Adding dwarf spider droid

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Deviss
Master of the Force
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Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
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Adding dwarf spider droid

Post by Deviss »

hello to all, well this is my problem i want add the dwarf spider droid to mygeeto xl mod but this don't appear this is my lua file:
myg1c_xl.odf
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script --
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

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

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

ReadDataFile("dc:SIDE\\myg1.lvl", "myg1c_xl")
SetClassProperty("add_cis_player", "PointsToUnlock", 0)
SetClassProperty("add_rep_player", "PointsToUnlock", 0)

DisableBarriers("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")

EnableSPHeroRules()

KillObject("CP4_CON")
SetProperty("CP1_CON", "CaptureRegion", "nil")
SetProperty("CP2_CON", "CaptureRegion", "nil")
SetProperty("CP4_CON", "CaptureRegion", "nil")
SetProperty("CP5_CON", "CaptureRegion", "nil")
SetProperty("CP7_CON", "CaptureRegion", "nil")
SetProperty("CP1_CON", "HUDIndexDisplay", "")
SetProperty("CP2_CON", "HUDIndexDisplay", "")
SetProperty("CP4_CON", "HUDIndexDisplay", "")
SetProperty("CP5_CON", "HUDIndexDisplay", "")
SetProperty("CP7_CON", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)

--This sets up the actual objective. This needs to happen after cp's are defined
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
SetUberMode(1);

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\myg.lvl;myg1cw")

ReadDataFile("dc:SIDE\\41st.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_recon",
"rep_inf_commando",
"rep_inf_ep3_commander",
"rep_hero_plokoon")

ReadDataFile("dc:SIDE\\dwarfspider.lvl",
"cis_walk_dwarfspider")

ReadDataFile("dc:SIDE\\fed.lvl",
"cis_droid1",
"cis_droid2",
"cis_droid3",
"cis_droid4",
"cis_droid5",
"cis_droid6",
"cis_droid7",
"cis_droid8",
"cis_droid9",
"cis_hero")

SetupTeams{

rep={
team = REP,
units = 120,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",10, 20},
pilot = { "rep_inf_ep3_rocketeer",1,15},
assault = { "rep_inf_ep3_sniper",1,15},
sniper = { "rep_inf_ep3_engineer",1,15},
marine = { "rep_inf_ep3_officer",1,15},
engineer = { "rep_inf_ep3_jettrooper",1,15},
officer = { "rep_inf_ep3_recon",1,15},
special = { "rep_inf_commando",1,15},
commander = { "rep_inf_ep3_commander",1,2},


},

cis={
team = CIS,
units = 120,
reinforcements = -1,
soldier = { "cis_droid1",10, 20},
pilot = { "cis_droid2",1,15},
assault = { "cis_droid3",1,15},
sniper = { "cis_droid4",1,15},
marine = { "cis_droid5",1,15},
engineer = { "cis_droid6",1,15},
officer = { "cis_droid7",1,15},
special = { "cis_droid8",1,15},
commander = { "cis_droid9",1,2},
}
}

SetHeroClass(REP, "rep_hero_plokoon")
SetHeroClass(CIS, "cis_hero")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 20)
AddWalkerType(2, 8)
local weaponCnt = 300
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("CommandWalker", 8)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 6)
SetMemoryPoolSize("EntityWalker", 8)
SetMemoryPoolSize("EntityLight", 36)
SetMemoryPoolSize("FlagItem", 2)
SetMemoryPoolSize("MountedTurret", 12)
SetMemoryPoolSize("Music", 34)
SetMemoryPoolSize("Obstacle", 410)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("myg\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight(20)

-- 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\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_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, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

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

SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)

SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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")


--Camera Shizzle--

-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end
thanks in advance :)
obiboba3po
2008 Most Technically Challenging Avatar
Posts: 2376
Joined: Tue Feb 12, 2008 7:46 pm
Projects :: No Mod project currently.
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Location: NJ, USA

Re: adding dwarf spider droid

Post by obiboba3po »

1-rofl all the "...8 ) turned into smilies in the lua
2-im not sure how youre going about adding it, but i would just add it to the cis side. if its not working it may be due to custom sides not working (you made it its own side) so if its custom sides go through the checklist:
-reqs working?
-odfs working?
-msh working?
-all side files copied?
etc...

hope this helps :thumbs:
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: adding dwarf spider droid

Post by Deviss »

obiboba3po wrote:1-rofl all the "...8 ) turned into smilies in the lua
2-im not sure how youre going about adding it, but i would just add it to the cis side. if its not working it may be due to custom sides not working (you made it its own side) so if its custom sides go through the checklist:
-reqs working?
-odfs working?
-msh working?
-all side files copied?
etc...

hope this helps :thumbs:
yes, all the sides, reqs,odfs and msh working i tested it before of add the dwarf spider droid for this reason the problem must be the lua file,could be the problem i want add 8 dwarf spider droids??
Last edited by Deviss on Mon Dec 08, 2008 5:53 pm, edited 1 time in total.
obiboba3po
2008 Most Technically Challenging Avatar
Posts: 2376
Joined: Tue Feb 12, 2008 7:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: League of Legends
xbox live or psn: No gamertag set
Location: NJ, USA

Re: adding dwarf spider droid

Post by obiboba3po »

hmm...youre addwalkertype stats seem a bit odd:
AddWalkerType(0, 20)
AddWalkerType(2, 8 )

should be:

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
and then for the 2nd 0 how many of each you want. so what you would want is:

AddWalkerType(2, 1) -- 2x2 (2 pairs of legs) <--for one dwarf droid.
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: adding dwarf spider droid

Post by Deviss »

obiboba3po wrote:hmm...youre addwalkertype stats seem a bit odd:
AddWalkerType(0, 20)
AddWalkerType(2, 8 )

should be:

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
and then for the 2nd 0 how many of each you want. so what you would want is:

AddWalkerType(2, 1) -- 2x2 (2 pairs of legs) <--for one dwarf droid.
wow thanks :D i will try now with that changes
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Frisbeetarian
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Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: adding dwarf spider droid

Post by Frisbeetarian »

There's nothing wrong with how he put that, so long as he wanted 20 droidekas and 8 dwarf spider droids.
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: adding dwarf spider droid

Post by Deviss »

Frisbeetarian wrote:There's nothing wrong with how he put that, so long as he wanted 20 droidekas and 8 dwarf spider droids.
well so must i put less walkers for the dwarf spider droid appear??
i also tried put 3 droidekas and 3 dwarf spiders the same geonosis but dont appear the dwarf :(
this is my new lua but the dwark dont appear yet
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script --
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

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

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

ReadDataFile("dc:SIDE\\myg1.lvl", "myg1c_xl")
SetClassProperty("add_cis_player", "PointsToUnlock", 0)
SetClassProperty("add_rep_player", "PointsToUnlock", 0)

DisableBarriers("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")

EnableSPHeroRules()

KillObject("CP4_CON")
SetProperty("CP1_CON", "CaptureRegion", "nil")
SetProperty("CP2_CON", "CaptureRegion", "nil")
SetProperty("CP4_CON", "CaptureRegion", "nil")
SetProperty("CP5_CON", "CaptureRegion", "nil")
SetProperty("CP7_CON", "CaptureRegion", "nil")
SetProperty("CP1_CON", "HUDIndexDisplay", "")
SetProperty("CP2_CON", "HUDIndexDisplay", "")
SetProperty("CP4_CON", "HUDIndexDisplay", "")
SetProperty("CP5_CON", "HUDIndexDisplay", "")
SetProperty("CP7_CON", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)

--This sets up the actual objective. This needs to happen after cp's are defined
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
SetUberMode(1);

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\myg.lvl;myg1cw")

ReadDataFile("dc:SIDE\\41st.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_recon",
"rep_inf_commando",
"rep_inf_ep3_commander",
"rep_hero_plokoon")

ReadDataFile("dc:SIDE\\dwarfspider.lvl",
"cis_walk_dwarfspider")

ReadDataFile("dc:SIDE\\fed.lvl",
"cis_droid1",
"cis_droid2",
"cis_droid3",
"cis_droid4",
"cis_droid5",
"cis_droid6",
"cis_droid7",
"cis_droid8",
"cis_droid9",
"cis_hero")

SetupTeams{

rep={
team = REP,
units = 120,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",10, 20},
pilot = { "rep_inf_ep3_rocketeer",1,15},
assault = { "rep_inf_ep3_sniper",1,15},
sniper = { "rep_inf_ep3_engineer",1,15},
marine = { "rep_inf_ep3_officer",1,15},
engineer = { "rep_inf_ep3_jettrooper",1,15},
officer = { "rep_inf_ep3_recon",1,15},
special = { "rep_inf_commando",1,15},
commander = { "rep_inf_ep3_commander",1,2},


},

cis={
team = CIS,
units = 120,
reinforcements = -1,
soldier = { "cis_droid1",10, 20},
pilot = { "cis_droid2",1,15},
assault = { "cis_droid3",1,15},
sniper = { "cis_droid4",1,15},
marine = { "cis_droid5",1,15},
engineer = { "cis_droid6",1,15},
officer = { "cis_droid7",1,15},
special = { "cis_droid8",1,15},
commander = { "cis_droid9",1,2},
}
}

SetHeroClass(REP, "rep_hero_plokoon")
SetHeroClass(CIS, "cis_hero")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 20) -- 20 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 300
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("CommandWalker", 8)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 6)
SetMemoryPoolSize("EntityWalker", 3)
SetMemoryPoolSize("EntityLight", 36)
SetMemoryPoolSize("FlagItem", 2)
SetMemoryPoolSize("MountedTurret", 12)
SetMemoryPoolSize("Music", 34)
SetMemoryPoolSize("Obstacle", 410)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("myg\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight(20)

-- 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\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_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, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

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

SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)

SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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")


--Camera Shizzle--

-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end
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Re: adding dwarf spider droid

Post by obiboba3po »

Frisbeetarian wrote:There's nothing wrong with how he put that, so long as he wanted 20 droidekas and 8 dwarf spider droids.
ehh...you may be right but it cant hurt
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Re: adding dwarf spider droid

Post by Deviss »

obiboba3po wrote:
Frisbeetarian wrote:There's nothing wrong with how he put that, so long as he wanted 20 droidekas and 8 dwarf spider droids.
ehh...you may be right but it cant hurt
that isn't the problem because i changed this to 3 and don't work
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Re: adding dwarf spider droid

Post by Teancum »

Post bfront2.log
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Re: adding dwarf spider droid

Post by Deviss »

Teancum wrote:Post bfront2.log
yes is HERE
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Re: adding dwarf spider droid

Post by FragMe! »

Try setting the:

SetMemoryPoolSize("EntityWalker", 8 )

to a higher number, if you are intent on 20 droidekas and 8 spiders try putting in 30 instead of 8 (note I put in space after the 8 to get rid of the smiley)
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Re: adding dwarf spider droid

Post by Deviss »

FragMe! wrote:Try setting the:

SetMemoryPoolSize("EntityWalker", 8 )

to a higher number, if you are intent on 20 droidekas and 8 spiders try putting in 30 instead of 8 (note I put in space after the 8 to get rid of the smiley)
i tried that just how you said but don't appear yet this is my new lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script --
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

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

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

ReadDataFile("dc:SIDE\\myg1.lvl", "myg1c_xl")
SetClassProperty("add_cis_player", "PointsToUnlock", 0)
SetClassProperty("add_rep_player", "PointsToUnlock", 0)

DisableBarriers("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")

EnableSPHeroRules()

KillObject("CP4_CON")
SetProperty("CP1_CON", "CaptureRegion", "nil")
SetProperty("CP2_CON", "CaptureRegion", "nil")
SetProperty("CP4_CON", "CaptureRegion", "nil")
SetProperty("CP5_CON", "CaptureRegion", "nil")
SetProperty("CP7_CON", "CaptureRegion", "nil")
SetProperty("CP1_CON", "HUDIndexDisplay", "")
SetProperty("CP2_CON", "HUDIndexDisplay", "")
SetProperty("CP4_CON", "HUDIndexDisplay", "")
SetProperty("CP5_CON", "HUDIndexDisplay", "")
SetProperty("CP7_CON", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)

--This sets up the actual objective. This needs to happen after cp's are defined
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
SetUberMode(1);

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\myg.lvl;myg1cw")

ReadDataFile("dc:SIDE\\41st.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_recon",
"rep_inf_commando",
"rep_inf_ep3_commander",
"rep_hero_plokoon")

ReadDataFile("dc:SIDE\\dwarfspider.lvl",
"cis_walk_dwarfspider")

ReadDataFile("dc:SIDE\\fed.lvl",
"cis_droid1",
"cis_droid2",
"cis_droid3",
"cis_droid4",
"cis_droid5",
"cis_droid6",
"cis_droid7",
"cis_droid8",
"cis_droid9",
"cis_hero")

SetupTeams{

rep={
team = REP,
units = 120,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",10, 20},
pilot = { "rep_inf_ep3_rocketeer",1,15},
assault = { "rep_inf_ep3_sniper",1,15},
sniper = { "rep_inf_ep3_engineer",1,15},
marine = { "rep_inf_ep3_officer",1,15},
engineer = { "rep_inf_ep3_jettrooper",1,15},
officer = { "rep_inf_ep3_recon",1,15},
special = { "rep_inf_commando",1,15},
commander = { "rep_inf_ep3_commander",1,2},


},

cis={
team = CIS,
units = 120,
reinforcements = -1,
soldier = { "cis_droid1",10, 20},
pilot = { "cis_droid2",1,15},
assault = { "cis_droid3",1,15},
sniper = { "cis_droid4",1,15},
marine = { "cis_droid5",1,15},
engineer = { "cis_droid6",1,15},
officer = { "cis_droid7",1,15},
special = { "cis_droid8",1,15},
commander = { "cis_droid9",1,2},
}
}

SetHeroClass(REP, "rep_hero_plokoon")
SetHeroClass(CIS, "cis_hero")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 16) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 8) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 300
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("CommandWalker", 8)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 6)
SetMemoryPoolSize("EntityWalker", 30)
SetMemoryPoolSize("EntityLight", 36)
SetMemoryPoolSize("FlagItem", 2)
SetMemoryPoolSize("MountedTurret", 12)
SetMemoryPoolSize("Music", 34)
SetMemoryPoolSize("Obstacle", 410)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("myg\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight(20)

-- 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\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_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, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

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

SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)

SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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")


--Camera Shizzle--

-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end
User avatar
Teancum
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Projects :: No Mod project currently.
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Location: Indiana

Re: adding dwarf spider droid

Post by Teancum »

Fill these memory pools first:

"Weapon" -- to 600
"EnergyBar" -- to 600
"AmmoCounter" -- to 600
"SoldierAnimation" -- to 600
"Obstacle" -- to 600
"BaseHint" -- to 350

Other than that these were the errors I found that are of small-->big importance:
Hidden/Spoiler:
Opened logfile BFront2.log 2008-12-09 1345
ingame stream movies\crawlsp.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\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
num, Selection = 1 table: 03CE494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie cor1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CE494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 18
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie cor1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton = check_mode2
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CE494C
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: myg1c_xl idx: 1
play movie cor1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2a727dda)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (628b70cf)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2e48181b)!

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_rifle" missing high res geometry "cis_1st_weap_inf_rifle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_pistol" missing high res geometry "cis_1st_weap_inf_pistol"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_rifle" missing high res geometry "cis_1st_weap_inf_rifle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_pistol" missing high res geometry "cis_1st_weap_inf_pistol"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_sniper_rifle" missing high res geometry "cis_1st_weap_inf_sniperrifle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_sniper_rifle" missing high res geometry "cis_1st_weap_inf_sniperrifle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(917)
Combo[43011e28]::State[ATTACK1]::Transition[ATTACK2]::If unexpected data [495b1788]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2645)
Combo[43011e28]::State[ATTACK2]: unexpected data [495b1788]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(917)
Combo[43011e28]::State[ATTACK2]::Transition[ATTACK3]::If unexpected data [495b1788]

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_bulldog" missing high res geometry "cis_1st_weap_inf_pistol"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1172)
Could not find odf "tur_bldg_recoilless_lg"!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1222)
Attempting to build an object, newobjturret1, that does not have an .odf file associated with it

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_aat"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_hover_fightertank"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\myg1.lvl

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(668)
EntityClass "add_cis_player" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(668)
EntityClass "add_rep_player" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\CommandPost.cpp(493)
Command Post missing capture region "nil"
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: adding dwarf spider droid

Post by Deviss »

Teancum wrote:Fill these memory pools first:

"Weapon" -- to 600
"EnergyBar" -- to 600
"AmmoCounter" -- to 600
"SoldierAnimation" -- to 600
"Obstacle" -- to 600
"BaseHint" -- to 350

Other than that these were the errors I found that are of small-->big importance:
Hidden/Spoiler:
Opened logfile BFront2.log 2008-12-09 1345
ingame stream movies\crawlsp.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\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
num, Selection = 1 table: 03CE494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie cor1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CE494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 18
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie cor1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton = check_mode2
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CE494C
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: myg1c_xl idx: 1
play movie cor1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2a727dda)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (628b70cf)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2e48181b)!

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_rifle" missing high res geometry "cis_1st_weap_inf_rifle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_pistol" missing high res geometry "cis_1st_weap_inf_pistol"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_rifle" missing high res geometry "cis_1st_weap_inf_rifle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_pistol" missing high res geometry "cis_1st_weap_inf_pistol"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_sniper_rifle" missing high res geometry "cis_1st_weap_inf_sniperrifle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_sniper_rifle" missing high res geometry "cis_1st_weap_inf_sniperrifle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(917)
Combo[43011e28]::State[ATTACK1]::Transition[ATTACK2]::If unexpected data [495b1788]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2645)
Combo[43011e28]::State[ATTACK2]: unexpected data [495b1788]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(917)
Combo[43011e28]::State[ATTACK2]::Transition[ATTACK3]::If unexpected data [495b1788]

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_bulldog" missing high res geometry "cis_1st_weap_inf_pistol"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1172)
Could not find odf "tur_bldg_recoilless_lg"!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1222)
Attempting to build an object, newobjturret1, that does not have an .odf file associated with it

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_aat"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_hover_fightertank"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\myg1.lvl

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(668)
EntityClass "add_cis_player" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(668)
EntityClass "add_rep_player" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\CommandPost.cpp(493)
Command Post missing capture region "nil"
i make this but don't work yet and this is my new lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script --
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

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

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

ReadDataFile("dc:SIDE\\myg1.lvl", "myg1c_xl")
SetClassProperty("add_cis_player", "PointsToUnlock", 0)
SetClassProperty("add_rep_player", "PointsToUnlock", 0)

DisableBarriers("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")

EnableSPHeroRules()

KillObject("CP4_CON")
SetProperty("CP1_CON", "CaptureRegion", "nil")
SetProperty("CP2_CON", "CaptureRegion", "nil")
SetProperty("CP4_CON", "CaptureRegion", "nil")
SetProperty("CP5_CON", "CaptureRegion", "nil")
SetProperty("CP7_CON", "CaptureRegion", "nil")
SetProperty("CP1_CON", "HUDIndexDisplay", "")
SetProperty("CP2_CON", "HUDIndexDisplay", "")
SetProperty("CP4_CON", "HUDIndexDisplay", "")
SetProperty("CP5_CON", "HUDIndexDisplay", "")
SetProperty("CP7_CON", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)

--This sets up the actual objective. This needs to happen after cp's are defined
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
SetUberMode(1);

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\myg.lvl;myg1cw")

ReadDataFile("dc:SIDE\\41st.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_recon",
"rep_inf_commando",
"rep_inf_ep3_commander",
"rep_hero_plokoon")

ReadDataFile("dc:SIDE\\dwarfspider.lvl",
"cis_walk_dwarfspider")

ReadDataFile("dc:SIDE\\fed.lvl",
"cis_droid1",
"cis_droid2",
"cis_droid3",
"cis_droid4",
"cis_droid5",
"cis_droid6",
"cis_droid7",
"cis_droid8",
"cis_droid9",
"cis_hero")

SetupTeams{

rep={
team = REP,
units = 120,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",10, 20},
pilot = { "rep_inf_ep3_rocketeer",1,15},
assault = { "rep_inf_ep3_sniper",1,15},
sniper = { "rep_inf_ep3_engineer",1,15},
marine = { "rep_inf_ep3_officer",1,15},
engineer = { "rep_inf_ep3_jettrooper",1,15},
officer = { "rep_inf_ep3_recon",1,15},
special = { "rep_inf_commando",1,15},
commander = { "rep_inf_ep3_commander",1,2},


},

cis={
team = CIS,
units = 120,
reinforcements = -1,
soldier = { "cis_droid1",10, 20},
pilot = { "cis_droid2",1,15},
assault = { "cis_droid3",1,15},
sniper = { "cis_droid4",1,15},
marine = { "cis_droid5",1,15},
engineer = { "cis_droid6",1,15},
officer = { "cis_droid7",1,15},
special = { "cis_droid8",1,15},
commander = { "cis_droid9",1,2},
}
}

SetHeroClass(REP, "rep_hero_plokoon")
SetHeroClass(CIS, "cis_hero")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 16) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 8) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 300
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", 600)
SetMemoryPoolSize("BaseHint", 350)
SetMemoryPoolSize("SoldierAnimation", 600)
SetMemoryPoolSize("EnergyBar", 600)
SetMemoryPoolSize("EntityFlyer", 7)
SetMemoryPoolSize("EntityHover", 8)
SetMemoryPoolSize("EntityWalker", 30)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("FlagItem", 2)
SetMemoryPoolSize("MountedTurret", 12)
SetMemoryPoolSize("Music", 34)
SetMemoryPoolSize("Obstacle", 600)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", 600)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("myg\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight(20)

-- 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\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_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, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

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

SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)

SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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")


--Camera Shizzle--

-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end
EDIT: i rename the dwarf spider droid to cis_hover_aat for this reason:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_aat"

very thanks teancum :D , and the spider spawn now but this fall for the avism here an image of the new problem:
Hidden/Spoiler:
Image
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