New jedi not working

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fiddler_on_the_roof
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New jedi not working

Post by fiddler_on_the_roof »

So I've been working on a custom jedi, and I beleive that I have done everything correctly.
I made a new side, clonejedi, and I have a munged folder
inside the munged folder,

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aayla's anims, 
humansabre anims
I have a req folder, with my trooper req.

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ucft
{
    REQN
    {
        "class"
        "clonejedi_inf_ep3_cloneaayla"
    }
}
I have a msh folder.

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imp_inf_weap_lightsaber
reversed_hilt
rep_inf_trooper_low1
rep_inf_trooper_low1.msh.option
rep_inf_trooper
rep_inf_trooper.msh.option
In the munged folder there is a PC folder.
contents.

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rep_inf_trooper
rep_inf_trooper.tga.option
I have a odf folder.
contents

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clonejedi_inf_ep3_clonaayla
com_weap_(forcepowers)
rep_inf_default_rifleman
rep_weap_lightsabre_aalya
here is the clonejedi_inf_ep3_cloneaayla.odf, and then the rep_inf_default_rifleman

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[GameObjectClass]
ClassParent         = "com_jedi_default"

[Properties]
GeometryName        = "rep_inf_trooper"
GeometryLowRes      = "rep_inf_trooper_low1"

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[GameObjectClass]
ClassParent         = "rep_inf_default"

AISizeType          = "HOVER"

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

GeometryName        = "rep_inf_trooper"
GeometryLowRes      = "rep_inf_trooper_low1"

AnimationName       = "aalya"

//JetJump

JetJump             = "10.0"    //The initial jump-push given when enabling the jet
JetPush             = "0.0"     //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration     = "10.0"    // for characters with jet jump, use this acceleration for in air control
JetEffect           = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost  = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder    = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud          = 0
JetEnergyDrain      = 40.0
CollisionScale      = "0.0 0.0 0.0" // don't take damage from collisions

///JetJumpEnd

[Properties]
WEAPONSECTION = 1
WeaponName1         = "imp_inf_weap_lightsaber"
WeaponAmmo1         = 0
WeaponChannel1      =1

WEAPONSECTION = 2
WeaponName2         = "com_weap_inf_saber_throw"
WeaponAmmo2         = 0
WeaponChannel2      = 1

WEAPONSECTION = 3
WeaponName3         = "rep_weap_inf_forcepush"
WeaponAmmo3         = 0
WeaponChannel3      = 1

WEAPONSECTION = 4
WeaponName4        = "rep_weap_inf_mindtrick"
WeaponAmmo4         = 0
WeaponChannel4      = 1

VOUnitType        	= 121
I also have the proper effects, and I added the unit to the lua, and it doesn't work
lua.

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    ReadDataFile("dc:SIDE\\clonejedi.lvl",
                             "clonejedi_inf_ep3_cloneaayla")
some stuff
        AddUnitClass(REP, "clonejedi_inf_ep3_cloneaayla",1,4)
the problem is the unit dosn't show up in the game. what do I need to do?

thanks
Last edited by fiddler_on_the_roof on Sat Dec 06, 2008 8:22 pm, edited 5 times in total.
AQT
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Re: New jedi not working

Post by AQT »

Does this side have a .req file? (based on the information you provided)
fiddler_on_the_roof
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Re: New jedi not working

Post by fiddler_on_the_roof »

Yes, it does, here it is.

Code: Select all

ucft
{
    REQN
    {
        "lvl"
        clonejedi_inf_ep3_cloneaayla
    }
}
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AceMastermind
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Re: New jedi not working

Post by AceMastermind »

Did you create a folder in _BUILD\sides named clonejedi? Does your new clonejedi folder include a munge.bat copied from the All folder?

Sources offering step by step instructions for side creation:
Creating a new side
Editing an existing side
\BF2_ModTools\documentation\BF2 Jedi Creation.doc
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Fiodis
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Re: New jedi not working

Post by Fiodis »

All side REQs I've seen have quotes around the unit's name, but that might not matter.
fiddler_on_the_roof
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Re: New jedi not working

Post by fiddler_on_the_roof »

Ok, you are right about the req, I totally didn't see that, thanks Fiodis.

Ace, I changed the munged and clean.bat to from the ALL folder.

Thanks

edit1--
AceMastermind wrote: Sources offering step by step instructions for side creation:
Creating a new side
Ok, I cheched and I did everything correctly, but it still doesn't work, I munge the clonejedi side, specifically, and there still is no .lvl file!! :cpu:

Please Help!!
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Re: New jedi not working

Post by RogueKnight »

Can you post your munge log?
fiddler_on_the_roof
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New jedi crashing.

Post by fiddler_on_the_roof »

I Think I found what is wrong, munging...

I found the error, and it munged, but now when I try to spawn as the unit, the game crashes. also, it showed the character with the blasterrifle. How do I fix this?

Thanks!!! :bowdown:


EDIT
So I got my unit onto my map, and if I'm fast enough, I can see the unit, and the weapons it has before the map crashes. I've been looking through everything and I seemed to have done everything right, but it still crashes. :cpu:

Please help, and if you need files, just let me know.

thanks :bowdown:
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Re: New jedi not working(solved, at least getting in game.)

Post by AceMastermind »

I merged your new topic with your original one, it's best to keep it all in the same topic.
And we need more information from you regarding the crash before we can begin to help(e.g. logs, errors, etc)
fiddler_on_the_roof
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Re: New jedi not working(unsolved!)

Post by fiddler_on_the_roof »

Please help!!!!!

In my munge log, there is nothing pertaining to the clonejedi, and I can't get to the error log because I don't use the disk when I play.

Any ideas?

thanks

BTW- I tried to create a normal unit(a unit just with a gun) but the game still craches. I looked through the tutorial thoroughly, but can't find what needs to be done, or what I am doing wrong! :cpu: gtpwn
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Re: New jedi not working(unsolved!)

Post by BLACK9_KNIGHT »

Your odfs aren't linked together. Make one odf, not two, and put this in for it. Should do the trick.

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[GameObjectClass]
ClassParent         = "com_jedi_default"

AISizeType          = "HOVER"

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

GeometryName        = "rep_inf_trooper"
GeometryLowRes      = "rep_inf_trooper_low1"

AnimationName       = "aalya"

//JetJump

JetJump             = "10.0"    //The initial jump-push given when enabling the jet
JetPush             = "0.0"     //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration     = "10.0"    // for characters with jet jump, use this acceleration for in air control
JetEffect           = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost  = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder    = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud          = 0
JetEnergyDrain      = 40.0
CollisionScale      = "0.0 0.0 0.0" // don't take damage from collisions

///JetJumpEnd

[Properties]
WEAPONSECTION = 1
WeaponName1         = "imp_inf_weap_lightsaber"
WeaponAmmo1         = 0
WeaponChannel1      =1

WEAPONSECTION = 2
WeaponName2         = "com_weap_inf_saber_throw"
WeaponAmmo2         = 0
WeaponChannel2      = 1

WEAPONSECTION = 3
WeaponName3         = "rep_weap_inf_forcepush"
WeaponAmmo3         = 0
WeaponChannel3      = 1

WEAPONSECTION = 4
WeaponName4        = "rep_weap_inf_mindtrick"
WeaponAmmo4         = 0
WeaponChannel4      = 1

VOUnitType           = 121
fiddler_on_the_roof
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Re: New jedi not working(unsolved!)

Post by fiddler_on_the_roof »

Ok, I fixed that, and the game doesn't crash until I try to spawn as the unit. Also, the unit still has clone anims, and looks like he is holding a rifle, and there are no sabers.
BTW- I created another unit that works fine, and doesn't make the map crash, but it is just a droid with a gun.
OFF-TOPIC(kind-of)I want to get a jetpack on the droid, but not the clone or imp jetpck, I want the droids backpack to be the jetpack. Is there any way I can do this. I mean that I want there to be no jetpack on its back, just the normal backpack it comes with.

thanks
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Re: New jedi not working(unsolved!)

Post by Master_Ben »

For the jet pack thing you would probably have to add a hardpoint to create a jet effect, then copy some code from the jettrooper odf about flying.
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Re: New jedi not working(unsolved!)

Post by fiddler_on_the_roof »

K, thanks.

anyone have ideas on the jedi?
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