I am trying to give the co-pilot position in the AT-ST 2 weapons. One weapon is a rapid fire blaster that is shot from the left ear gun, the other is a grenade launcher from the right ear gun.
I currently have the Blaster set up as the primary (left click) weapon, and it works. The Grenade launcher, however, is giving me problems. The weapon appears in game as being the secondary weapon, but right clicking does not fire it. The AI can sometimes use it, but when I try, I cant.
Here is the part of the AT-ST odf that controls the co-pilot. "imp_weap_walk_atst_launcher" is the grenade launcher:
//***********************************************
//****** SECONDARY POSITION WEAPON VALUES *****
//***********************************************
Does anyone know how I can get this to work properly?
Re: AT-ST secondary position 2 weapons
Posted: Thu Sep 08, 2011 12:57 am
by DarthD.U.C.K.
im pretty sure that copilots cnannot have multiple weapons.(correct me if im wrong)
Re: AT-ST secondary position 2 weapons
Posted: Thu Sep 08, 2011 1:00 am
by vonfrank
Really?
They could in Battlefront 1.
And besides, if that's true, then why can the AI use it.
Re: AT-ST secondary position 2 weapons
Posted: Thu Sep 08, 2011 6:51 am
by ARCTroopaNate
Can you post your error log?
Re: AT-ST secondary position 2 weapons
Posted: Thu Sep 08, 2011 3:26 pm
by vonfrank
This is the error log for Endor. It is rather lengthy but that's because Im in the process of making a sides mod.
I entered the AT-ST and tried to fire the launcher in the secondary position, but as usual nothing is shot.
Hidden/Spoiler:
Opened logfile BFront2.log 2011-09-08 1518
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
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: [Nil]
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(): Closed any open movie
ifs_missionselect_pcMulti_ChangeMovieFile(): Opening movie: MOVIES\pre-movie.mvs
ifs_missionselect_pcMulti_ChangeMovieFile(): Finished opening movie
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
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
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
custom_AddMapNew()
custom_printTable(): table: 03CE45AC
The key, value is: mode_hunt_g 1
The key, value is: era_g 1
The key is mapluafile, the formated value is: end1<A>_<B>
The key, value is: movieName preview-loop
The key, value is: bSelected 1
The key, value is: mode_con_g 1
The key, value is: movieFile MOVIES\pre-movie
The key, value is: mode_1flag_g 1
custom_printTable(): Returning
custom_printTable(): table: 03CE672C
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_g Era = era_g subst = g
Adding map: end1g_con idx: 1
this.CurButton = _map_add
cur_button = nil
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
custom_AddMapNew()
custom_printTable(): table: 03CE460C
The key, value is: 1 1
The key, value is: mode_hunt_g 1
The key, value is: movieFile MOVIES\pre-movie
The key is mapluafile, the formated value is: hot1<A>_<B>
The key, value is: mode_c_g 1
The key, value is: movieName preview-loop
The key, value is: bSelected 1
The key, value is: mode_xl_g 1
The key, value is: mode_con_g 1
The key, value is: mode_1flag_g 1
The key, value is: era_g 1
custom_printTable(): Returning
custom_printTable(): table: 03CE672C
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_g Era = era_g subst = g
Adding map: hot1g_con idx: 2
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
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
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1538
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1540
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1542
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1544
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1546
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1548
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1550
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1552
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=e6a62f35: trying to replace "end_bldg_ewok_ramp_8" with "end_bldg_ewok_ramp_80"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=3e3b611b: trying to replace "end_prop_treeclump01" with "end_prop_treeclump010"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=3d3b5f88: trying to replace "end_prop_treeclump01" with "end_prop_treeclump011"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4e0d396c: trying to replace "com_item_weaponrecharge" with "com_item_weaponrecharge0"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=403b6441: trying to replace "end_prop_treeclump01" with "end_prop_treeclump012"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=96df8f2b: trying to replace "end_bldg_ewok_ramp_26" with "end_bldg_ewok_ramp_260"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=95df8d98: trying to replace "end_bldg_ewok_ramp_26" with "end_bldg_ewok_ramp_261"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=e5a62da2: trying to replace "end_bldg_ewok_ramp_8" with "end_bldg_ewok_ramp_81"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=8f526e72: trying to replace "end_bldg_ewok_walkway_16" with "end_bldg_ewok_walkway_160"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=8be0eef9: trying to replace "end_prop_trunk04" with "end_prop_trunk040"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=90527005: trying to replace "end_bldg_ewok_walkway_16" with "end_bldg_ewok_walkway_161"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=e8a3756f: trying to replace "end_weap_treesmash" with "end_weap_treesmash0"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=8d526b4c: trying to replace "end_bldg_ewok_walkway_16" with "end_bldg_ewok_walkway_162"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=52de6e60: trying to replace "end_bldg_bunker" with "end_bldg_bunker0"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d9fee2d6: trying to replace "com_item_healthrecharge" with "com_item_healthrecharge0"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=6ad74c06: trying to replace "com_inv_col_64" with "com_inv_col_640"
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1554
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1556
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1558
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\CommandPost.cpp(476)
Label "level.end1.panel" not localized
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 232
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 236
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 240
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 244
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 248
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 252
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 256
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 260
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 264
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 268
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 272
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "LightFlash" is full; raise count to at least 17
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "LightFlash" is full; raise count to at least 18
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "LightFlash" is full; raise count to at least 19
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "LightFlash" is full; raise count to at least 20
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "LightFlash" is full; raise count to at least 21
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "LightFlash" is full; raise count to at least 22
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "LightFlash" is full; raise count to at least 23
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "LightFlash" is full; raise count to at least 24
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "LightFlash" is full; raise count to at least 25
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "LightFlash" is full; raise count to at least 26
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "LightFlash" is full; raise count to at least 27
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "LightFlash" is full; raise count to at least 28
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "LightFlash" is full; raise count to at least 29
Re: AT-ST secondary position 2 weapons
Posted: Thu Sep 08, 2011 3:59 pm
by ARCTroopaNate
Ok, from what I saw there wasn't any porblems there. Can you show me the weapon and it's ordnance's odfs. Try raising the soldier animation and particle memory pools, this will shorten your error log immensly, and make it easier for people to find the problem and help you.
Re: AT-ST secondary position 2 weapons
Posted: Thu Sep 08, 2011 6:26 pm
by kinetosimpetus
DarthD.U.C.K. wrote:im pretty sure that copilots cannot have multiple weapons.(correct me if im wrong)
I think this is correct. Check the Options > Controls > Turrets section in game. if there is no secondary fire button, you can only have the one weapon.
Re: AT-ST secondary position 2 weapons
Posted: Thu Sep 08, 2011 7:51 pm
by THEWULFMAN
kinetosimpetus wrote:
DarthD.U.C.K. wrote:im pretty sure that copilots cannot have multiple weapons.(correct me if im wrong)
I think this is correct. Check the Options > Controls > Turrets section in game. if there is no secondary fire button, you can only have the one weapon.
Right, and since the AI is not restricted to buttons, they can still use the weapons.
Re: AT-ST secondary position 2 weapons
Posted: Fri Sep 09, 2011 11:30 am
by vonfrank
I suppose that makes sense, OK well thanks for the help.