Page 1 of 1

New Jedi Issues....

Posted: Fri Dec 22, 2006 3:10 pm
by Hebes24
I am Making a new combo for a Jedi using Obi-wan's Standing Combo, Ki-Adi-Mundi's sprint move, and Luke's aerial move. I made a custom Animation Bank with all of the neccessary animations. I munged the animations, made an odf that calls for said animations, I munge and the Game crashes at the Team selection screen (right when it comes up).

there are these Severity 3's in the Log:
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation obi_mundi_luke_sabre_stand_dashattack_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation obi_mundi_luke_sabre_stand_dashflip(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation obi_mundi_luke_sabre_stand_dashflip2(_upper)


Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\infantry\infantry.lvl
What I don't get is the missing animation errors. I know for a fact that I have those exact animations in the animation bank. :?

The last one I have encountered before, but has never really caused the game to crash.

I also had this Severity 2:
Message Severity: 2
.\Source\Combo.cpp(3380)
Combo[930524c3]: unexpected data [fa7a2903]
Any Combo Experts here? here's mine:
OffhandAnimation("stand_useforce", "FIRE")
{
Loop("FinalFrame");
AimType("Torso");
BlendInTime(0.15);
BlendOutTime(0.15);
}
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");

Animation("stand_attack1a_end");
Animation("stand_attack1b");
Animation("stand_attack1a_upper")
{
AimType("None");
BlendInTime(0.0);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.0);
}
Animation("stand_attack1a_lower")
{
BlendInTime(0.15);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.0);
}

// Throw stuff....
ThrowAnimation("stand_throw");

State("CATCH_SABRE")
{
Posture("Stand");
// Sound("saber_catch");
Animation("stand_catch")
{
AimType("None");
BlendOutTime(0.2);
}

InputLock("All", "!Thrust");
AlignedToThrust();
}

State("IDLE")
{
Duration(0.0); // infinite duration
EnergyRestoreRate(); // (0.0, "FromSoldier")
InputLock(0.15, "Sprint", "Jump", "Crouch");

Transition("DEFLECT")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Energy(">=", 2.5); // at least half a second worth of deflect time
Button("FireSecondary", "Press");
}
}
Transition("BACK_ATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Button("Fire", "Press");
Thrust(">", 0.25);
ThrustAngle(135, 225);
}
}
Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Button("Fire", "Press");
}
}
Transition("DASHFLIP")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint");
Button("Fire", "Press");
}
}
Transition("JUMPATTACK_FALL")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump", "Jet");
//The following should be true during a jetjump, jump, or fall
// unless we're more than 0.35 seconds from the apex
//NOTE: This may not allow luke to jump attack during longer falls
// or falling from a force jump when it could.
//VelocityY(">", -6.3);
Button("Fire", "Press");
}
}
}

State("DEFLECT")
{
Posture("Stand");
Sound("imp_weap_lightsabre_block");
Animation("stand_block_idle")
{
Loop();
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
LowResPose(0, "Frames");
}

Duration(0.0); // infinite duration, looping anim

EnergyRestoreRate(-10.0); // drain energy while ready to deflect
Deflect()
{
DeflectAngle(-110, 110); // deflect anything from forward arc
EnergyCost(0.0);

DeflectAnimation("stand_block_front1", "Forward")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_front2", "Forward")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_left1", "Left")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_left2", "Left")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_right1", "Right")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_right2", "Right")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
}
}

State("DEFLECT_JUMP")
{
Posture("Jump");

MustShowOneFrame();

Transition("IDLE")
{
If()
{
Break(1, "Frames");
}
}
}

State("DEFLECT_CROUCH")
{
Posture("Crouch");

MustShowOneFrame();

Transition("IDLE")
{
If()
{
Break(1, "Frames");
}
}
}

State("DEFLECT_ROLL")
{
Posture("Roll");

MustShowOneFrame();

Transition("IDLE")
{
If()
{
Break(1, "Frames");
}
}
}

State("DEFLECT_SPRINT")
{
Posture("Sprint");

MustShowOneFrame();

Transition("IDLE")
{
If()
{
Break(1, "Frames");
}
}
}

State("BACK_ATTACK")
{
Posture("Stand");
Animation("stand_attack_backwards")
{
BlendInTime(0.15);
BlendOutTime(0.3);
}

Sound("saber_swing");

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
DamageTime(4, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(6.0);
}

Attack()
{
DamageTime(13, 20, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(6.0);
}

Transition("IDLE");
}

//Forward declare animations to allow BlendTimeTo references:
Animation("stand_attack1b_end");
Animation("stand_attack1c");

State("ATTACK1")
{
Posture("Stand");
Animation("stand_attack1a");
Sound("saber_swing");

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
DamageTime(2, 8, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(300);
Push(3.0);
}

Transition("ATTACK2")
{
If()
{
Break(10, "Frames");
TimeStart(5, "Frames");
TimeEnd(16, "Frames"); //, "SyncIfOvertime");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER1");
}

State("RECOVER1")
{
Posture("Stand");
Animation("stand_attack1a_end")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}

InputLock("All", "!Thrust");
AlignedToThrust();

Transition("IDLE");
}

State("ATTACK2")
{
Posture("Stand");
Animation("stand_attack1b")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1b_end", 0.0);
BlendTimeTo("stand_attack1c", 0.0);
}
Sound("saber_swing");

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
DamageTime(3, 8, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(3.0);
}

Transition("ATTACK3")
{
If()
{
Break(10, "Frames");
TimeStart(6, "Frames");
TimeEnd(16, "Frames"); //, "SyncIfOvertime");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER2");
}

State("RECOVER2")
{
Posture("Stand");
Animation("stand_attack1b_end")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}

InputLock("All", "!Thrust");
AlignedToThrust();

Transition("IDLE");
}

State("ATTACK3")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("saber_attack_three");

//set a duration so we will go to state RECOVER3 before the animation ends
Duration(30, "Frames");
// AnimatedMove() // animation controls velocity for entire state
// {
// VelocityZ(0.0);
// VelocityX(0.0);
// VelocityFromThrust(8.0);
// VelocityFromStrafe(3.0);
// }
AlignedToThrust("Initial");

// StrafeFactor(0.5);
// TurnFactor(0.5);

InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
DamageTime(6, 23, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(600);
Push(5.0);
}

Transition("RECOVER3");
}

State("RECOVER3")
{
Posture("Stand");
Animation("stand_attack1c");

InputLock("All", "!Thrust");
AlignedToThrust();

Transition("IDLE");
}

State("DASHFLIP")
{
Posture("Stand");
Animation("stand_dashflip");

EnergyRestoreRate(0);

RestartAnimation();
MustShowOneFrame();

AlignedToThrust();

Sound("saber_swing", 8, "Frames");

Duration(14, "Frames");

AnimatedMove()
{
VelocityZ(12.0);
VelocityX(0.0);
VelocityFromThrust(5.0);
VelocityFromStrafe(3.0);
}
TurnFactor(0.3);

InputLock("All", "!Thrust");

Attack()
{
AttackID("Dash2");
DamageTime(5, 21, "Frames");
DamageLength(1.5);
DamageWidth(1.0);
Damage(600);
Push(5.0);
}

Transition("DASHFLIP2");
}

State("DASHFLIP2")
{
Posture("Stand");
Animation("stand_dashflip");

EnergyRestoreRate(0);

AlignedToThrust();

//Sound("saber_swing");

AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
If()
{
Break(27, "Frames");
}
}
TurnFactor(0.3);

InputLock("All", "!Thrust");

Attack()
{
AttackID("Dash2");
DamageTime(13, 21, "Frames");
DamageLength(1.5);
DamageWidth(1.0);
Damage(600);
Push(5.0);
}

Transition("DASHFLIP3")
{
EnergyCost(20);
If()
{
TimeStart(7, "Frames");
TimeEnd(25, "Frames");
Break(19, "Frames");
Button("Fire", "Press");
}
}

Transition("DASHATTACK_END")
{
If()
{
Break(25, "Frames");
}
}
}

State("DASHFLIP3")
{
Posture("Stand");
Animation("stand_dashflip2");

EnergyRestoreRate(0);

RestartAnimation();
MustShowOneFrame();

AlignedToThrust();

Sound("saber_swing", 8, "Frames");

Duration(14, "Frames");

AnimatedMove()
{
VelocityZ(7.0);
VelocityX(0.0);
VelocityFromThrust(5.0);
VelocityFromStrafe(3.0);
}
TurnFactor(0.3);

InputLock("All", "!Thrust");

Attack()
{
AttackID("Dash2");
DamageTime(0, 21, "Frames");
DamageLength(1.5);
DamageWidth(1.0);
Damage(600);
Push(5.0);
}

Transition("DASHFLIP4");
}

State("DASHFLIP4")
{
Posture("Stand");
Animation("stand_dashflip2");

EnergyRestoreRate(0);

AlignedToThrust();

//Sound("saber_swing");

AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
If()
{
Break(27, "Frames");
}
}
TurnFactor(0.3);

InputLock("All", "!Thrust");

Attack()
{
AttackID("Dash2");
DamageTime(13, 21, "Frames");
DamageLength(1.5);
DamageWidth(1.0);
Damage(600);
Push(5.0);
}

Transition("DASHFLIP")
{
EnergyCost(20);
If()
{
TimeStart(7, "Frames");
TimeEnd(25, "Frames");
Break(19, "Frames");
Button("Fire", "Press");
}
}

Transition("DASHATTACK_END")
{
If()
{
Break(25, "Frames");
}
}
}

State("DASHATTACK_END")
{
Posture("Stand");
Animation("stand_dashattack_end");

Sound("saber_swing");

AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
}
TurnFactor(0.3);

InputLock("All");
Attack()
{
DamageTime(2, 9, "Frames");
DamageLength(1.75);
DamageWidth(0.75);
Damage(600);
Push(5.0);
}

Transition("IDLE");
}

// forward declare jumpattack_land, since jumpattack_fall refers to it:
Animation("jumpattack_land");

State("JUMPATTACK_FALL")
{
Posture("Jump");
Animation("jumpattack_fall")
{
Loop("FinalFrame");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.80);
// BlendTimeTo("jumpattack_land", 0.15);
}
Sound("saber_attack_three");

Gravity(2.0);
GravityVelocityTarget(-20.0); // accelerate us to 20m/s down at 2 g's
AnimatedMove();
InputLock("All", "!Thrust"); // lock all buttons for duration of state

Attack()
{
AttackId("JUMPATTACK");
DamageTime(0.33, 1.0, "FromAnim");
DamageLength(1.75);
DamageWidth(1.25);
Damage(800);
Push(4.0);
}

Transition("JUMPATTACK_LAND")
{
If()
{
Break();
Posture("Stand");
}
}
Transition("IDLE")
{
If()
{
Break();
Posture("Any", "!Stand", "!Jump", "!Jet");
}
}
Transition("JUMPATTACK_END")
}

State("JUMPATTACK_END")
{
Posture("Jump");
Animation("jumpattack_end")
{
AimType("None");
SyncType("jumpattack_land", "ByTime");
BlendInTime(0.15);
BlendOutTime(0.80);
// BlendTimeTo("jumpattack_land", 0.15);
}

Gravity(2.0);
GravityVelocityTarget(-20.0); // accelerate us to 20m/s down at 2 g's
Duration(15, "Frames");
AnimatedMove();
InputLock("All", "!Thrust"); // lock all buttons for duration of state

Attack()
{
AttackId("JUMPATTACK");
DamageTime(0, 6, "Frames");
DamageLength(1.75);
DamageWidth(1.25);
Damage(800);
Push(4.0);
}

Transition("JUMPATTACK_LAND")
{
If()
{
Break();
Posture("Stand");
}
}
Transition("IDLE")
{
If()
{
Break();
Posture("Any", "!Stand", "!Jump", "!Jet");
}
}
Transition("IDLE");
}

State("JUMPATTACK_LAND")
{
Posture("Stand");

Animation("jumpattack_land")
{
AimType("FullBody");
SyncType("jumpattack_land", "ByTime");
BlendInTime(0.00);
BlendOutTime(0.20);
}

AnimatedMove();
InputLock("All");

Attack()
{
AttackId("JUMPATTACK");
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(800);
Push(4.0);
}

Transition("IDLE")
{
If()
{
Break(0.4);
ButtonsPressed("Any");
}
Or()
{
Break(0.4);
Thrust(">", 0.54);
}
}
}
What I did was I just took the different States from the heroes I got them from, and pasted them all together. Did I make a mistake in doing it?



As always, any help would be greatly appreciated.

Posted: Fri Dec 22, 2006 3:29 pm
by Syth
useing a bunch if different anims for one combo is ify. but in the call back thing it says "obi_mundi_luke_sabre_stand_dashflip2", you shouldnt rename any of the combo stuff.

Secondly you might be your breaking the anim limit - just make sure your not testing your jedi in hero assault. the game can only have so many anims in a map.

Posted: Fri Dec 22, 2006 4:38 pm
by Hebes24
I'm testing it in conquest.

I've renamed things before in the animationbank and it hasn't caused problems....

maybe I'll try again....

Posted: Sat Dec 23, 2006 10:42 am
by Hebes24
Sorry for the double post but I have news. I re-made the animationbank and the combo, and now I get this:
Message Severity: 3
.\Source\EntitySoldier.cpp(10505)
EntitySoldier "rep_hero_ultra_jedi_2" missing animation bank "ultra_jedi_2"
That's complete bull[crap]!! I have the animations, and they are munged. What's wrong!! *smacks head on table*

I got that one along with ones similar to before:
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_dashattack_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_dashflip(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_dashflip2(_upper)


Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\infantry\infantry.lvl
Does anyone know what I'm doing wrong?