Land Speeder Help [Solved]

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Darth_Z13
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Land Speeder Help [Solved]

Post by Darth_Z13 »

-Original Post-
I know this sounds like a silly question but is there a land speeder model in the assets? :D

Image

-New Problem-

OK, so I found the speeder in the vehicles side from the conversion pack. And I want them in my map. So I add a control region, add vehicle spawns, set them, load them in my LUA. But, when I play, they don't spawn. :(

Code: Select all

ucft
{
    REQN
    {
          "lvl"
	  "tat_hover_landspeeder"
    }
}

Code: Select all

ucft
{
    REQN
    {
        "class"
	  "tat_hover_landspeeder"
    }
}
Hidden/Spoiler:
[code][GameObjectClass]

ClassLabel = "hover"
GeometryName = "tat_hover_landspeeder.msh"


[Properties]
WaterEffect = "waterwake_lg"

FLYERSECTION = "BODY"

VehicleType = "light"

MapTexture = "tat_landspeeder_icon"
HealthTexture = "HUD_tat_landspeeder_icon"
MapScale = 1.5

GeometryName = "tat_hover_landspeeder"

FirstPerson = "all\repgunnr;rep_1st_gunner"
ExplosionName = "all_hover_combatspeeder_exp"

MaxHealth = 1000.0
AddHealth = 1000.0
HealthType = "vehicle"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 50.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 50.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_2"


SetAltitude = 0.3
GravityScale = 2.0
LiftSpring = 10.0
LiftDamp = 3.0

Acceleration = 9.0
Deceleration = 7.0
Traction = 10.0
ForwardSpeed = 21.0
ReverseSpeed = 8.0
StrafeSpeed = 5.0

AddSpringBody = "-1.8 2.4 1.4 3.5"
BodySpringLength = 1.0
AddSpringBody = "1.8 2.4 1.4 3.5"
BodySpringLength = 1.0

AddSpringBody = "0.0 2.4 -2.0 3.5"
BodySpringLength = 1.0
BodyOmegaXSpringFactor = 2

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 3.0
OmegaXDamp = 3.0
OmegaZSpring = 5.0
OmegaZDamp = 1.5

SpinRate = 1.0
TurnRate = 1.5
TurnFilter = 5.0
PitchRate = 0.5
PitchFilter = 1.0
PitchDamp = 1.0
LevelSpring = 10.0
LevelDamp = 3.0
PCPitchRate = 10.0
PCSpinRate = 15.0
PCTurnRate = 20.0

EyePointOffset = "0.0 0.0 0"
TrackCenter = "0.0 5 -12"
TrackOffset = "0.0 0.0 0"
TiltValue = "9.0"

PitchLimits = "-10 15"
YawLimits = "-90 90"

PilotPosition = "hp_pilot"
PilotAnimation = "drive"

WeaponName = "rep_weap_hover_fightertank_cannon"
WeaponAmmo = "0"

AimerNodeName = "hp_pilot"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

NextAimer = "-"

AimerNodeName = "hp_passenger"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

FLYERSECTION = "TURRET1"

PilotPosition = "hp_passenger"
PilotAnimation = "drive"
ForceMode = 1

EyePointOffset = "0.0 0.0 0"
TrackCenter = "0.0 5 -12"
TrackOffset = "0.0 0.0 0"
TiltValue = "9.0"

AISizeType = "MEDIUM"

OrdnanceCollision = "p_collision1"
OrdnanceCollision = "p_collision2"
OrdnanceCollision = "p_collision3"
OrdnanceCollision = "p_collision4"
OrdnanceCollision = "p_collision5"
OrdnanceCollision = "p_collision6"
OrdnanceCollision = "p_collision7"

VehicleCollision = "p_vehiclesphere"

SoldierCollision = "p_collision1"
SoldierCollision = "p_collision2"
SoldierCollision = "p_collision3"
SoldierCollision = "p_collision4"
SoldierCollision = "p_collision5"
SoldierCollision = "p_collision6"
SoldierCollision = "p_collision7"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "tat_hover_landspeeder_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "8.0"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "tat_hover_landspeeder_chunk2"
ChunkNodeName = "main_backdoor_R"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "tat_hover_landspeeder_chunk3"
ChunkNodeName = "Wing_gun_housing_2"
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "14.0"
ChunkUpFactor = "8.00"
ChunkTrailEffect = "mediumsmoketrail"

EngineSound = "interceptorTank_engine_parameterized"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CisMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
FoleyFXGroup = "metal_foley"[/code]

Code: Select all

    ReadDataFile("dc:SIDE\\vehicles.lvl",
		    "tat_hover_landspeeder")
Any ideas? :)
Last edited by Darth_Z13 on Sun Jul 15, 2007 5:49 pm, edited 1 time in total.
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Post by {501st}Commander_Appo »

Wow looks nice, but I seen a Landspeeder in some maps like Rend's Tatooine Map.

-CC-1119/Commander Appo
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Post by Darth_Z13 »

I mean is there a landspeeder in the assets that looks similar to that picture. I saw one on Tatooine: Dune Sea...
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Post by FOOLIS »

yea theres one in the BF1 Assets
Last edited by FOOLIS on Sun Jul 15, 2007 2:35 pm, edited 1 time in total.
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Post by Darth_Z13 »

Thanks but I found one in the Conversion Pack vehicles side. :)
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Post by The_Emperor »

If only it looked like that :lol:
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Post by Darth_Z13 »

I updated the first post with my new problem. :)
Alpha

Post by Alpha »

1. Does it have enough room to spawn?
2. Can you post your BFront2 Log?
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Post by Darth_Z13 »

It does have enough room to spawn.

Here's the log, there's nothing in it related to the speeder.
Hidden/Spoiler:
Opened logfile BFront2.log 2007-07-15 1839
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
.\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
profile not dirty, backing up
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
mpgs_login Enter : not logged in
num, Selection = 1 table: 03CA11CC
+++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
.\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: 03CA11CC
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 5
EraSelection.subst = c era_c
EraSelection.subst = g era_g
EraSelection.subst = c era_c
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = true galactic_visable = true
Adding map: CCMg_eli idx: 1
play movie AB1 200 , 300 510 x 400

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

this.CurButton = Launch
cur_button = nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
.\Source\Weapon.cpp(2119)
Weapon "cus_weap_inf_beer" missing fire point "hp_fire"

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=6ce7b7d5: trying to replace "tat2_bldg_tower1" with "tat2_bldg_tower10"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=d0a363ea: trying to replace "tat2_bldg_wall_40m" with "tat2_bldg_wall_40m1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=7dcaf5f4: trying to replace "tat2_bldg_cantina" with "tat2_bldg_cantina1"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'cus_weap_inf_beer' is not localized for stats page

Message Severity: 2
.\Source\FirstPerson.cpp(1762)
No FirstPerson model specified for this soldier class
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Post by Maveritchell »

If you're making a custom side, rather than loading directly from the vehicles.lvl, as it looks like you are - did you remember to create the "vehicles" folder in your _BUILD/Sides folder?
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Post by Darth_Z13 »

Yes I did.

EDIT
Would it have something to do with the fact that the map is a Hero Assault map? I tried loading the speeder from the conversion pack as well with no luck. :(
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Vehicles in Hero assault

Post by AceMastermind »

Maybe this will solve your problem.
SBF_Dann_Boeing wrote:ok in order for vehicles to spawn in hero assault mode, they can't have the team names "hero" and "villain" as stated in the setupteams section of the LUA, the team name needs to match the team denotion (which is typically ALL or IMP for hero assault).
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Post by Darth_Z13 »

Still doesn't work, I'll edit this post with my LUA in a sec.

-EDIT-

Code: Select all

    ReadDataFile("SIDE\\vehicles.lvl",
		    "tat_hover_landspeeder")

Code: Select all

    SetupTeams{
        all = {
            team = ALL,
            units = 0,
                reinforcements = -1,
                soldier = { "cus_inf_human1",1,2},
                assault = { "jdi_demojedi",1,2},
                --engineer= { "jdi_demojedi2",   1,2},
                --sniper  = { "rep_hero_obiwan",  1,2},
                --officer = { "rep_hero_yoda",        1,2},
                --special = { "rep_hero_macewindu",   1,2},           
        },
    }   

    SetupTeams{
        imp = {
            team = IMP,
            units = 6,
            reinforcements = -1,
                soldier = { "mercenary2",1,2},
                assault = { "mercenary1",1,2},
                engineer= { "BH_Bossk", 1,2},
                --sniper  = { "jdi_demojedi", 1,2},
                --officer = { "cis_hero_grievous",    1,2},
                --special = { "imp_hero_emperor", 1,2},

        },
    }   
Last edited by Darth_Z13 on Mon Jul 16, 2007 12:46 pm, edited 1 time in total.
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EntityHover

Post by AceMastermind »

SetMemoryPoolSize("EntityHover", 2)
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Post by FragMe! »

Also did you put it in your sides .req file and on that point did you make a req file for the speeder itself.
I know when I was putting the ATR6 into a test side I had to do that or it didn't show up either.
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Post by Darth_Z13 »

AceMastermind wrote:SetMemoryPoolSize("EntityHover", 2)
Yup, that worked. :D
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