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ATST pilot view & weapons @ dummyroot-head is static[Solved]

Posted: Thu Jan 27, 2011 1:58 pm
by kinetosimpetus
As I said in the title, the pilot's camera and weapons are at the dummyroot, and the head does not animation with the rest of the skeleton.

The files are ALL STOCK, except for the co-pilot's weapon, but it is not the problem.

I have done a manual clean, and nothing changed.

I had this problem before with the AT-XT, but that would be in the r3p.lvl, which is not loaded on Endor.

VID \/
Image


EDIT: right now, I'm doing full automatic cleans on r3p and imp sides, removing every piece of atxt and atst from r3p and remunging r3p.lvl and imp.lvl.

Re: AT-ST pilot view and weapons at dummy root. head is stat

Posted: Thu Jan 27, 2011 2:18 pm
by DarthD.U.C.K.
that is weird,what did you change? as far as i know walker are the only vehicles with the moveturretindependendlyfromhead-feature and it seems that youve borken it somehow.

Re: AT-ST pilot view and weapons at dummy root. head is stat

Posted: Thu Jan 27, 2011 2:25 pm
by kinetosimpetus
Yeah, I have no idea. A while ago I tired to add the AT-XT to the republic, and when it finally didn't ctd, it had this issue, and now I tried to shuffle the aimers around in the atst, got these results, tried to change back, and still have them. they might have been there before i changed it, i didn't munge a stock atst before changing it. but now that i have munged a stock atst, it still is messed up...

Re: AT-ST pilot view and weapons at dummy root. head is stat

Posted: Thu Jan 27, 2011 5:47 pm
by AceMastermind
Try loading a shipped AT-ST and see if it works properly, if it does work then something must be wrong with your custom files.

Code: Select all

ReadDataFile("SIDE\\imp.lvl",					
              "imp_walk_atst")
Have you done anything to the memorypools in your LUA?

Re: AT-ST pilot view and weapons at dummy root. head is stat

Posted: Thu Jan 27, 2011 5:54 pm
by kinetosimpetus
I have not changed the .lua except to load my custom sides lvl's. If it still is messed up when I get home, I'll try loading the stock AT-ST. Should I load it before or after my AT-ST? its the jungle version on this map, and i changed it to use the imp_walk_atst as it's classparent, so I would only need to edit one file to change the weapons. the jungle file only sets the mesh, the normal atst sets everything else, as well as its mesh.

Re: AT-ST pilot view and weapons at dummy root. head is stat

Posted: Thu Jan 27, 2011 6:09 pm
by AceMastermind
kinetosimpetus wrote:...Should I load it before or after my AT-ST?...
No, comment out your custom AT-ST side and load the shipped one to see if it has any problems just to rule out anything else other than your custom side as the problem.

Re: AT-ST pilot view and weapons at dummy root. head is stat

Posted: Thu Jan 27, 2011 6:12 pm
by kinetosimpetus
The whole side, or just the walker?

Re: AT-ST pilot view and weapons at dummy root. head is stat

Posted: Thu Jan 27, 2011 6:15 pm
by AceMastermind
It's up to you whether or not you want to comment out the whole side, I thought your problem was with the AT-ST, so just the walker.

Re: AT-ST pilot view and weapons at dummy root. head is stat

Posted: Fri Jan 28, 2011 12:14 am
by kinetosimpetus
ok, after totally cleaning and munging the r3p and imp sides, no change, so I commented out the dc: atst and loaded stock, which worked fine.

I just realized i didn't post an error log... I'll get on that now...

...aaaaaand nothing there...


Trying to munge a totally stock atst and use that. only change from stock this time was to update a time stamp.

still all messed up.

Re: AT-ST pilot view and weapons at dummy root. head is stat

Posted: Fri Jan 28, 2011 8:34 am
by DarthD.U.C.K.
did you already try to make a new mp and use the stock-at-st there?

Re: AT-ST pilot view and weapons at dummy root. head is stat

Posted: Fri Jan 28, 2011 11:15 am
by kinetosimpetus
tried last night with an existing almost bare map, but the map itself was crashing.

munging an all new map now.

Munged Stock atst worked.


Copied modified odf's to the clean project. the craziness came back.
trying again without using classparent stuff.


I guess walkers dont like to use ClassParent's...

Trying on the actual mod now.





All fixed. AT-ST's don't like Classparents.