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Cluster grenade + error log analysis

Posted: Mon Aug 11, 2014 10:29 am
by Anakin
Hi,

i have a problem with my fire grenade. I readed this tutorial and made my grenade. It does not work, but i don't really understand the odf weapon things that good. So you may want to have a look at it. There is a error log within this context. But there is also an other Message Severity: 3 i don't understand.

grenade flame.odf
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "dispenser"

[Properties]
HUDTag = "hud_rc_grenade_flame"

TriggerAll = "1"
OffhandWeapon = "1"

RoundsPerClip = "1"
ReloadTime = "0.0"
ShotDelay = "1.3"
ShotElevate = "0.21"
MaxPressedTime = "2.0"
InitialSalvoDelay = "0.51"

MaxItems = "10.0"

TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"


MinStrength = "1.5"
MaxStrength = "1.8"

OrdnanceName = "rep_weap_grenade_flame_ord"
FireSound = com_weap_throw"

NEXTCHARGE = 0.2
OrdnanceName = "rep_weap_grenade_flame_ord1"
FireSound = com_weap_throw"

NEXTCHARGE = 0.4
OrdnanceName = "rep_weap_grenade_flame_ord2"
FireSound = com_weap_throw"

NEXTCHARGE = 0.6
OrdnanceName = "rep_weap_grenade_flame_ord3"
FireSound = com_weap_throw"

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

FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_sm"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"

[/code]
ord.odf (the others look just the same, but with an other velocity and gravity.
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "portableturret"
GeometryName = "com_weap_thermaldetonator.msh"

[Properties]
LifeTime = "3.0"
Velocity = "20.0"
Gravity = "1.5"
Rebound = "0.2"
Friction = "2.0"

TrailEffect = "com_sfx_inf_damage_fire"
LightColor = "252 67 67 150"
LightRadius = "4.0"

StickPerson = 1
StickAnimal = 1
StickDroid = 1
StickVehicle = 1
StickBuilding = 1
StickBuildingDead = 1
StickBuildingUnbuilt= 1
StickTerrain = 1
StickProp = 1

ImpactEffectWater = "com_sfx_watersplash_sm"
ImpactEffect = "flame"

AimAzimuth = "0.0"
AimElevation = "90.0"
AimDistance = "1.0"

CollisionOtherSound = "com_weap_inf_grenade_bounce"
CollisionWaterSound = "imp_inf_trooper_land_water"

SoundProperty = "flame_on"
SoundFadeInTime = 0.001
SoundFadeOutTime = 0.02

BUILDINGSECTION = "BODY"

GeometryName = "com_weap_thermaldetonator"
ExplosionName = "rep_weap_grenade_flame_exp"
ExplosionExpire = "rep_weap_grenade_flame_exp"

BUILDINGSECTION = "TURRET1"

TurretNodeName = "aimer_y"

TURRETSECTION = "TURRET1"

PilotType = "self"
Controllable = "0"
AutoFire = "1"

WeaponName = "rep_weap_grenade_flame_fire"
WeaponAmmo = "1"

AimerNodeName = "aimer_x"
FirePointName = "hp_fire"
[/code]
fire.odf
Hidden/Spoiler:
[code][OrdnanceClass]
ClassLabel = "emitterordnance"

[Properties]
Effect = "cmm_sfx_explosion_lg"

InitialSalvoDelay = "1.0"
RoundsPerClip = "11"
SalvoCount = "11"
SalvoDelay = "1.0"

Radius = "10" // sphere used for finding the targets
ConeLength = "0" // cone not used for finding the targets
ConeAngle = "360"
FirstRadius = "0.0"
MaxTargets = "100" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "0" // No chaining - all bolts coming from the attacker

Damage = "30" // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number for each target
MaxDamage = "60" // This is the max damage
JumpDeduction = "2" // No jump deduction. This is for chaining only
DamageThreshold = "400" // Always do damage (no threshold)
MaxJumpDistance = "2" // No max jump distance because the chaining is off

VehicleScale = "0.0"
ShieldScale = "0.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"

Push = "0.0"

AffectFriends = "1"
AffectEnemies = "1"
ApplyOnOwnerIfOnOthers = "0"

DebuffDamageTimer = "100"
DebuffDamageRate = "100"

PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord"

SmolderDamageRate = "50.0" // default is 0. the damage rate for smoldering targets

SmolderEffectTimer = "60.0"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"

SmolderVanishDeath = "0"
[/code]
exp.odf
Hidden/Spoiler:
[code][ExplosionClass]
ClassLabel = "explosion"

[Properties]
Damage = "0.0"
DamageRadiusInner = "0.0"
DamageRadiusOuter = "0.0"

Effect = "flame"
WaterEffect = "com_sfx_watersplash_lg"
[/code]



Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "rep_weap_grenade_flame_ord" missing geometry "com_weap_thermaldetonator"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1555)
Mounted turret "rep_weap_grenade_flame_ord TURRET1" weapon 1 "rep_weap_grenade_flame_fire" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "rep_weap_grenade_flame_ord1" missing geometry "com_weap_thermaldetonator"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1555)
Mounted turret "rep_weap_grenade_flame_ord1 TURRET1" weapon 1 "rep_weap_grenade_flame_fire" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "rep_weap_grenade_flame_ord2" missing geometry "com_weap_thermaldetonator"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1555)
Mounted turret "rep_weap_grenade_flame_ord2 TURRET1" weapon 1 "rep_weap_grenade_flame_fire" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "rep_weap_grenade_flame_ord3" missing geometry "com_weap_thermaldetonator"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1555)
Mounted turret "rep_weap_grenade_flame_ord3 TURRET1" weapon 1 "rep_weap_grenade_flame_fire" not found
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 636

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)

Re: Cluster grenade + error log analysis

Posted: Mon Aug 11, 2014 7:55 pm
by Locutus
Well...

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1555)
Mounted turret "rep_weap_grenade_flame_ord TURRET1" weapon 1 "rep_weap_grenade_flame_fire" not found
strongly indicates that your weapon file isn't named "rep_weap_grenade_flame_fire.odf".

Re: Cluster grenade + error log analysis

Posted: Tue Aug 12, 2014 9:40 am
by Anakin
But actually it's called rep_weap_grenade_flame_fire
Image

so the first odf i posted is named
rep_weap_grenade_flame,
the 2nd odf is called
rep_weap_grenade_flame_ord (the .._ord1, .._ord2,... are exactly the same as this one, but with other velocitys and gravities)
the 3rd odf:
rep_weap_grenade_flame_fire
the last odf is called
rep_weap_grenade_flame_exp.

About the missing geometry i'm also confused. Because for the thermaldetonator it works. Ok the msh file is not in the rep msh folder, but in the common msh folder shouldn't that work??

And the last error log things i don't understand what this is about


==EDIT==

I just changed the geometry to an geometry that's in my rep's msh folder, and i still get this can not find geometry error. So it seams to be something wrong with the odf set up.


==EDIT2==

OK i just tryed to use the geometry for my shield generator, and than it crashes, too. I changed the geometry from the firegrenade to the autoturret, and it works. But why is my grenade not munged?? i looked in the _build/side/rep/munge/pc/ folder and there is a .model file from the grenade. And why didn't it work with the old termal geometry? it worked for the old firegrenade, and it still works for the thermaldetonator :runaway:


==EDIT3==

just made a new testmap and there the msh works fine :?
But the grenade falls through the floor.

Re: Cluster grenade + error log analysis

Posted: Tue Aug 12, 2014 9:47 am
by JimmyAngler
check the model in the BF viewer. If it's bad there, then you need a new model.

Re: Cluster grenade + error log analysis

Posted: Tue Aug 12, 2014 9:53 am
by Anakin
Just edit the post above. the msh works fine on my testmap. And it's the msh from the thermaldetonator, and there it works, too.

==EDIT==

ok on my testmap it now seams to work. But the grenade still falls through the floor. Someone an idea??

The problem was that i took an buff ord as weapon. But i needed an buff weapon with an buff ord. :mrgreen:

==EDIT==

just took the proton geometry to test. It works for the first ord, but not for the others.

Maybe someone can tell me why.


==EDIT==

I HATE THIS F****** S***.
I just took the proton geometry, and it worked (the proton geometry is in my rep's msh folder). Now i changed to the old termal geometry (in the common's msh folder) and it crashed again. So i thought ok let's try to use a classparent. I made a classparent with the geometry in the common folder, and called it in the rep's odf. And what happend?? This game crashed again and nothing worked.

AND WHY???? Nobody knows because this geometry works on my testmap and it also works on my RCM Mod for the thermaldetonator. But BF2 wants to annoing me and crashes when i use it for the fire grenade.

Re: Cluster grenade + error log analysis

Posted: Tue Aug 12, 2014 11:45 am
by Marth8880
Calm down, mofo! Instead of a portableturret, just use a beacon with a really small AimElevation and AimDistance. ;)

Re: Cluster grenade + error log analysis

Posted: Wed Aug 13, 2014 10:06 am
by Anakin
Ok i'm back on earth now :D

I have a few problems:
1. the playEffectOnOwner is now played on me instead of the grenade. Maybe some knows an other effect type get it working.
2. it seams that nobody dies. And because there is no visible i can not see if it works correctly. I don't hurt myselfe, and nobody else is hurt, too.

So i hope you can help me with that hopfully last problems.

rep_weap_grenade_flame.odf
Hidden/Spoiler:
[code]
[WeaponClass]
ClassLabel = "grenade"

[Properties]
GeometryName = "rep_weap_firegrenade.msh"
HighResGeometry = "rep_weap_firegrenade.msh"
HUDTag = "hud_rc_grenade_flame"

TriggerAll = "0"
OffhandWeapon = "1"
FireAnim = 2


RoundsPerClip = "1"
ReloadTime = "0.0"
ShotDelay = "1.3"
ShotElevate = "0.21"
InitialSalvoDelay = "0.0"

MaxItems = "10.0"

TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"

MaxPressedTime = "2.0"

//MinStrength = "1.5"
//MaxStrength = "1.8"

OrdnanceName = "rep_weap_grenade_flame_ord"
FireSound = com_weap_throw"

//NEXTCHARGE = 0.2
//OrdnanceName = "rep_weap_grenade_flame_ord1"
//FireSound = com_weap_throw"

//NEXTCHARGE = 0.4
//OrdnanceName = "rep_weap_grenade_flame_ord2"
//FireSound = com_weap_throw"

//NEXTCHARGE = 0.6
//OrdnanceName = "rep_weap_grenade_flame_ord3"
//FireSound = com_weap_throw"

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

FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_sm"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
[/code]
rep_weap_grenade_flame_ord.odf
Hidden/Spoiler:
[code]
[OrdnanceClass]
ClassLabel = "beacon"

[Properties]

GeometryName = "rep_weap_firegrenade.msh"
//LifeTime = "3.0"
Velocity = "20.0"
Gravity = "1.5"
Rebound = "0.2"
Friction = "2.0"
//StartTimerOnContact = 1

//MaxHealth = 800.0

TrailEffect = "com_sfx_inf_damage_fire"
LightColor = "252 67 67 150"
LightRadius = "4.0"

StickPerson = 1
StickAnimal = 1
StickDroid = 1
StickVehicle = 1
StickBuilding = 1
StickBuildingDead = 1
StickBuildingUnbuilt= 1
StickTerrain = 1
StickProp = 1

ImpactEffectWater = "com_sfx_watersplash_sm"
ImpactEffect = "cmm_sfx_explosion_lg"

CollisionOtherSound = "com_weap_inf_grenade_bounce"
CollisionWaterSound = "imp_inf_trooper_land_water"

SoundProperty = "flame_on"
SoundFadeInTime = 0.001
SoundFadeOutTime = 0.02

SalvoCount = "20"
SalvoDelay = "0.25"

OrdnanceName = "rep_weap_grenade_flame_fire_ord"
[/code]
rep_weap_grenade_flame_fire_ord.odf
Hidden/Spoiler:
[code]
[OrdnanceClass]
ClassLabel = "emitterordnance"

[Properties]

Radius = "10" // sphere used for finding the targets
ConeLength = "0" // cone not used for finding the targets
ConeAngle = "360"
FirstRadius = "0.0"
MaxTargets = "100" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "0" // No chaining - all bolts coming from the attacker

Damage = "30" // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number for each target
MaxDamage = "60" // This is the max damage
JumpDeduction = "2" // No jump deduction. This is for chaining only
DamageThreshold = "400" // Always do damage (no threshold)
MaxJumpDistance = "2" // No max jump distance because the chaining is off

VehicleScale = "0.0"
ShieldScale = "0.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"

Push = "0.0"

AffectFriends = "1"
AffectEnemies = "1"
ApplyOnOwnerIfOnOthers = "1"

DebuffDamageTimer = "60"
DebuffDamageRate = "60"

TrailEffect = "com_sfx_weap_flamethrower_ord"
//PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord"

SmolderDamageRate = "50.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = "60.0"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"

SmolderVanishDeath = "0"

[/code]

Re: Cluster grenade + error log analysis

Posted: Wed Aug 13, 2014 11:41 am
by Locutus
Since it says grenade I believe you want to cause area damage as a result of an explosion, right?
If that's the case, add
ExplosionExpire = "rep_weap_grenade_flame_fire_exp"
to your ordnance, then create the file specified above and fill it with sth. like that:
Hidden/Spoiler:
[code][ExplosionClass]
ClassLabel = "explosion"

[Properties]
Damage = "250.0"
DamageRadiusInner = "4.5"
DamageRadiusOuter = "6.5"

Push = "8.0"
PushRadiusInner = "4.5"
PushRadiusOuter = "6.5"

Shake = "0.5"
ShakeLength = "0.75"
ShakeRadiusInner = "8.0"
ShakeRadiusOuter = "15.0"

Effect = "com_sfx_explosion_lg"
WaterEffect = "com_sfx_watersplash_lg"
Decal = "decal_explosion"
LightColor = "255 220 100 255"
LightRadius = "2.0"
LightDuration = "1.0"

VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "1.0"
AnimalScale = "1.0"

SoundProperty = "com_weap_thermaldetonator_exp"
//WaterExplosion = "com_weap_obj_med_water_exp"


[/code]

Re: Cluster grenade + error log analysis

Posted: Thu Aug 14, 2014 12:20 pm
by Anakin
Oh i forgott to tell you want i want to do??

I'm so sorry.

Ok i want an firegrenade like the backtagrenade from Dark Times 2. So you trow the grenade, and for a while at the place where it "explode" will be a fire rag and everyone who walks on it will take fire :D