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How to add a jedi and sith with Rebels and Empire ?

Posted: Wed Jun 17, 2009 7:22 am
by jvsw
Hi everybody!
I wish how to add a jedi rebels (adding a unit) and one Sith for the Empire.

I followed a lot of tutorials on the site but the units do not appear.
I added the Side Jed but nothing works.

Thank you in advance!

Example (I tried several but this is the latest) :
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

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("ingame.lvl")



SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)


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\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookie",
"all_hero_hansolo_tat",
"jed_inf_jedi01")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome",
"jed_inf_sith01")

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookie",1,4},
jedi= { "jed_inf_jedi01",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
jedi= { "jed_inf_sith01",1,4},
},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

AddUnitClass(ALL, "jed_inf_jedi01",1,4)
AddUnitClass(IMP, "jed_inf_sith01",1,4)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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:MCV\\MCV.lvl", "MCV_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

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

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end

Re: How to add a jedi and sith with Rebels and Empire ?

Posted: Wed Jun 17, 2009 7:51 am
by Commander_Keller
this section here:

Code: Select all

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

AddUnitClass(ALL, "jed_inf_jedi01",1,4)
AddUnitClass(IMP, "jed_inf_sith01",1,4)
has to be vice versa, namely:

Code: Select all

AddUnitClass(ALL, "jed_inf_jedi01",1,4)
AddUnitClass(IMP, "jed_inf_sith01",1,4)

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")
i don't know why that is but some programs seem to be "picky".
the red lines are not needed:

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookie",1,4},
jedi= { "jed_inf_jedi01",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
jedi= { "jed_inf_sith01",1,4},
},
}

second thing is you have to add those units to your side's .req file where all the other units are listed. for example for the all side the .req file is called all.req.

Re: How to add a jedi and sith with Rebels and Empire ?

Posted: Wed Jun 17, 2009 8:23 am
by jvsw
I added the needed files in imp and all but sometimes the file name varies between:
-jed_inf_jedi01 (for example)
and jed_jedi_knight01.

My imp.req :
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"jed_inf_sith01"
"imp_droid_probe"
"imp_fly_destroyer_dome"
"imp_fly_tiebomber_sc"
"imp_fly_tiefighter_sc"
"imp_fly_tieinterceptor"
"imp_fly_trooptrans"
"imp_fly_ai_trooptrans"
"imp_hero_bobafett"
"imp_hero_darthvader"
"imp_hero_emperor"
"imp_hover_fightertank"
"imp_hover_speederbike"
"imp_inf_dark_trooper"
"imp_inf_dark_trooper_hunt"
"imp_inf_engineer"
"imp_inf_engineer_snow"
"imp_inf_marine"
"imp_inf_officer"
"imp_inf_officer_hunt"
"imp_inf_officer_snow"
"imp_inf_officer_gray"
"imp_inf_pilot"
"imp_inf_pilot_atat"
"imp_inf_pilot_atst"
"imp_inf_pilot_tie"
"imp_inf_rifleman"
"imp_inf_rifleman_desert"
"imp_inf_rifleman_snow"
"imp_inf_rocketeer"
"imp_inf_rocketeer_snow"
"imp_inf_sniper"
"imp_inf_sniper_snow"
"imp_veh_remote_terminal"
"imp_walk_atat"
"imp_walk_atst"
"imp_walk_atst_jungle"
"imp_walk_atst_snow"

}
}
I will try what you propose to me and I said if it works. :wink:

Re: How to add a jedi and sith with Rebels and Empire ?

Posted: Wed Jun 17, 2009 8:29 am
by Commander_Keller
jvsw wrote:I added the needed files in imp and all but sometimes the file name varies between:
-jed_inf_jedi01 (for example)
and jed_jedi_knight01.

I will try what you propose to me and I said if it works. :wink:

when your unit is listed in the lua as "jed_inf_jedi01" your unit's odf has to be named "jed_inf_jedi01.odf". and you have to add exact this line ("jed_inf_jedi01") to your all.rep assuming your side is called ALL.
altogether the unit's odf name, the name in the lua and the name in the .req file have to be identic.

Re: How to add a jedi and sith with Rebels and Empire ?

Posted: Wed Jun 17, 2009 9:18 am
by jvsw
The msh name is jed_inf_jedi01.msh, and the odf name is jed_knight_01.odf .

Re: How to add a jedi and sith with Rebels and Empire ?

Posted: Wed Jun 17, 2009 9:26 am
by Commander_Keller
jvsw wrote:The msh name is jed_inf_jedi01.msh, and the odf name is jed_knight_01.odf .
then you have to add "jed_knight_01" to the lua and the .req file.

Re: How to add a jedi and sith with Rebels and Empire ?

Posted: Wed Jun 17, 2009 9:39 am
by jvsw
So I have this:...
Hidden/Spoiler:
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookie",
"all_hero_hansolo_storm",
"jed_knight_01")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome",
"jed_sith_01")

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookie",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

AddUnitClass(ALL, "jed_knight_01",1,4)
AddUnitClass(IMP, "jed_sith_01",1,4)


SetHeroClass(ALL, "all_hero_hansolo_storm")
SetHeroClass(IMP, "imp_hero_bobafett")
ALL.REQ :
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"jed_knight_01"
"all_droid_r2d2"
"all_fly_awing"
"all_fly_gunship_sc"
"all_fly_moncalamari_dome"
"all_fly_snowspeeder"
"all_fly_xwing_sc"
"all_fly_ywing_sc"
"all_hero_chewbacca"
"all_hero_hansolo_storm"
"all_hero_hansolo_tat"
"all_hero_leia"
"all_hero_luke_jedi"
"all_hero_luke_pilot"
"all_hero_luke_storm"
"all_hero_luke_tat"
"all_hover_combatspeeder"
"all_hover_bos_combatspeeder"
"all_inf_engineer"
"all_inf_engineer_fleet"
"all_inf_engineer_jungle"
"all_inf_engineer_snow"
"all_inf_marine"
"all_inf_officer"
"all_inf_officer_jungle"
"all_inf_officer_snow"
"all_inf_pilot"
"all_inf_rifleman"
"all_inf_rifleman_desert"
"all_inf_rifleman_fleet"
"all_inf_rifleman_jungle"
"all_inf_rifleman_snow"
"all_inf_rifleman_urban"
"all_inf_rocketeer"
"all_inf_rocketeer_fleet"
"all_inf_rocketeer_jungle"
"all_inf_rocketeer_snow"
"all_inf_sniper"
"all_inf_sniper_fleet"
"all_inf_sniper_jungle"
"all_inf_sniper_snow"
"all_inf_wookiee"
"all_inf_wookiee_snow"
"all_veh_remote_terminal"
"all_walk_tauntaun"
"imp_hover_speederbike"
"all_bldg_defensegridturret"
}
}
IMP.REQ :
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"jed_sith_01"
"imp_droid_probe"
"imp_fly_destroyer_dome"
"imp_fly_tiebomber_sc"
"imp_fly_tiefighter_sc"
"imp_fly_tieinterceptor"
"imp_fly_trooptrans"
"imp_fly_ai_trooptrans"
"imp_hero_bobafett"
"imp_hero_darthvader"
"imp_hero_emperor"
"imp_hover_fightertank"
"imp_hover_speederbike"
"imp_inf_dark_trooper"
"imp_inf_dark_trooper_hunt"
"imp_inf_engineer"
"imp_inf_engineer_snow"
"imp_inf_marine"
"imp_inf_officer"
"imp_inf_officer_hunt"
"imp_inf_officer_snow"
"imp_inf_officer_gray"
"imp_inf_pilot"
"imp_inf_pilot_atat"
"imp_inf_pilot_atst"
"imp_inf_pilot_tie"
"imp_inf_rifleman"
"imp_inf_rifleman_desert"
"imp_inf_rifleman_snow"
"imp_inf_rocketeer"
"imp_inf_rocketeer_snow"
"imp_inf_sniper"
"imp_inf_sniper_snow"
"imp_veh_remote_terminal"
"imp_walk_atat"
"imp_walk_atst"
"imp_walk_atst_jungle"
"imp_walk_atst_snow"

}
}
...but it's still not working and the Wookie unit has disappeared.

Re: How to add a jedi and sith with Rebels and Empire ?

Posted: Wed Jun 17, 2009 10:25 am
by Commander_Keller
you have to add dc: to the lua.
this way you tell your game to read from your custom sides in your map.
Hidden/Spoiler:
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookie",
"all_hero_hansolo_storm",
"jed_knight_01")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome",
"jed_sith_01")
i hope it will work this time.

Re: How to add a jedi and sith with Rebels and Empire ?

Posted: Wed Jun 17, 2009 12:16 pm
by jvsw
The game crashes...

Re: How to add a jedi and sith with Rebels and Empire ?

Posted: Wed Jun 17, 2009 2:19 pm
by sampip
can you post your error log?

Re: How to add a jedi and sith with Rebels and Empire ?

Posted: Thu Jun 18, 2009 12:57 am
by jvsw
Hi!
There is no error log as the game returns directly to the office with nothing to display.

Already, what I did is that I followed the tuto of Caleb1117 on the creation of a side.
But before I drag MSHS, odfs and Other files of JED Side in the All and Imp.
Does he had to do this?

EDIT : My BFront2 log :
Hidden/Spoiler:
Opened logfile BFront2.log 2009-06-18 1449
ingame stream movies\crawlfr.mvs
Found side\rvs.lvl. Adding ADS's extra missions
addme.lua too old: read version 4.0; expected at least 5.0
prev = none iLastPage = nil
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03CE128C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = g era_g
play movie PSA 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment PSA0.000000ly

+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 4
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 5
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 6
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 7
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 9
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 10
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 11
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 12
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 13
EraSelection.subst = g era_g
EraSelection.subst = g era_g
num, Selection = 1 table: 03CE128C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 32
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie PSA 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment PSA0.000000ly

EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CE128C
EraSelection.subst = c era_c
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = true galactic_visable = true
Adding map: MCVc_con idx: 1
Adding map: MCVg_con idx: 2
play movie PSA 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment PSA0.000000ly

this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedStencilShadow.cpp(892)
No shadow data!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier cis_inf_caped_magnaguard has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 232

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 236

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 240

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 244

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 248

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 252

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 256

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 260

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 264

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 268

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 272

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 276

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 280

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 284

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 288

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 292

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 296

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 300

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 304

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 308

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 312

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 316

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 320

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 324

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 328

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 332

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 336

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 340

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 344

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 348

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 352

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 356

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 360

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 364

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 368

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 372

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 376
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.33);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.33);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.33);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Thrust(">=", 0.25);
ThrustAngle(135.00, -135.00);
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Thrust(">=", 0.25);
ThrustAngle(135.00, -135.00);
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.33);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.33);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Thrust(">=", 0.25);
ThrustAngle(135.00, -135.00);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.33);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
idx in = 2
idx use = 2 side = 1
idx in = 3
idx use = 3 side = 1
idx in = 4
idx use = 4 side = 1
idx in = 5
idx use = 5 side = 1
idx in = 106
idx use = 6 side = 2
idx in = 7
idx use = 7 side = 1
icon fast mode
ingame stream movies\crawlfr.mvs
Found side\rvs.lvl. Adding ADS's extra missions
addme.lua too old: read version 4.0; expected at least 5.0
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile

EDIT 2
All this is for my map Malachor V. If I can not make the jedi is not serious because I can get through.
As I made against skins with Gimp but they do not appear in-game.

For example a stormtrooper Malachor V skin :
Image

Also, I want to add the flash of Kamino sky and to change it in green (for those who know Malachor V)

Re: How to add a jedi and sith with Rebels and Empire ?

Posted: Thu Jun 18, 2009 7:18 pm
by Commander_Keller
as far as i can see your game does not crash because of my advice. the side settings the way i told you are correct. i can post my lua as proof since my map works fine:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- Empire Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()

DisableBarriers("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")

EnableSPHeroRules()

cp1 = CommandPost:New{name = "CP1_CON"}
cp2 = CommandPost:New{name = "CP2_CON"}
--cp3 = CommandPost:New{name = "CP3_CON"}
cp4 = CommandPost:New{name = "CP4_CON"}
cp5 = CommandPost:New{name = "CP5_CON"}
cp7 = CommandPost:New{name = "CP7_CON"}
--cp8 = CommandPost:New{name = "CP8_CON"}

conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
--conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp7)
--conquest:AddCommandPost(cp8)

conquest:Start()

end


function ScriptInit()

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


StealArtistHeap(2048 * 1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")


ReadDataFile("sound\\myg.lvl;myg1gcw")
ReadDataFile("dc:sound\\111.lvl;111gcw")


SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight(25)

ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_inf_wookiee",
"all_inf_commando",
"all_hover_combatspeeder")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_officer",
"imp_inf_sniper",
"imp_inf_engineer",
"imp_inf_dark_trooper",
"imp_inf_commando",
"imp_hero_bobafett",
"imp_hero_darthvader",
"imp_hover_fightertank",
"imp_hover_speederbike",
--"imp_walk_atst_jungle",
"imp_walk_atst")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_recoilless_lg")

SetupTeams{

all={
team = ALL,
units = 32,
reinforcements = 150,
soldier = {"all_inf_rifleman",9, 25},
assault = {"all_inf_rocketeer",1, 4},
engineer = {"all_inf_engineer",1, 4},
sniper = {"all_inf_sniper",1, 4},
officer = {"all_inf_officer",1, 4},
special = {"all_inf_wookiee",1, 4},


},

imp={
team = IMP,
units = 32,
reinforcements = 150,
soldier = {"imp_inf_rifleman", 9, 25},
assault = {"imp_inf_rocketeer", 1, 4},
engineer = {"imp_inf_engineer", 1, 4},
sniper = {"imp_inf_sniper", 1, 4},
officer = {"imp_inf_officer",1, 4},
special = {"imp_inf_dark_trooper",1, 4},
}
}

AddUnitClass(IMP, "imp_inf_commando",1, 4)
AddUnitClass(ALL, "all_inf_commando",1, 4)

-- Hero Setup --

SetHeroClass(IMP, "imp_hero_bobafett")
SetHeroClass(ALL, "all_hero_hansolo_tat")


-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 4) -- ATst- 2 legged Walkers
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize("Aimer", 80)
SetMemoryPoolSize("EntityCloth", 37)
SetMemoryPoolSize("EntityHover", 7)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityLight", 36)
SetMemoryPoolSize("MountedTurret", 14)
SetMemoryPoolSize("Obstacle", 500)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 76)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", 260)


SetSpawnDelay(10.0, 0.25)
ReadDataFile("myg\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
--SetStayInTurrets(1)


-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound

musicStream = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", musicStream)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", musicStream)

OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\myg.lvl", "myg1_emt")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")

SetAmbientMusic(ALL, 1.0, "all_myg_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_myg_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_myg_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_myg_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_myg_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_myg_amb_end", 2,1)

SetVictoryMusic(ALL, "all_myg_amb_victory")
SetDefeatMusic (ALL, "all_myg_amb_defeat")
SetVictoryMusic(IMP, "imp_myg_amb_victory")
SetDefeatMusic (IMP, "imp_myg_amb_defeat")

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


SetAttackingTeam(ATT)

--Camera Shizzle--

-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end
you can compare and see if you find something. good luck! :)

Re: How to add a jedi and sith with Rebels and Empire ?

Posted: Thu Jun 18, 2009 7:43 pm
by myers73
my suggestion is to just create a whole new side to load your units from, not add then to an existing side.

Re: How to add a jedi and sith with Rebels and Empire ?

Posted: Thu Jun 18, 2009 8:03 pm
by bobfinkl
myers73 wrote:my suggestion is to just create a whole new side to load your units from, not add then to an existing side.
Actually in my opinion it is easier to edit an existing side since most everything is already setup for you.

Jvsw, instead of creating a side and adding the stock jedi and sith to that try loading the sith and jedi from the stock sides instead, when you do your lua should look like this:
Hidden/Spoiler:
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookie",
"all_hero_hansolo_storm",
--"jed_knight_01")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome",
--"jed_sith_01")

ReadDataFile("SIDE\\jed.lvl",
"jed_knight_01",
"jed_sith_01")

Re: How to add a jedi and sith with Rebels and Empire ?

Posted: Fri Jun 19, 2009 8:13 am
by jvsw
Thank you. I will test this on a different map and see. I say if it works.

Actual .lua :
Hidden/Spoiler:
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat",
--"jed_sith_01")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome",
--"jed_sith_01")

ReadDataFile("SIDE\\jed.lvl",
"jed_knight_01",
"jed_sith_01")

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

AddUnitClass(ALL, "jed_knight_01",1,4)
AddUnitClass(IMP, "jed_sith_01",1,4)

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

Not work...