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Double Icon Problem (Floating and Fixed Simultaneously)

Posted: Sun Sep 12, 2010 4:14 am
by Lagomorphia
I'm getting this really odd error where a while after using the floating icon fix I get not only the fixed icon, but also the floating one! This only happens with the DC-17 ICWS weapons. I have rescaled them. These scales are different for each attachment, but I rescaled them somewhat before the problem started. I have also cleaned several times, have deleted the BUILD/sides/rc1 and Addon/TST folders more than once and at the same time, and have even made a new map, which worked once, but after loading the original LUA it came back and won't go away.
Ironically this started just after Gametoast went down.

DC-17 blaster ODF
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "rep_weap_dc17blast.msh"

[Properties]

ScoreForMedalsType = -1
MedalsTypeToLock = -1

GeometryName = "rep_weap_dc17blast"
HUDTag = "rep_weap_dc17blast"
HighResGeometry = "rep_weap_dc17blast"
OrdnanceName = "rep_weap_inf_rifle_ord"
FirePointName = "hp_fire"

RoundsPerClip = "50"
ReloadTime = "1.5"
ShotDelay = "0.17"

//******************************************************
//*************** SOUND ****************
//******************************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"


FireSound = "rep_weap_inf_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
DC-17 blaster .msh option
Hidden/Spoiler:
-hiresshadow
-scale 1.1
Mission LUA
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("AIHeroSupport")

---------------------------------------------------------------------------
-- 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()

--START BRIDGEWORK!

-- OPEN
function PlayAnimDrop()
PauseAnimation("lava_bridge_raise");
RewindAnimation("lava_bridge_drop");
PlayAnimation("lava_bridge_drop");

-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection82");
BlockPlanningGraphArcs("Connection83");
EnableBarriers("Bridge");

end
-- CLOSE
function PlayAnimRise()
PauseAnimation("lava_bridge_drop");
RewindAnimation("lava_bridge_raise");
PlayAnimation("lava_bridge_raise");


-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection82");
UnblockPlanningGraphArcs("Connection83");
DisableBarriers("Bridge");


end

EnableSPHeroRules()


PlayAnimRise()
DisableBarriers("BALCONEY")
DisableBarriers("bALCONEY2")
DisableBarriers("hallway_f")
DisableBarriers("hackdoor")
DisableBarriers("outside")

OnObjectRespawnName(PlayAnimRise, "DingDong");
OnObjectKillName(PlayAnimDrop, "DingDong");

UnblockPlanningGraphArcs("Connection74")
DisableBarriers("1")
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}



--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()

herosupport:AddSpawnCP("cp1","cp1spawn")
herosupport:AddSpawnCP("cp2","cp2spawn")
herosupport:AddSpawnCP("cp3","cp3spawn")
herosupport:AddSpawnCP("cp4","cp4spawn")
herosupport:AddSpawnCP("cp5","cp5spawn")
herosupport:AddSpawnCP("cp6","path37")

herosupport:Start()



end


function ScriptInit()
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3600000)


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo

ReadDataFile("ingame.lvl")

-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2



SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)
AISnipeSuitabilityDist(30)

ReadDataFile("sound\\mus.lvl;mus1cw")

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_pilot",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_hero_obiwan")
----"rep_bldg_defensegridturret")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_pilot",
"cis_inf_marine",
"cis_hero_darthmaul",
"cis_hero_grievous",
"cis_hero_jangofett",
"CIS_inf_officer",
"cis_inf_droideka")
----"cis_bldg_defensegridturret")

ReadDataFile("dc:SIDE\\dro.lvl",
"cis_inf_battledroid",
"cis_inf_rocketdroid",
"cis_inf_flamedroid",
"cis_inf_battledroid_officer")

ReadDataFile("dc:SIDE\\drg.lvl",
"cis_hero_durge")


ReadDataFile("dc:SIDE\\clnhero.lvl",
"rep_hero_alpha17")

ReadDataFile("dc:SIDE\\mag.lvl",
"cis_inf_magnaguard_ptc")

ReadDataFile("dc:SIDE\\rc1.lvl",
"rep_inf_commando",
"rep_inf_delta")

ReadDataFile("dc:SIDE\\geo.lvl",
"geo_inf_geonosian_elite")

ReadDataFile("dc:SIDE\\bx1.lvl",
"cis_inf_commandosword")

ReadDataFile("dc:SIDE\\cln.lvl",
"rep_inf_ep3_rocketeer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_officer")

SetAttackingTeam(ATT)
SetupTeams{
REP = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",7, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer", 1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = { "rep_inf_ep2_officer", 1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
extra1 = { "rep_inf_commando",1, 4},

},

}

SetupTeams{
CIS = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "CIS_inf_battledroid",7, 25},
assault = { "CIS_inf_rocketeer",1, 4},
engineer = { "CIS_inf_engineer", 1, 4},
sniper = { "CIS_inf_sniper",1, 4},
officer = { "CIS_inf_battledroid_officer", 1, 4},
special = { "cis_inf_flamedroid",1, 4},
extra1 = { "cis_inf_droideka",1, 4},
extra2 = { "cis_inf_magnaguard_ptc",1, 4},
extra3 = { "geo_inf_geonosian_elite",1, 2},

}

}

-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
local weaponCnt = 220
SetMemoryPoolSize("Aimer", 15)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 20)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 133)
SetMemoryPoolSize("FlagItem", 2)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize("MountedTurret", 3)
SetMemoryPoolSize("Obstacle", 309)
SetMemoryPoolSize("TreeGridStack", 200)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("mus\\mus1.lvl", "MUS1_CONQUEST")

SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)

-- Sound Stats

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\\mus.lvl", "mus1")
OpenAudioStream("sound\\mus.lvl", "mus1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\mus.lvl", "mus1_emt")

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, REP, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_mus_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_mus_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_mus_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_mus_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_mus_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_mus_amb_end", 2,1)

SetVictoryMusic(REP, "rep_mus_amb_victory")
SetDefeatMusic (REP, "rep_mus_amb_defeat")
SetVictoryMusic(CIS, "cis_mus_amb_victory")
SetDefeatMusic (CIS, "cis_mus_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")

AddCameraShot(0.446393, -0.064402, -0.883371, -0.127445, -93.406929, 72.953865, -35.479401);

AddCameraShot(-0.297655, 0.057972, -0.935337, -0.182169, -2.384067, 71.165306, 18.453350);

AddCameraShot(0.972488, -0.098362, 0.210097, 0.021250, -42.577881, 69.453072, 4.454691);

AddCameraShot(0.951592, -0.190766, -0.236300, -0.047371, -44.607018, 77.906273, 113.228661);

AddCameraShot(0.841151, -0.105984, 0.526154, 0.066295, 109.567764, 77.906273, 7.873035);

AddCameraShot(0.818472, -0.025863, 0.573678, 0.018127, 125.781593, 61.423031, 9.809184);

AddCameraShot(-0.104764, 0.000163, -0.994496, -0.001550, -13.319855, 70.673264, 63.436607);

AddCameraShot(0.971739, 0.102058, 0.211692, -0.022233, -5.680069, 68.543945, 57.904160);

AddCameraShot(0.178437, 0.004624, -0.983610, 0.025488, -66.947433, 68.543945, 6.745875);

AddCameraShot(-0.400665, 0.076364, -0896894, -0.170941, 96.201210, 79.913033, -58.604382)

herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 2500, gameMode = "NonConquest",}
herosupport:SetHeroClass(REP, "rep_hero_alpha17")
herosupport:SetHeroClass(CIS "cis_hero_durge")


end
extraweapons HUD
Hidden/Spoiler:
Code:

ViewPort("Transforms")
{
EventNameFilter("player%")

// First Weapons Section

TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("rep_weap_dc17blast", "com_inv_mesh")
NameMesh("rep_weap_dc17sniper", "com_inv_mesh")
NameMesh("rep_weap_dc17antia", "com_inv_mesh")
NameMesh("gar_weap_inf_rifle", "com_inv_mesh")


EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")

Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)

//change position, rotation and scale of first weapon here, remove unused lines

MeshInfo("rep_weap_dc17blast")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}

MeshInfo("rep_weap_dc17sniper")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("rep_weap_dc17antia")
{
Position(-0.204363, 0.367216, 0.000847, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.560000, 0.560000, 0.560000)
}

MeshInfo("gar_weap_inf_fusioncutter")
{
Position(-0.240446, 0.358461, 0.001095, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
}
}
}
}

// Second Weapons Section

TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("gar_weap_inf_thermaldetonator", "com_inv_mesh")


EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")

Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)

// adjust position, rotation and scale of second weapon here

MeshInfo("gar_weap_inf_thermaldetonator")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
}
}
}

Re: Double Icon Problem (Floating and Fixed Simultaneously)

Posted: Sun Sep 12, 2010 5:26 am
by AQT
Your extraweapons.hud file seems fine. However, by the looks of your LUA it appears you are loading multiple custom sides. Are any of these sides also using an extraweapons.hud file? If so, try keeping all the HUD icon information in just one of these sides' extraweapons.hud file. The cause of your double HUD icon trouble may be due to using multiple extraweapons.hud files over several different sides.

Re: Double Icon Problem (Floating and Fixed Simultaneously)

Posted: Sun Sep 12, 2010 11:33 am
by Fiodis
I had the same problem and the cause was exactly what AQT described.

Re: Double Icon Problem (Floating and Fixed Simultaneously)

Posted: Sun Sep 12, 2010 12:38 pm
by Lagomorphia
The problem might have started when I loaded cln. I'll try moving the rc1 files into the cln extraweapons.

Do they both need con_inv_mesh?

Re: Double Icon Problem (Floating and Fixed Simultaneously)

Posted: Sun Sep 12, 2010 5:41 pm
by AQT
Only one side should reference the con_inv_mesh in its REQ.

Re: Double Icon Problem (Floating and Fixed Simultaneously)

Posted: Fri Jan 17, 2014 11:00 am
by Anakin
So i had the same problem, but with an other cause. Here is my solution:

I made a sidemod with custom rep and cis sides. But i haven't changed the vehicles and loaded them from the stock rep/cis lvl file. You have to load the stock lvl files BEFORE the custom once. I have no idea why, but it works.