Units not spawning

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Master Fionwë
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Units not spawning

Post by Master Fionwë »

I just added a ninth unit to the republic side, and now the units aren't spawning for either team, nor the two teams of locals. The locals I'm not too worried about, I haven't gotten them to spawn before, but the rep and cis have spawned before adding the ninth unit to the roster. I can still spawn, but the ai don't. Could someone please help me figure out why no units spawn, and help me fix it?
Thanks in advance!
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Post by FOOLIS »

have you cleaned?
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Post by Commander_Cody771 »

What does cleaning do?
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Post by MercuryNoodles »

How did you add this ninth unit in? It might help to see the lua, in this case. It could be as simple as a syntax error.
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Post by VF501 »

Check the amunt of each unit spawning and compare it to the max number of units per team. This also affects spawning.
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Post by Master Fionwë »

Okay, here is the lua:
Hidden/Spoiler:
--
-- 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)
cp0 = CommandPost:New{name = "cp0"}
cp1 = CommandPost:New{name = "cp1"}
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"}
cp9 = CommandPost:New{name = "cp9"}

--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(cp0)
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)

conquest:Start()

SetUberMode(1);

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("dc:SIDE\\rep.lvl",
"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
"rep_fly_gunship",
"rep_fly_gunship_sc",
"rep_fly_command",
"rep_fly_commandship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_sc",
"rep_inf_ep2_commander",
"rep_inf_ep3_arctrooper",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_marine",
"rep_inf_ep3_pilot",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_engineer",
"rep_hero_macewindu",
"rep_hero_aayla",
"rep_hero_kiyadimundi",
"rep_hero_luminara",
"rep_hero_obiwan",
"rep_hero_anakin",
"rep_hero_shaakti",
"rep_hover_barcspeeder",
"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("SIDE\\geo.lvl",
"geo_inf_geonosian")

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

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 20) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 6) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 4) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 12)
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 = 160,
reinforcements = 250,
soldier = { "rep_inf_ep3_rifleman",30, 70},
pilot = { "rep_inf_ep3_rocketeer",9, 22},
assault = { "rep_inf_ep3_engineer",9, 22},
sniper = { "rep_inf_ep3_sniper",9, 22},
marine = { "rep_inf_ep3_pilot",9, 22 },
engineer = {"rep_inf_ep3_officer",5, 15},
officer = { "rep_inf_ep3_jettrooper",5, 15},
special = { "rep_inf_ep2_commander",1, 5},
AddUnitClass(1, "rep_inf_ep3_arctrooper",1, 3)

},
cis = {
team = CIS,
units = 320,
reinforcements = 350,
soldier = { "cis_inf_rifleman",60, 130},
assault = { "cis_inf_rocketeer",15, 56},
engineer = { "cis_inf_engineer",15, 56},
sniper = { "cis_inf_sniper",15, 56},
officer = {"cis_inf_officer",5, 25},
special = { "cis_inf_droideka",5, 35},
}
}

SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")


-- 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(10, 20)
AddUnitClass(3, "geo_inf_geonosian", 7)
AddUnitClass(3, "geo_inf_acklay", 4)
SetTeamAsFriend(3, DEF)
SetTeamName(4, "locals")
AddUnitClass(4, "rep_inf_kiyadimundi",1)
AddUnitClass(4, "rep_inf_anakin",1)
AddUnitClass(4, "rep_hero_macewindu",1)
AddUnitClass(4, "rep_hero_aayla",1)
AddUnitClass(4, "rep_hero_obiwan",1)
AddUnitClass(4, "rep_hero_shaakti",1)
AddUnitClass(4, "rep_hero_luminara",1)
SetUnitCount(7, 8)
SetTeamAsFriend(4, ATT)

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

SetDenseEnvironment("false")
SetMinFlyHeight(-125)
SetMaxFlyHeight(125)
SetMaxPlayerFlyHeight(175)



-- 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
Since I'm posting this, after finding out why the units aren't spawning, could you please help me with another problem. The jedi seem to be hostile to the republic, their cp is red.

EDIT: I have no idea why that smiley showed up. It's not in the script, there is an 8 and a ) there.
Oh, that's why.

EDIT2: I tried a clean, nothing. And now, not only does the ai still not spawn, but now the vehicles are decaying again, inside the correct control region.
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Post by Teancum »

Make sure the actual name of a CP is cp0 in ZeroEdit and not CP0. Whatever is in quotes when defining CPs must be exactly how it's typed in Zero. Also, the REP are the attacking team, and you set team 3, the Jedi as enemies.
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Post by Master Fionwë »

Okay, I'll check that. How do set the jedi as friendly to the rep, and the geonosians as enemies to them?
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Post by Challenger33 »

Master Fionwë wrote:Okay, I'll check that. How do set the jedi as friendly to the rep, and the geonosians as enemies to them?
I have an idea, but I need to verify it (can someone verify that this is what needs to be changed). I think you need to add more SetTeamAsFriend Lines (and enemy) under the Locals Section and the Defender Section. I don't know if that is the problem, I have never done stuff like that before :? .

-:royal:
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Post by Master Fionwë »

Okay, the jedi cp is blue now. Thanks Challenger! But the ai still doesn't spawn. I can, though. @Teancum. It is cp0. Though cp2 and 8 are CP2 and CP8 in the ZE, but it won't let me change that. Could it be that? Or the way I added the ninth unit?

EDIT: I removed the ninth unit, and that was not the problem. I am getting a bit frustrated with this. I can not find anything that is wrong. I did a clean of the map and the common, but nothing works. I'm going to try a full clean, scripts, map, sides. Maybe that will fix the problem.
It's the same exact thing that happened in Bespin: Cloud City, in the conversion pack 1.75. Anyone know how that was fixed?
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Post by Teancum »

Yes, whatever your CPs are named in ZE, that's what you need to put in the quotations in your LUA. Basically the lua can't find CP2 or CP8 because it's looking for cp2 and cp8. If it can't find all the CPs no AI will spawn.
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Post by Master Fionwë »

Okay. I get it.
I did a complete clean, everything was done. Then I remunged it all. I go into the game, and no ai spawn again, even though I fixed the cp thing. So I just started messing around on the map, and tampering with the fake console. I hit the AI Clear Goal Conquest thing, and after about five seconds my atte started moving, and my ships taking off. I got in one and found the ai had spawned, but then it crashed. This was about ten minutes after starting the battle.
Could that be related at all to hitting that command in the console? Or was it just some freaky thing the game did, or related to the script?
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Post by Teancum »

Post your bfront2.log, but before you do put this at the bottom of your SetMemoryPool section of your lua. Otherwise it'll get flooded with messages

SetMemoryPoolSize("SoldierAnimation", 1500)
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Post by Challenger33 »

Master Fionwë wrote:Okay, the jedi cp is blue now. Thanks Challenger!
w00t! That was just a guess :lol:

-:royal:
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Post by Master Fionwë »

It's still pretty big, so I'm posting it on txtbin:
http://txtb.in/3nH

Here it goes on from the last one, the same thing except the numbers increase to 468.

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

Goes up to number 383.
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_block2(_upper)


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_block1(_upper)


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_comboattack(_upper)


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_comboattack_end1(_upper)


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_comboattack_end2(_upper)


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_dashcrazy(_upper)


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_dashcrazy_end(_upper)


Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "TreeGridStack" is full; raise count to at least 369

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "TreeGridStack" is full; raise count to at least 370

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "PassengerSlot" is full; raise count to at least 1

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

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "PassengerSlot" is full; raise count to at least 3

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "PassengerSlot" is full; raise count to at least 4
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [HUGE] radius [6.03] in node [Hub52]

I've excluded a lot of the error log, it would take up way too much space. How much? This is hardly a dent in the whole thing.
I found out that the ai spawning was due to my activating the command AI Goal Conquest in the fake console. Could someone please tell me what this is, and how it works? Why would it have any effect on spawning?
Also, I found out that the crash was probably due to lag. I was experienceing some pretty bad lag when I made them spawn. I think 600 is a bit too much, though I'm not even sure if that's how many were on the field, since I can't even play the cis. This has been an issue since I put my custom rep in, but I've forgotten about it every time I have gotten on here. Doesn't bother me too much, since I never play as them, but it's probably something important to other people.
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How to search your BFront2.log for severity 3 messages

Post by AceMastermind »

Just ctrl+f in your BFront2.log and search for:
Message Severity 3
I see you have many of them in your log, have a look at those first and fix them, most of them are self explanatory as to what's wrong.
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Post by Master Fionwë »

Oky, sorry. Some of them are an issue though. I don't know why it can't find some of those animations, I think from the shaakti.combo and luminara.combo. But the combos are in the side, aayl, kiyadimundi, and anakin are also in the side, all the files, reqs, they are called for in the lua and in the rep.req, so there is no obvious reason why they should be an issue. Others I think I can fix, though. I'll try again. Be right back.
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Post by Teancum »

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\WeaponMelee.cpp(3191)
WeaponMelee "rep_weap_lightsaber_luminara" invalid combo definition file "rep_hero_obiwan"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\WeaponMelee.cpp(3196)
WeaponMelee[rep_weap_lightsaber_luminara]::ComboAnimationBank invalid params "human_sabre melee rep_hero_obiwan"

There's where you're problems all stem from. It's looking for rep_hero_obiwan.combo and can't find it.
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Post by Master Fionwë »

Oh, that's why. It's called ep3obiwan. How stupid of me. Thanks guys, I'll try it again.
Be back later to tell you what happens.


EDIT
Hidden/Spoiler:
Opened logfile BFront2.log 2007-07-12 1205
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
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: 03DA118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie AB1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
num, Selection = 1 table: 03DA118C
play movie AB1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

this.CurButton = _opt_global
cur_button = global
this.CurButton = _opt_playlist
cur_button = nil
num, Selection = 1 table: 03DA118C
play movie AB1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03DA118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 3
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie AB1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

this.CurButton = check_mode6
cur_button = nil
this.CurButton = check_mode2
cur_button = nil
this.CurButton = check_era2
cur_button = nil
bEra_CloneWar = 1 bEra_Galactic = nil
clonewar_visable = true galactic_visable = true
Adding map: BOGc_con idx: 1
this.CurButton = _map_add
cur_button = nil
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: 3
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedSegment.cpp(338)
pcShaderSegment: shader Normal [0xe68b9c52] doesn't support vertexformat [0000]!
What does all this mean? sorry for the double post, but I need help with this.
It crashes on me now, while loading the map.
MercuryNoodles
Jedi
Jedi
Posts: 1003
Joined: Sun Mar 12, 2006 7:16 pm
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Post by MercuryNoodles »

You can ignore basically all but the last error in the preceding post. It's a leftover from development. The final error, however, I've not seen before.
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