Map disappears

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Darth_Spiderpig
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Map disappears

Post by Darth_Spiderpig »

Hullu

I have encountered a little (BIG) problem on Geonosis.
I fooled around with the AT-TE odf to make only the guns usable (changin the label to armedbuilding didn't help)until I had the idea to delete the piloting part, so the first position is the main turret.
Tha map crashed, I cleaned, changed the odf back to stopck and remunged...still CTD.

I tried a manual clean.

Now the interesting part:
In CW conquest map loads up normal, but then there's only the unit select screen, as seen here:
Hidden/Spoiler:
Image
In all other modes it crashes, saying that there is something with the AT-TE bones, so I replaced the model with it's stock...nothing helps.

could anyone help me?
Last edited by Darth_Spiderpig on Wed Jan 13, 2010 12:54 pm, edited 1 time in total.
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Re: Map dissapears

Post by genaral_mitch »

It IS the atte. Try another clean.
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Re: Map dissapears

Post by Master_Ben »

Try removing the ATTE. If it works, put back the stock ATTE. If you get there, you should be able to try and edit the ODF again. See how far you get before it crashes.
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Re: Map dissapears

Post by Darth_Spiderpig »

I did that, but now it seems the gunship chunks are crashing it... :?
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Re: Map dissapears

Post by Teancum »

What exactly are you wanting to do with the AT-TE? Does it need to be stationary, or do you just not want humans to pilot it?
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Re: Map disappears

Post by Darth_Spiderpig »

Teancum wrote:What exactly are you wanting to do with the AT-TE? Does it need to be stationary, or do you just not want humans to pilot it?
I want them to be stationary.
Only the turret positions should be usable, not the walking part.

So, fixed the gunship chunk error, but I noticed those errors now:

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #1 to `SetTeamName' (number expected, got nil)
stack traceback:
	[C]: in function `SetTeamName'
	(none): in function `SetupTeams'
	(none): in function `ScriptInit'
and

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\WeaponMelee.cpp(3590)
WeaponMelee 'hot_weap_lightsaber_wampa': more damage edges than specified 1

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\WeaponMelee.cpp(3590)
WeaponMelee 'hot_weap_lightsaber_wampa': more damage edges than specified 1

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\WeaponMelee.cpp(3590)
WeaponMelee 'hot_weap_lightsaber_wampa': more damage edges than specified 1

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\WeaponMelee.cpp(3590)
WeaponMelee 'hot_weap_lightsaber_wampa': more damage edges than specified 1
Does the last ones cause a crash?

EDIT: Fixed the crash, but the map still isn't showing up.

Code: Select all

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(3776)
Command Post "cp1" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on a nil value
stack traceback:
	(none): in function `AddCommandPost'
	(none): in function `ScriptPostLoad
Again this stupid error...I copied the lua from the working GCW era, and it seems not to help.
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Re: Map disappears

Post by lucasfart »

If you haven't made too many changes to the lua and don't mind redoing them you could always use the .bak lua file which has all the default scripting in it...............
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Re: Map disappears

Post by MercuryNoodles »

For that last error, make sure cp1 is present in the right layer in ZE, and make sure the name used in the lua matches the name of the cp in ZE exactly.
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Re: Map disappears

Post by G_M_StYlEr_M »

MercuryNoodles wrote:For that last error, make sure cp1 is present in the right layer in ZE, and make sure the name used in the lua matches the name of the cp in ZE exactly.

What about the sides ?

can you have to many
ReadDataFile("dc:SIDE\\XXX.lvl",
in your lua and thats because its crash ?
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Re: Map disappears

Post by Darth_Spiderpig »

MercuryNoodles wrote:can you have to many
ReadDataFile("dc:SIDE\\XXX.lvl",
Don't really think so...

This is really strange:
MercuryNoodles wrote:For that last error, make sure cp1 is present in the right layer in ZE
Let's say I put the cp wrong, why does the game finds and load it fine in GCW?
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Re: Map disappears

Post by DarthD.U.C.K. »

because you referenced it correctly in the gcw-era or didnt put it in the common/cw layer i suppose
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Re: Map disappears

Post by Darth_Spiderpig »

DarthD.U.C.K. wrote:because you referenced it correctly in the gcw-era
Have it exactly the same way in CW (I used a copy of the GCW lua stuff, just for testing.)
DarthD.U.C.K. wrote: didnt put it in the common/cw layer i suppose
:|
CW layer?
In Zero Editor?
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Re: Map disappears

Post by MercuryNoodles »

Yes, and yes. If it's in the base layer, it's loaded for all modes, and in any other layer it is only loaded with that layer as referenced in the lua. If it's in the gcw_conquest layer, you would need to load that layer through the lua, but that will load everything that's within that layer. Otherwise, it needs to be placed in the cw_conquest layer, which your c_con.lua is scripted to load by default.
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Re: Map disappears

Post by Darth_Spiderpig »

I have them all in the base layer...and referencing n the lua is exactly the same. :(
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Re: Map disappears

Post by MercuryNoodles »

In that case, try a manual clean. If everything's right, then that should clear it up, and/or reveal the real errors once you generate a new log.
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Re: Map disappears

Post by Darth_Spiderpig »

MercuryNoodles wrote:In that case, try a manual clean.
Again? :runaway:


Okay, will do.
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