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I need help with my new unit [Solved]

Posted: Tue Aug 26, 2008 10:18 pm
by agzilla123
( I apologize if this message sounds hasty, because I did not have a lot of time to write this. I will edit it more carefully when I have more time tomarow mourning.)

Ok, so I have a new unit I wan to add to my map. I have followed the tutorial that explains to you how to make a new side. I have read it, followed it, read it, read it again, and so many times have I not seen my unit appear in my map. I have 2 goals.

1. To see my modded battle droid appear in my map on a shipped side.

Here are all of the files I can give to try to help solve this problem:

My mshs and tgas are basically anything having to do with he original battledroid found in the assets.

My odfs are everything that applies to the original battle droid found in the assets.

My battle droid (age_inf_battledroid)'s req is this:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"class"
"cis_inf_rifleman"
}
REQN
{
"zafbin"
"sbdroidfp"
}
REQN
{
"zaabin"
"sbdroidfp"
}
REQN
{
"model"
"hud_cis_wristblaster"
}
REQN
{
"model"
"hud_cis_wristrocket"
}
REQN
{
"model"
"hud_cis_trishot"
}
}[/code]
MY side req is this:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"lvl"
"age_inf_battledroid"
}
}

The conquest clone wars script for my map is this:
[/code]
The conquest clone wars script for my map is this: EDIT: Ok, now I fixed it. It is no longer cutoff.
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

---------------------------------------------------------------------------
-- 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()
AddAIGoal(3, "Deathmatch", 100)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()

EnableSPHeroRules()

AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")

end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")

-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
"rep_walk_atte")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
--"cis_hover_stap",
"cis_walk_spider")

ReadDataFile("dc:SIDE\\age.lvl",
"age_inf_battledroid")

ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")

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

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 28,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",10, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 28,
reinforcements = 150,
soldier = { "cis_inf_rifleman",10, 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(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")

AddUnitClass(CIS, "age_inf_battledroid",1,4)

-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)

-- Local Stats
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "rep_inf_jedimale",1)
--AddUnitClass(4, "rep_inf_jedimaleb",1)
--AddUnitClass(4, "rep_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)

ReadDataFile("dc:AGE\\geo1.lvl", "geo1_conquest")

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)



-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)

-- Sound

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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")

SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")


--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")

SetAttackingTeam(ATT)

--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end

[/code]
2. I ultimately want the battle droid I am making to end up replacing the original battle droid that comes as a default in my map. I guess the same information applies.

As a side note, I would really like someone to explain to me where I went wrong, becasue the tutorial on how to make your own side was a bit confusing at parts so I am not surprised that I messed up if I did. It is not as important to me to get the problem fixed as to how I can prevent it in the future, along with a ton of frustration.

Any help would be appreciated.

Any

Re: I need help with my new unit

Posted: Tue Aug 26, 2008 10:22 pm
by Maveritchell
What does your BFront2.log say? I'd be willing to bet you forgot to add the side folder to your _BUILD folder, and I bet you don't even have a custom side munged.

Re: I need help with my new unit

Posted: Tue Aug 26, 2008 10:26 pm
by Delta 47
Where even is your age_inf_battledroid in the Setup Teams? Is it the Special class or hero that is cut off at the end?

Re: I need help with my new unit

Posted: Tue Aug 26, 2008 10:34 pm
by AceMastermind
You're still trying to load the shipped cis_inf_rifleman too, comment that one out of the CIS side in your LUA.

Re: I need help with my new unit

Posted: Wed Aug 27, 2008 8:44 am
by agzilla123
First of all, thanks for answering.

@Maveritchell: MY BFront2.log says nothing. It has never really appeared after a munge. I might have forgot to add my side folder to the _Build folder, but I have 2 side folders. One is in the build folder and contains the original clean and munge .bat files, along with a bunch of other folders with 3 letter names such as, GEO, REP, CIS, AGE, and SNW. Those were just some examples. My other sides folder is in my data_AGE folder and just contains the folders, Common, tur, and age.
and I bet you don't even have a custom side munged.
What do you mean exactly? It think the answer is no, becasue this id the first time I have tried to play around with changing and adding soldiers.

@delta 47: Right under the, SetHeroClass, lines I have a line that says, AddUnitClass, and......................oh my gosh!!!!! I am sorry, but that part got cutoff when I was copying it into this post. I will try to fix that as as soon as I am finished with this message. Anyways, my age_inf_battledroid is in that line right under the SetHeroClass lines.

@AceMastermind: Ok thanks, I'll try it.

Re: I need help with my new unit

Posted: Wed Aug 27, 2008 8:53 am
by Fluffy_the_ic
Your BFront2 log is the error log that you should open every time you get a crash while using BF2_modtools.exe.

Re: I need help with my new unit

Posted: Wed Aug 27, 2008 9:05 am
by agzilla123
Fluffy_the_ic and Maveritchell: Well, whatever the case, there is no error. Everything works just fine, however my unit just doesn't appear on the CIS side, or any side for that matter.

Any help would be appreciated.

Re: I need help with my new unit

Posted: Wed Aug 27, 2008 9:07 am
by Fluffy_the_ic
Well, then I believe there is an error, it's just not gonna be message severity three. Alsways post the BF2 log when you have a problem and no errors in the mungelog. And BTW, you might have installed your mod tools incorrectly.

Re: I need help with my new unit

Posted: Wed Aug 27, 2008 9:16 am
by agzilla123
I think I am still a bit confused on how to get to your BFront2_log. Can someone explain how to get to it please.

Note: I have Vista

Any help would be appreciated.

Re: I need help with my new unit

Posted: Wed Aug 27, 2008 9:30 am
by Fluffy_the_ic
It's simple. You have to run BF2_modtools.exe (it has the normal SWBFII icon). Sometimes it may not work unless it's in gamedata. When you run BF2_Modtools.exe, it creates a notepad file called Bfront2log. It should already be there if you can run BF2_modtools without moving them. Ignore all of the first stuff, that is automatically put in it. Now in BF2_modtools, go to your map (it may or may not just be your three-letter world name with a bunch of symbols) and play it. Once its done loading, play a little bit. Only until you encounter your problem. So then you exit your game. Click on Bfront2log.txt and scroll down to where it starts repeatedly saying Message Severity:1,2, or 3: blahblahblah. Paste that section into a post.

Re: I need help with my new unit

Posted: Wed Aug 27, 2008 10:00 am
by Teancum
Fluffy_the_ic wrote:Sometimes it may not work unless it's in gamedata. When you run BF2_Modtools.exe, it creates a notepad file called Bfront2log.
It MUST be in /Gamedata. It will never work anywhere else.

Re: I need help with my new unit

Posted: Wed Aug 27, 2008 12:54 pm
by tsurugi13
Teancum wrote:
Fluffy_the_ic wrote:Sometimes it may not work unless it's in gamedata. When you run BF2_Modtools.exe, it creates a notepad file called Bfront2log.
It MUST be in /Gamedata. It will never work anywhere else.
The reason for that as I understand it is that it's basically BF2 with a dev console, so it needs access to all the BF2 files.

Re: I need help with my new unit

Posted: Wed Aug 27, 2008 1:10 pm
by Teancum
Yep, that's exactly it :thumbs:

Re: I need help with my new unit

Posted: Wed Aug 27, 2008 1:41 pm
by Taivyx
Assuming you created a custom side called age,
Does your C:\BF2_ModTools\data_TSS\_BUILD\Sides, directory have a folder titled "age" in it, with two .bat files, munge.bat and clean.bat within that folder?

Re: I need help with my new unit

Posted: Wed Aug 27, 2008 6:35 pm
by Forsyer
You might just want to copy the CIS side to your "sides" folder, then replace/remove things as needed.
Then in the lua just add the line

Code: Select all

   ReadDataFile("dc:SIDE\\cis.lvl",
			     "cis_inf_default_rifleman")
in the SetupTeams section.

Just if you want a simpler method now or next time.

Re: I need help with my new unit

Posted: Wed Aug 27, 2008 6:58 pm
by agzilla123
Ok.

@Taivyx: Yes, I have both of those .bat files in that folder. (age being the folder)

Edit: @Forsyer: Hmmm......I'll try it. Thanks for responding.

@(Everyone): Ok, I figured out how to set up a BFront2_log with all of your help, thanks.

Here it is:
Hidden/Spoiler:
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton = Launch
cur_button = nil

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
.\Graphics\Pc\pcRedStencilShadow.cpp(892)
No shadow data!

Message Severity: 2
.\Source\Weapon.cpp(2119)
Weapon "Melee_Attack" missing fire point "hp_fire"

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\EntitySoldier.cpp(10471)
Soldier rep_inf_ep3gunner has geometry collision

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_fl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_fr_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_bl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopLeft 'bone_fl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopRight 'bone_fr_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopLeft 'bone_bl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_r_toe'!
I am beginning to think that I did follow the instructions in the first place. I am beginning to think that this is not the problem. These things might have something to do with it.

1. The major one, I do not know if my .msh and.odf files are correct for having a battledroid. If anyone has modded a regular battledroid, please tell me what the odfs the used were. The .mshs I am less concerned about.

2. The fact that I have manually installed Battlefront Extreme on my computer.

3. The fact that my modded map is also called age. I doubt this is the problem, however, but I want to make sure. Even if it was, it would be easy to fix.

Any help would be appriciated.


EDIT
I am extremely sorry for the double post.

Here is the rest of my error log, It ddin't fit all in one post :cpu: :
Hidden/Spoiler:
Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier gen_inf_geonelite has geometry collision

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "age_inf_battledroid" (check the side's .req file)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=16a160be: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent8"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=17a16251: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent9"

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [3ec81eb5] has no hardpoint 'hp_dust' [81143f7e]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [aed39d05] has no hardpoint 'hp_fire1' [3b7773cb]

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_hover_fightertank"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_stap"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_hover_fightertank"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_hover_fightertank"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_stap"

Message Severity: 2
.\Graphics\Pc\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'Melee_Attack' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'Stun_Shot' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'Blaster_Carbine' is not localized for stats page
Log trimmed to fit into a single post -Staff

Re: I need help with my new unit

Posted: Wed Aug 27, 2008 7:32 pm
by AceMastermind

Code: Select all

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "age_inf_battledroid" (check the side's .req file)
You should change this:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"class"
"cis_inf_rifleman"
}
REQN
{
"zafbin"
"sbdroidfp"
}
REQN
{
"zaabin"
"sbdroidfp"
}
REQN
{
"model"
"hud_cis_wristblaster"
}
REQN
{
"model"
"hud_cis_wristrocket"
}
REQN
{
"model"
"hud_cis_trishot"
}
}[/code]
to this:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"class"
"age_inf_battledroid"
}
REQN
{
"zafbin"
"sbdroidfp"
}
REQN
{
"zaabin"
"sbdroidfp"
}
REQN
{
"model"
"hud_cis_wristblaster"
}
REQN
{
"model"
"hud_cis_wristrocket"
}
REQN
{
"model"
"hud_cis_trishot"
}
}[/code]
Then rename your cis_inf_rifleman ODF or whatever odf you're using for your custom battledroid to age_inf_battledroid.




In the future when you post your Bfront2.log please omit any errors that look like these and you'll be able to fit it in 1 post:

Code: Select all

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

Code: Select all

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Code: Select all

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1562

Code: Select all

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

Re: I need help with my new unit

Posted: Wed Aug 27, 2008 8:09 pm
by agzilla123
Ok, thanks AceMastermind. I'll try it right now.

EDIT: Ok, I am still having the same problem. However, for some reason now, Count Dooku appears on the character selection screen as soon as the battle starts, regardless of the fact that I have to unlock a hero with a substantial amount of points according to my settings.

My error log:
Hidden/Spoiler:
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

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
.\Graphics\Pc\pcRedStencilShadow.cpp(892)
No shadow data!

Message Severity: 2
.\Source\Weapon.cpp(2119)
Weapon "Melee_Attack" missing fire point "hp_fire"

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\EntitySoldier.cpp(10471)
Soldier rep_inf_ep3gunner has geometry collision

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_fl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_fr_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_bl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopLeft 'bone_fl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopRight 'bone_fr_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopLeft 'bone_bl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_r_toe'!

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1122

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=16a160be: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent8"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=17a16251: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent9"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_hover_fightertank"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_stap"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_hover_fightertank"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_hover_fightertank"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_stap"

Message Severity: 2
.\Graphics\Pc\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'Melee_Attack' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'Stun_Shot' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'Blaster_Carbine' is not localized for stats page
EDIT: Ok, to make things easier, this is essentially what I am trying to do:

I just want to change the skin of a battledroid as well as the first person skin of that battledroid. If someone could tell me how to do that, as I am quickly figuring out that I am terrible at following most of the instructions I have been given, or point out what sections in the, custom sides: how to, tells one how to do this, as I am sure it does. Please tell me. "Help me (Everyone), your my only hope."

Hehe...........

Any help would be appreciated.

EDIT: (AGAIN) Figured out my mistakes. (and man, there were like 300) This thread can now be locked.