Simple Weapon Mod Help?

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Boomer73
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Simple Weapon Mod Help?

Post by Boomer73 »

I have read most of the relevant mod tools documentation and have searched the forum but I'm still having trouble. I want to make a simple modification to some of the weapons and only for the mos eisley hero assault. It seems like all the tutorials for mods involve more substantial changes. Can someone provide or direct me to instructions on this simple change or do I have to go through the entire process of making a side or an era to get minor weapons/ordnance changes?
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Re: Simple Weapon Mod Help?

Post by Cerfon Rournes »

Welcome to GameToast Boomer73!
For Everything you need to know, click here:
http://www.gametoast.com/forums/viewtop ... 27&t=13806
I've made a simple tut on editing the weapons. Enjoy!

Okay, copy the *** folder(the name of the folder of the side you want to change, all, rep, cis, or reb), From BF2_ModTools/assets/sides, and paste it in BF2_ModTools/data_###/Sides. (Where ### Is your three letter map name)
Then, to edit a weapons properties, open the odf (From the odf folder) you want to edit. For example, to edit rifle from the all folder, open all_weap_inf_rifle, and edit all you want! Then, to get your custom side in-game, go to data_###/Common/scripts/###/ and open up the Lua your mod is using. For the example, I will open up ###g_con.
Go down, and you will see this:
Hidden/Spoiler:
ReadDataFile("SIDE\\all.lvl",
To make it custom, add dc: before side:
Hidden/Spoiler:
ReadDataFile("dc:SIDE\\all.lvl",
Then munge your map, with the EVERYTHING option selected.

TIPS
When you see a weapon in the odf folder, there will be three odfs for each weapon(could be 4)
The last two should be _exp or, _ord. _exp Stands for explosion, _ord stands for ordnance.
Lua names:
g = Galactic Civil war
c = Clone wars
ctf = Capture the flag
con = Conquest
eli = Hero assult
Hope that helps!
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Re: Simple Weapon Mod Help?

Post by commandoCC-9811 »

Blast, Cerfon beat me to it.

BTW, Welcome to Gametoast!
Boomer73
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Re: Simple Weapon Mod Help?

Post by Boomer73 »

Ok, thanks guys. I see what I'm missing: the LUA edit. I will give it a shot and see how it goes.

Please do not doublepost. If you have something to add, please edit your old post. -Staff

Ok so when I select the mission in the game and launch it, the game crashes to desktop (Win 7 64bit) with the FATAL ERROR window "Could not open mission.lvl". So obviously I'm still doing something wrong. This was my munge log:

\NVIDIA was unexpected at this time.
Munging addme.lua...done.
Copying files to Battlefront II directory:
"C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData"
Addon dir exists, continuing...
Mod dir "TME"exists, continuing...
Copying addme.script to mod dir...done
Copying "mission.lvl" to modDir\data\_LVL_PC\...done
Copying "core.lvl" to modDir\data\_LVL_PC\...done
Copying "TME" to modDir\data\_LVL_PC\...done
Copying "SIDE" to modDir\data\_LVL_PC\...done
Munge process finished
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Re: Simple Weapon Mod Help?

Post by Cerfon Rournes »

I forgot something, you need to copy the common folder from BF2_Modtools/assets/sides and paste It to data_###/sides. That should do it..Also, can I see your LUA please?
Just put It in hide tags, like this:
Hidden/Spoiler:
Paste your Lua in the hide tags like this
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Re: Simple Weapon Mod Help?

Post by ACEwithSPADES »

Does this sound like a quick munge error log?
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Re: Simple Weapon Mod Help?

Post by Boomer73 »

I tried pasting the Common folder as specified. No dice, still errors out. Also tried just running a newly munged map with no edits to the ODF files or anything else and I get the same error, so I think something else must be missing or I'm still doing something wrong. Here's the LUA:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end


---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")

ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hero_emperor",
"imp_hero_bobafett")

ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_anakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan")

ReadDataFile("SIDE\\cis.lvl",
"cis_hero_grievous",
"cis_hero_darthmaul",
"cis_hero_countdooku",
"cis_hero_jangofett")

--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]

--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")

SetupTeams{
hero = {
team = ALL,
units = 12,
reinforcements = -1,
soldier = { "all_hero_hansolo_tat",1,2},
assault = { "all_hero_chewbacca", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}

AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)

SetupTeams{
villain = {
team = IMP,
units = 12,
reinforcements = -1,
soldier = { "imp_hero_bobafett", 1,2},
assault = { "imp_hero_darthvader",1,2},
engineer= { "cis_hero_darthmaul", 1,2},
sniper = { "cis_hero_jangofett", 1,2},
officer = { "cis_hero_grievous", 1,2},
special = { "imp_hero_emperor", 1,2},

},
}
AddUnitClass(IMP, "rep_hero_anakin",1,2)
AddUnitClass(IMP, "cis_hero_countdooku",1,2)

-- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:MOS\\MOS.lvl", "MOS_eli")
SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "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")

SetAttackingTeam(ATT)

-- 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
EDIT
How long does this delayed posting thing last? I post and an hour later its approved?

Is there supposed to be a MISSION.LVL file in

AppData\Local\VirtualStore\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\addon\***\data\_LVL_PC

or in

C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\addon\***\data\_LVL_PC

Because they are empty post-munge.

Please do not doublepost. If you have something to add, please edit your old post. -Staff
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Re: Simple Weapon Mod Help?

Post by AQT »

Boomer73 wrote:How long does this delayed posting thing last? I post and an hour later its approved?
Off-topic: Please be patient. It is for security reasons. The first few posts by first-time members need to be approved by a staff member, and we are only human.
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Re: Simple Weapon Mod Help?

Post by Boomer73 »

Here's the contents of my BFront2.log...not that I really understand what I'm looking at...except that the subdirectory identified in that Sev 5 message at the end of the log does not exist (C:\Battlefront2\main\Battlefront2\Source\)...
Hidden/Spoiler:
Opened logfile BFront2.log 2011-02-23 1558
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: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: No custom_gc_11.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
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

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\MOS\data\_LVL_PC\core.lvl
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
ifs_sp_campaign: Input_Accept(): Entered: _tab_multi
mpgs_login Enter : not logged in
ifs_missionselect_pcMulti: iMaxMissions: 256
missionlist_ExpandMapList()
set default game_name: D DAD
In the forward enter function of multimission select
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Closed any open movie
ifs_missionselect_pcMulti_ChangeMovieFile(): Opening movie: MOVIES\pre-movie.mvs
ifs_missionselect_pcMulti_ChangeMovieFile(): Finished opening movie
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
this.CurButton= check_era7
custom_AddMapNew()
custom_printTable(): table: 0543116C
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_eli_g 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: MOS<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 054367AC
The key, value is: key mode_eli
The key, value is: subst eli
The key, value is: showstr modename.name.hero-assault
The key, value is: descstr modename.description.elimination
The key, value is: icon mode_icon_eli
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
this.CurButton = _map_add
cur_button = nil
this.CurButton= _map_add
custom_AddMapNew()
custom_printTable(): table: 0543116C
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_eli_g 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: MOS<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 054367AC
The key, value is: key mode_eli
The key, value is: subst eli
The key, value is: showstr modename.name.hero-assault
The key, value is: descstr modename.description.elimination
The key, value is: icon mode_icon_eli
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
this.CurButton = _map_add
cur_button = nil
this.CurButton= _map_add
custom_AddMapNew()
custom_printTable(): table: 0543116C
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_eli_g 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: MOS<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 054367AC
The key, value is: key mode_eli
The key, value is: subst eli
The key, value is: showstr modename.name.hero-assault
The key, value is: descstr modename.description.elimination
The key, value is: icon mode_icon_eli
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
this.CurButton = _map_add
cur_button = nil
this.CurButton= _map_add
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
this.CurButton= check_era3
this.CurButton = check_mode6
cur_button = nil
this.CurButton= check_mode6
custom_AddMapNew()
custom_printTable(): table: 0543116C
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_eli_g 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: MOS<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 054367AC
The key, value is: key mode_eli
The key, value is: subst eli
The key, value is: showstr modename.name.hero-assault
The key, value is: descstr modename.description.elimination
The key, value is: icon mode_icon_eli
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
gMapEras.key = era_g Era = era_g subst = g
Adding map: MOSg_eli idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton= _map_add
this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
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this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
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this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
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Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
Autolaunching...
this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
Autolaunching...
Autolaunching...
this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
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Autolaunching...
this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
Autolaunching...
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custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Same as last movie
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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custom_AddMapNew()
custom_printTable(): table: 05434B2C
The key, value is: mode_hunt_g 1
The key, value is: movieFile MOVIES\pre-movie
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: tat2<A>_<B>
The key, value is: movieName preview-loop
The key, value is: bSelected 1
The key, value is: era_c 1
The key, value is: mode_eli_g 1
The key, value is: mode_ctf_g 1
The key, value is: mode_con_g 1
The key, value is: era_g 1
The key, value is: mode_ctf_c 1
custom_printTable(): Returning
custom_printTable(): table: 0543672C
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
gMapEras.key = era_g Era = era_g subst = g
Adding map: tat2g_eli idx: 2
this.CurButton = _map_add
cur_button = nil
this.CurButton= _map_add
Autolaunching...
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Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
this.CurButton = nil
cur_button = nil
this.CurButton= nil
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
Autolaunching...
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Autolaunching...
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Autolaunching...
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Same as last movie
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
this.CurButton = _map_remove
cur_button = nil
this.CurButton= _map_remove
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
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Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
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Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
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Autolaunching...
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Autolaunching...
Autolaunching...
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Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
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Autolaunching...
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Autolaunching...
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Autolaunching...
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Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
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Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
this.CurButton = Launch
cur_button = nil
this.CurButton= Launch
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
Autolaunching...
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ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Same as last movie
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode6
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 0543116C
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_eli_g 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: MOS<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 054367AC
The key, value is: key mode_eli
The key, value is: subst eli
The key, value is: showstr modename.name.hero-assault
The key, value is: descstr modename.description.elimination
The key, value is: icon mode_icon_eli
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
Adding map: MOSg_eli idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 5
C:\Battlefront2\main\Battlefront2\Source\GameState.cpp(1270)
Could not open mission.lvl
Last edited by Boomer73 on Wed Feb 23, 2011 5:06 pm, edited 1 time in total.
Lephenix

Re: Simple Weapon Mod Help?

Post by Lephenix »

Message Severity: 5
C:\Battlefront2\main\Battlefront2\Source\GameState.cpp(1270)
Could not open mission.lvl
Boomer73
Recruit Womprat Killer
Posts: 7
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Re: Simple Weapon Mod Help?

Post by Boomer73 »

Lephenix_dor wrote:
Message Severity: 5
C:\Battlefront2\main\Battlefront2\Source\GameState.cpp(1270)
Could not open mission.lvl
What does it mean? That location does not exist on my hard drive.
fasty
1st Lieutenant
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Posts: 438
Joined: Thu Apr 15, 2010 4:17 am
Projects :: Server modding
Games I'm Playing :: SWBF2
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Re: Simple Weapon Mod Help?

Post by fasty »

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ACEwithSPADES
Command Sergeant Major
Command Sergeant Major
Posts: 253
Joined: Thu Jan 20, 2011 3:49 pm
Projects :: Alzoc 3
Games I'm Playing :: Battlefront 2 MW2
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Location: Somewhere, but most likely where i am

Re: Simple Weapon Mod Help?

Post by ACEwithSPADES »

Well scince you have win7 you prob have sameprop i have, which is when first making a map it does not create one in the addon folder, and the munge is realllly fast so id try Frisbetarians fiix
Boomer73
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Posts: 7
Joined: Tue Feb 22, 2011 10:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Swbf2
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Re: Simple Weapon Mod Help?

Post by Boomer73 »

I just tried this fix and it did nothing. Still nothing in the addon folder. I've blown everything away and reinstalled everything, blew away my test map and started a new on, nothing.

EDIT

Ok. After uninstalling mod tools, reinstalling, then reinstalling the munge fix in the proper directory (the instructions have it going into BF2_ModTools rather than where it should be, in BF2_ModTools\data\_BUILD), I now have NO game crash. WOHOO!! Progress!

So now I need to figure out how to copy a map so I don't just have a big blank arena. :)
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commandoCC-9811
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Posts: 265
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Games I'm Playing :: Games. Mostly games.
Location: Right over there... keep looking... *runs away

Re: Simple Weapon Mod Help?

Post by commandoCC-9811 »

you could make it a stock map, using this tutorial:
how to edit a shipped map

or you could make a custom-made one (which are always the cool ones!)
Boomer73
Recruit Womprat Killer
Posts: 7
Joined: Tue Feb 22, 2011 10:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Swbf2
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Re: Simple Weapon Mod Help?

Post by Boomer73 »

Guys, I can't thank you enough. You all were a huge help. This now works great and my kids love it. :) Can't wait to try modding some other things.
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