Lightsaber + Other Primary Weapons

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CmdSmith
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Lightsaber + Other Primary Weapons

Post by CmdSmith »

How do I allow a unit to have multiple weapons in the first weapon slot if the first weapon is a lightsaber? I've seen other mods do this, but when I try myself, it doesn't work..
AQT
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Re: Lightsaber + Other Primary Weapons

Post by AQT »

The last primary weapon has to be the lightsaber if you're using multiple primary weapons.
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Re: Lightsaber + Other Primary Weapons

Post by CmdSmith »

So weapon 1 can be a blaster, but weapon 2 should be saber. Yes?
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Re: Lightsaber + Other Primary Weapons

Post by AQT »

Are you going to have anymore weapons after weapon 2? If not, then yes.
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Re: Lightsaber + Other Primary Weapons

Post by CmdSmith »

Yes, but they are secondary. I munged it, and when I played the unit, the blaster worked just fine, but when i used the saber, right click blocked and left click attacked. I could not use any force powers.
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Re: Lightsaber + Other Primary Weapons

Post by Deviss »

CmdSmith wrote:Yes, but they are secondary. I munged it, and when I played the unit, the blaster worked just fine, but when i used the saber, right click blocked and left click attacked. I could not use any force powers.
reaload is used as force power, for example if you have grenade as secondary, when you press reload will be throw a grenade
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Re: Lightsaber + Other Primary Weapons

Post by Bob »

Deviss wrote:
CmdSmith wrote:Yes, but they are secondary. I munged it, and when I played the unit, the blaster worked just fine, but when i used the saber, right click blocked and left click attacked. I could not use any force powers.
reaload is used as force power, for example if you have grenade as secondary, when you press reload will be throw a grenade
There is a way around that. I believe it was putting the saber(s) in the last weaponsection(s), even after the secondaries and I guess after award weapons too.
I got a unit working with gun, sword and grenade that controls exactly as it should, and I remember having the same issue as Smith, I'm just not sure what it was that fixed it.
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Re: Lightsaber + Other Primary Weapons

Post by CmdSmith »

Bob wrote:
Deviss wrote:
CmdSmith wrote:Yes, but they are secondary. I munged it, and when I played the unit, the blaster worked just fine, but when i used the saber, right click blocked and left click attacked. I could not use any force powers.
reaload is used as force power, for example if you have grenade as secondary, when you press reload will be throw a grenade
There is a way around that. I believe it was putting the saber(s) in the last weaponsection(s), even after the secondaries and I guess after award weapons too.
I got a unit working with gun, sword and grenade that controls exactly as it should, and I remember having the same issue as Smith, I'm just not sure what it was that fixed it.
That didn't work. It now crashes when I spawn that unit.
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Re: Lightsaber + Other Primary Weapons

Post by Bob »

Then it might have to do with my unit having it's block removed on purpose. I'd don't see how your game can crash from putting the weaponsections in that order since it works fine for me, what does the log say?
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Re: Lightsaber + Other Primary Weapons

Post by CmdSmith »

Bob wrote:Then it might have to do with my unit having it's block removed on purpose. I'd don't see how your game can crash from putting the weaponsections in that order since it works fine for me, what does the log say?
There's a log??
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Re: Lightsaber + Other Primary Weapons

Post by Bob »

You can generate an error log by running (and crashing) the game with the BF2_modtools.exe that comes with the Mod Tools. Place it in ...\LucasArts\Star Wars Battlefront II\GameData, where the game's exe is, and run things like normal. After exiting/crashing you'll get a BFront2.txt in the same directory, or the C:\Users\???\AppData\Local\VirtualStore equivalent, depending on your OS, admin right and stuffs. Open that and search for "Message Severity: 3" entries, those are the evil ones.
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Re: Lightsaber + Other Primary Weapons

Post by CmdSmith »

Bob wrote:You can generate an error log by running (and crashing) the game with the BF2_modtools.exe that comes with the Mod Tools. Place it in ...\LucasArts\Star Wars Battlefront II\GameData, where the game's exe is, and run things like normal. After exiting/crashing you'll get a BFront2.txt in the same directory, or the C:\Users\???\AppData\Local\VirtualStore equivalent, depending on your OS, admin right and stuffs. Open that and search for "Message Severity: 3" entries, those are the evil ones.
Alrighty, but I have the game on steam. It says insert CD, but I don't have one..
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Re: Lightsaber + Other Primary Weapons

Post by Bob »

Our FAQ has a link for the noDVD version, should work.
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Re: Lightsaber + Other Primary Weapons

Post by CmdSmith »

I don't know what this means..

This is the entire log.
http://pastebin.com/bDsECegy

keep in mind that I do have mod maps installed, but no custom sides besides the one I tested.
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Re: Lightsaber + Other Primary Weapons

Post by MileHighGuy »

The severity 3 errors are the ones you need to address. They are pretty self explanatory. You can usually ignore the 2s. Looks like you're missing an odf and have some problem with regions.
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Re: Lightsaber + Other Primary Weapons

Post by CmdSmith »

MileHighGuy wrote:The severity 3 errors are the ones you need to address. They are pretty self explanatory. You can usually ignore the 2s. Looks like you're missing an odf and have some problem with regions.
I'm looking through it now, a lot of them are turrets. The mode I'm playing on, Order 66, does not have turrets or capture regions for command posts.

The "WeaponMelee explosion "rep_mace_groundcrack_exp" not found is on a different unit, the jedi padawan. That's the one I played as to unlock the other one (don't ask why I don't have them all unlocked. I don't even know).

I don't see any errors that apply to anything but that. There are two for an addon map, but those are addon maps. They shouldn't affect anything.
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