Dual pistol problems

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darthkibbles
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Joined: Tue Jul 07, 2009 4:27 pm

Dual pistol problems

Post by darthkibbles »

im trying to give one of my clones dual pistols but it crashes the game

here is my sides...

munged folder:
Hidden/Spoiler:
Image
msh folder:
Hidden/Spoiler:
Image
and odf folder:
Hidden/Spoiler:
Image
pistol odf:
Hidden/Spoiler:
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "0"
ReloadTime = "0.0"
ShotDelay = "0.05"
TriggerSingle = "1"
MaxPressedTime = "0.0"

DisplayRefire = "0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

FirePointName = "hp_fire"

ShotsPerSalvo = "1"
ShotPatternCount = "2"
ShotPatternPitchYaw = "0.0 -0.65"
ShotPatternPitchYaw = "0.0 0.65"

//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************

MuzzleFlash = "no_muzzle_flash"
FlashColor = "0 0 0 0"
FlashLength = 0.0
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

FireSound = "dc17pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_reload_med"
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
pistol ord odf:
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bolt"

[Properties]
LaserTexture = "com_sfx_laser_blue"
LaserGlowColor = "0 0 255 255"
LightColor = "0 0 255 255"
LightRadius = "5.0"

LaserLength = "20.0"
LaserWidth = "0.02"
GlowLength = "3"
BlurLength = "5"

LifeSpan = "0.80"
Velocity = "2000"
Gravity = "1.0"
Rebound = "0"

MaxDamage = "200"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.0" //How long in seconds the damage change lasts.
DamageFinalDamage = "-1.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.

VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"

OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"

BonusAmplification = "0.5" //how much more damage will be done when team_bonus_blaster_amplication is on
and finily the class odf:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default_marine"

[Properties]
Label = "Republic Marine"
UnitType = "trooper"
IconTexture = "rep_trooper_icon"

GeometryName = "rep_inf_trooper"
GeometryLowRes = "rep_inf_trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"


[GameObjectClass]
ClassParent = "rep_inf_default"


[Properties]
UnitType = "assault"

MaxSpeed = 6.0 // base forward speed
MaxStrafeSpeed = 4.5 // base right/left speed

WEAPONSECTION = 1
WeaponName = "rep_weap_inf_commando_pistol"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_rocket_launcher"
WeaponAmmo = 4

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_award_rifle"
WeaponAmmo = 4

VOUnitType = 121


AnimatedAddon = "left_gun"
GeometryAddon = "weap_inf_dc17pistol_l" // the left pistols meshname
AddonAttachJoint = "bone_L_hand"
so please help me!
501st_commander
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Re: dual pistol problems

Post by 501st_commander »

Can we see the error log?
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darthkibbles
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Re: dual pistol problems

Post by darthkibbles »

i dont get one :(
501st_commander
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Re: dual pistol problems

Post by 501st_commander »

copy the BF2_modtools.exe from the BF2_modtools folder to the games gamedata folder (Program Files\LucasArts\Star Wars Battlefront II\GameData)

Then run the BF2_modtools.exe and in the gamedata folder you'll get a BFront2.log.
AQT
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Re: dual pistol problems

Post by AQT »

Your pistol ODF is incomplete. Take a look at a stock pistol ODF and the pistol ODF from the Common side for reference.
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darthkibbles
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Re: dual pistol problems

Post by darthkibbles »

its REALLY BIG but here you go
Hidden/Spoiler:
Opened logfile BFront2.log 2009-08-16 1432
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Cannot find side\rvs.lvl
addme.lua too old: read version 4.0; expected at least 5.0
addme.lua too old: read version 4.0; expected at least 5.0
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
.\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
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 040C4BE0
The key, value is: era_c 1
The key, value is: mode_con_c 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: YMC<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 03CF672C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: YMCc_con idx: 1
this.CurButton = _map_add
cur_button = nil
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
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

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

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\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

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

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

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

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

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

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

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

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk trp_hero_cody in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in SIDE\rep.lvl


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

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

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

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

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

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

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

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

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (7eca4d4e)!

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

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

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

Message Severity: 2
.\Graphics\Pc\pcRedStencilShadow.cpp(892)
No shadow data!

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

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

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9691cdf9)!

Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "tur_bldg_chaingun_tripod TURRET1" node "neck" not found

Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "tur_bldg_chaingun_tripod TURRET1 WEAPON1" mount node "aimer_gun" not found

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "tur_bldg_chaingun_tripod TURRET1 WEAPON1" fire node "hp_fire" is not a child of aimer node

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

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

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

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

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

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

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

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

Message Severity: 3
.\Source\AnimatedAddon.cpp(42)
AnimatedAddon: can't find geometry "weap_inf_dc17pistol_l"
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Par3210
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Re: dual pistol problems

Post by Par3210 »

Isn't it self-explanitory?
Hidden/Spoiler:
Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in SIDE\rep.lvl

Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "tur_bldg_chaingun_tripod TURRET1" node "neck" not found

Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "tur_bldg_chaingun_tripod TURRET1 WEAPON1" mount node "aimer_gun" not found

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "tur_bldg_chaingun_tripod TURRET1 WEAPON1" fire node "hp_fire" is not a child of aimer node[/color]

Message Severity: 3
.\Source\AnimatedAddon.cpp(42)
AnimatedAddon: can't find geometry "weap_inf_dc17pistol_l"

All of these can cause crashes and it doesn't have to be just one. I reckon it's the last one that is causing it.
Deviss
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Re: Dual pistol problems

Post by Deviss »

to left hand dc17pistol must have the name weap_inf_dc17pistol_l
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darthkibbles
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Re: Dual pistol problems

Post by darthkibbles »

yes i no its the last one that causes the crash but how do i fix it?
AQT
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Re: Dual pistol problems

Post by AQT »

Code: Select all

Message Severity: 3
.\Source\AnimatedAddon.cpp(42)
AnimatedAddon: can't find geometry "weap_inf_dc17pistol_l"

Code: Select all

GeometryAddon = "weap_inf_dc17pistol_l" // the left pistols meshname
You have weap_inf_dc17pistol_l referenced in your unit's ODF when it should be weap_inf_dc17pistol_l_big according to the screenshot of your msh folder. And you need to fix your pistol's ODF which I repeat, is incomplete.
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darthkibbles
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Re: Dual pistol problems

Post by darthkibbles »

so what do I need to add to my odf? ive got to the point were my map runs and my class has a cammando pistol that shoots and the other pistol that does not
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Fiodis
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Re: Dual pistol problems

Post by Fiodis »

If you mean the lefthand pistol when you say "The other pistol", then yes. It is not supposed to shoot. It is an addon mesh, and addon meshes cannot shoot.
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darthkibbles
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Re: Dual pistol problems

Post by darthkibbles »

but in the covo pack the jedi gunman has dualpistols that both shoot
Xavious
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Re: Dual pistol problems

Post by Xavious »

Nope, it doesn't actually shoot, it just gives the illusion of shooting (Obviously it worked :P)
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darthkibbles
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Re: Dual pistol problems

Post by darthkibbles »

well ten how do i give my pistols the illusion of shooting cause the left and pistol kida just hangs there in the left hand and doesnt do any animations
Xavious
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Re: Dual pistol problems

Post by Xavious »

Search it. There's several topics on it in this forum.

Oh, and you say that the second pistol just "hangs there." Have you munged an animation set for two pistols? You can't expect otherwise if you haven't.
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darthkibbles
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Re: Dual pistol problems

Post by darthkibbles »

how do u munge animations?
Xavious
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Re: Dual pistol problems

Post by Xavious »

What I said before applies again.
Xavious wrote:Search it. There's several topics on it in this forum.
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darthkibbles
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Re: Dual pistol problems

Post by darthkibbles »

ok
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Fiodis
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Re: Dual pistol problems

Post by Fiodis »

Not to mention a guide that comes in the readme file of the dualpistol anims download.

That file, incidentaly, also tells you how to get the illusion of them both shooting.
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