »

Without seeing your sides folders, we can't exactly tell you what is going wrong. It will take some patience to recheck what you have done recently.
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Re: animation problem (I think)

Post by Darth_Spiderpig »

Hmm, I guess I make new sides.

For Korriban, I need Sith troopers and Old Republic troops.

I will change the sides, then the problem should be gone :mrgreen:

Thanks Cookie and StarkillerMarek
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Re: animation problem (I think)

Post by DarthD.U.C.K. »

maybe you have to increase the memorypoolsize for combos and so on..
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Re: animation problem (I think)

Post by StarkillerMarek »

Do you have a lot of melee weapon weilding soldiers?
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Re: animation problem (I think)

Post by Darth_Spiderpig »

I don't have melee weapons, I am new to modding, so I am happy with having sides with my own skins :lol:


If you want to watch what it looks like, here is the video :mrgreen:

http://www.xfire.com/video/1510af/
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Re: animation problem (I think)

Post by DarthD.U.C.K. »

DarthD.U.C.K. wrote:maybe you have to increase the memorypoolsize for combos and so on..
lightsabers are meelweweapons..
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Re: animation problem (I think)

Post by Darth_Spiderpig »

Oh, oops, yeah.

I have just my two heroes (anakin and maul)
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Re: animation problem (I think)

Post by DarthD.U.C.K. »

Code: Select all

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")
whats that supposed ot be ?

and the log says that animations are missing, can ou please take a screen of your sides munged folder?
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Re: animation problem (I think)

Post by Darth_Spiderpig »

that should be my loadscreen, but it doesn't work.

n00b question: how should I post the screenshoot of the munged folder :oops: :lol:
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Re: animation problem (I think)

Post by B.I.G_Cookie »

open your munged folder and press the print key on your keyboard.
open paint and paste the image into it
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Re: animation problem (I think)

Post by Darth_Spiderpig »

thanks, I feel like a n00b, it's so obvious :oops: :P
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StarkillerMarek
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Re: animation problem (I think)

Post by StarkillerMarek »

Is that Mauls too?
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Re: animation problem (I think)

Post by Darth_Spiderpig »

D'oh, I know I forgot something important.
Here it is for the cis side:
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StarkillerMarek
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Re: animation problem (I think)

Post by StarkillerMarek »

Why did you add the whole REP side in order to get the cloaked anakin? Why not just load the stock rep side?

Everything seems to be in order, so try raising the memory pools that Darth D.U.C.K and I told you about.
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