commando issues
Moderator: Moderators
-
Darth_Z13
- Jedi High Council

- Posts: 2275
- Joined: Sat Jun 17, 2006 9:51 am
- xbox live or psn: Xanthius Wylon
- Location: Canada
RE: commando issues
Well Syth, I didn't do that and the Commando I used works almost perfect (one little, itty bitty glitch). Try using the maj.lvl and see if that works. If not then use Syth's idea. Unless you think his is better (which it probably is) if you want to have your own side folder to use and modify.
-
imp_strikeforce
RE: commando issues
will these files work for battlefront 1? ive been trying to get them working for for a project im working on, but so far ive come up empty. its been awhile since ive done any unit/side editing, so im alil rusty, but i think i did everything right. i let it munge for 40 min and everything. i dont get any weird errors after the munge but when i run my map in sptest i get the following error report after the game crashes.
i understand all but the last one. i dont get it.
Opened logfile BFront.log 2006-09-16 0028
Message Severity: 2
D:\src\FRONTLINE_PC\RedEngineFL\movie\RedMovie.cpp(467)
Segment 0xebd1786b does not exist in movie 0xb86e8e36
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1410)
Weapon 'weapons.rep.weap.inf_dcrifle' is not localized for stats page
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1410)
Weapon 'weapons.rep.weap.inf_dcsniper' is not localized for stats page
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1410)
Weapon 'weapons.rep.weap.inf_anti_armor' is not localized for stats page
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1410)
Weapon 'weapons.rep.weap.inf_dc15s_side_arm' is not localized for stats page
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Entity.cpp(121)
Entity base class "" not found
i understand all but the last one. i dont get it.
- valiant
- 1st Lieutenant

- Posts: 449
- Joined: Fri Sep 16, 2005 6:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: commando issues
Darth it wouldnt munge the files together. THIS showed up:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\NNT\NNTc_con.lua:130: unexpected symbol near `}'
ERROR[scriptmunge scripts\NNT\NNTc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\NNT\NNTc_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
AND I used your lua info.
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\NNT\NNTc_con.lua:130: unexpected symbol near `}'
ERROR[scriptmunge scripts\NNT\NNTc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\NNT\NNTc_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
AND I used your lua info.
-
Darth_Z13
- Jedi High Council

- Posts: 2275
- Joined: Sat Jun 17, 2006 9:51 am
- xbox live or psn: Xanthius Wylon
- Location: Canada
RE: commando issues
OK then post your LUA, that's the problem.
- valiant
- 1st Lieutenant

- Posts: 449
- Joined: Fri Sep 16, 2005 6:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: commando issues
here we go...
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- Empire Attacking (attacker is always #1)
CIS = 1
REP = 2
GAR = 3
-- 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()
DisableBarriers("cambar1")
DisableBarriers("cambar2")
DisableBarriers("cambar3")
DisableBarriers("turbar1")
DisableBarriers("turbar2")
DisableBarriers("turbar3")
DisableBarriers("camveh")
SetMapNorthAngle(180, 1)
AddAIGoal (GAR, "Deathmatch", 100)
AICanCaptureCP("CP1", GAR, false)
AICanCaptureCP("CP2", GAR, false)
AICanCaptureCP("CP3", GAR, false)
AICanCaptureCP("CP4", GAR, false)
AICanCaptureCP("CP5", GAR, false)
AICanCaptureCP("CP6", GAR, false)
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "CP1"}
cp2 = CommandPost:New{name = "CP2"}
cp3 = CommandPost:New{name = "CP3"}
cp4 = CommandPost:New{name = "CP4"}
cp5 = CommandPost:New{name = "CP5"}
cp6 = CommandPost:New{name = "CP6"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()
EnableSPHeroRules()
end
function ScriptInit()
StealArtistHeap(1200*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3100000)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\nab.lvl;nab2cw")
ReadDataFile("DC:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_obiwan",
"rep_walk_oneman_atst")
ReadDataFile("DC:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
-- ReadDataFile("SIDE\\gar.lvl",
-- "gar_inf_soldier",
-- "gar_inf_vanguard")
ReadDataFile("dc:SIDE\\maj.lvl",
"maj_inf_clone_commando")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
}
}
AddUnitClass(REP,"maj_inf_clone_commando", 1,4)
}
}
SetupTeams{
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
-- SetupTeams{
-- gar = {
-- team = GAR,
-- units = 5,
-- reinforcements = -1,
-- soldier = { "gar_inf_soldier",6},
-- assault = { "gar_inf_vanguard",5},
-- }
-- }
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_obiwan")
-- SetTeamAsEnemy(GAR, ATT)
-- SetTeamAsEnemy(ATT, GAR)
--
--
-- SetTeamAsFriend(GAR, DEF)
-- SetTeamAsFriend(DEF, GAR)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas with 0 leg pairs each
AddWalkerType(1, 3) -- ATSTs
local weaponCnt = 220
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 128)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 44)
SetMemoryPoolSize("EntityHover", 4)
SetMemoryPoolSize("MountedTurret", 11)
SetMemoryPoolSize("Navigator", 40)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 40)
SetMemoryPoolSize("PathNode", 200)
SetMemoryPoolSize("TreeGridStack", 400)
SetMemoryPoolSize("UnitAgent", 40)
SetMemoryPoolSize("UnitController", 40)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("NAB\\nab2.lvl","naboo2_Conquest")
SetDenseEnvironment("true")
--AddDeathRegion("Water")
AddDeathRegion("Waterfall")
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "all_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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2_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(2, "repleaving")
SetOutOfBoundsVoiceOver(1, "cisleaving")
SetAmbientMusic(REP, 1.0, "rep_nab_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_nab_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_nab_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_nab_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_nab_amb_end", 2,1)
SetVictoryMusic(REP, "rep_nab_amb_victory")
SetDefeatMusic (REP, "rep_nab_amb_defeat")
SetVictoryMusic(CIS, "cis_nab_amb_victory")
SetDefeatMusic (CIS, "cis_nab_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 Stats
--Nab2 Theed
--Palace
AddCameraShot(0.038177, -0.005598, -0.988683, -0.144973, -0.985535, 18.617458, -123.316505);
AddCameraShot(0.993106, -0.109389, 0.041873, 0.004612, 6.576932, 24.040697, -25.576218);
AddCameraShot(0.851509, -0.170480, 0.486202, 0.097342, 158.767715, 22.913860, -0.438658);
AddCameraShot(0.957371, -0.129655, -0.255793, -0.034641, 136.933548, 20.207420, 99.608246);
AddCameraShot(0.930364, -0.206197, 0.295979, 0.065598, 102.191856, 22.665434, 92.389435);
AddCameraShot(0.997665, -0.068271, 0.002086, 0.000143, 88.042351, 13.869274, 93.643898);
AddCameraShot(0.968900, -0.100622, 0.224862, 0.023352, 4.245263, 13.869274, 97.208542);
AddCameraShot(0.007091, -0.000363, -0.998669, -0.051089, -1.309990, 16.247049, 15.925866);
AddCameraShot(-0.274816, 0.042768, -0.949121, -0.147705, -55.505108, 25.990822, 86.987534);
AddCameraShot(0.859651, -0.229225, 0.441156, 0.117634, -62.493008, 31.040747, 117.995369);
AddCameraShot(0.703838, -0.055939, 0.705928, 0.056106, -120.401054, 23.573559, -15.484946);
AddCameraShot(0.835474, -0.181318, -0.506954, -0.110021, -166.314774, 27.687098, -6.715797);
AddCameraShot(0.327573, -0.024828, -0.941798, -0.071382, -109.700180, 15.415476, -84.413605);
AddCameraShot(-0.400505, 0.030208, -0.913203, -0.068878, 82.372711, 15.415476, -42.439548);
end
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- Empire Attacking (attacker is always #1)
CIS = 1
REP = 2
GAR = 3
-- 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()
DisableBarriers("cambar1")
DisableBarriers("cambar2")
DisableBarriers("cambar3")
DisableBarriers("turbar1")
DisableBarriers("turbar2")
DisableBarriers("turbar3")
DisableBarriers("camveh")
SetMapNorthAngle(180, 1)
AddAIGoal (GAR, "Deathmatch", 100)
AICanCaptureCP("CP1", GAR, false)
AICanCaptureCP("CP2", GAR, false)
AICanCaptureCP("CP3", GAR, false)
AICanCaptureCP("CP4", GAR, false)
AICanCaptureCP("CP5", GAR, false)
AICanCaptureCP("CP6", GAR, false)
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "CP1"}
cp2 = CommandPost:New{name = "CP2"}
cp3 = CommandPost:New{name = "CP3"}
cp4 = CommandPost:New{name = "CP4"}
cp5 = CommandPost:New{name = "CP5"}
cp6 = CommandPost:New{name = "CP6"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()
EnableSPHeroRules()
end
function ScriptInit()
StealArtistHeap(1200*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3100000)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\nab.lvl;nab2cw")
ReadDataFile("DC:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_obiwan",
"rep_walk_oneman_atst")
ReadDataFile("DC:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
-- ReadDataFile("SIDE\\gar.lvl",
-- "gar_inf_soldier",
-- "gar_inf_vanguard")
ReadDataFile("dc:SIDE\\maj.lvl",
"maj_inf_clone_commando")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
}
}
AddUnitClass(REP,"maj_inf_clone_commando", 1,4)
}
}
SetupTeams{
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
-- SetupTeams{
-- gar = {
-- team = GAR,
-- units = 5,
-- reinforcements = -1,
-- soldier = { "gar_inf_soldier",6},
-- assault = { "gar_inf_vanguard",5},
-- }
-- }
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_obiwan")
-- SetTeamAsEnemy(GAR, ATT)
-- SetTeamAsEnemy(ATT, GAR)
--
--
-- SetTeamAsFriend(GAR, DEF)
-- SetTeamAsFriend(DEF, GAR)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas with 0 leg pairs each
AddWalkerType(1, 3) -- ATSTs
local weaponCnt = 220
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 128)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 44)
SetMemoryPoolSize("EntityHover", 4)
SetMemoryPoolSize("MountedTurret", 11)
SetMemoryPoolSize("Navigator", 40)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 40)
SetMemoryPoolSize("PathNode", 200)
SetMemoryPoolSize("TreeGridStack", 400)
SetMemoryPoolSize("UnitAgent", 40)
SetMemoryPoolSize("UnitController", 40)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("NAB\\nab2.lvl","naboo2_Conquest")
SetDenseEnvironment("true")
--AddDeathRegion("Water")
AddDeathRegion("Waterfall")
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "all_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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2_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(2, "repleaving")
SetOutOfBoundsVoiceOver(1, "cisleaving")
SetAmbientMusic(REP, 1.0, "rep_nab_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_nab_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_nab_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_nab_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_nab_amb_end", 2,1)
SetVictoryMusic(REP, "rep_nab_amb_victory")
SetDefeatMusic (REP, "rep_nab_amb_defeat")
SetVictoryMusic(CIS, "cis_nab_amb_victory")
SetDefeatMusic (CIS, "cis_nab_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 Stats
--Nab2 Theed
--Palace
AddCameraShot(0.038177, -0.005598, -0.988683, -0.144973, -0.985535, 18.617458, -123.316505);
AddCameraShot(0.993106, -0.109389, 0.041873, 0.004612, 6.576932, 24.040697, -25.576218);
AddCameraShot(0.851509, -0.170480, 0.486202, 0.097342, 158.767715, 22.913860, -0.438658);
AddCameraShot(0.957371, -0.129655, -0.255793, -0.034641, 136.933548, 20.207420, 99.608246);
AddCameraShot(0.930364, -0.206197, 0.295979, 0.065598, 102.191856, 22.665434, 92.389435);
AddCameraShot(0.997665, -0.068271, 0.002086, 0.000143, 88.042351, 13.869274, 93.643898);
AddCameraShot(0.968900, -0.100622, 0.224862, 0.023352, 4.245263, 13.869274, 97.208542);
AddCameraShot(0.007091, -0.000363, -0.998669, -0.051089, -1.309990, 16.247049, 15.925866);
AddCameraShot(-0.274816, 0.042768, -0.949121, -0.147705, -55.505108, 25.990822, 86.987534);
AddCameraShot(0.859651, -0.229225, 0.441156, 0.117634, -62.493008, 31.040747, 117.995369);
AddCameraShot(0.703838, -0.055939, 0.705928, 0.056106, -120.401054, 23.573559, -15.484946);
AddCameraShot(0.835474, -0.181318, -0.506954, -0.110021, -166.314774, 27.687098, -6.715797);
AddCameraShot(0.327573, -0.024828, -0.941798, -0.071382, -109.700180, 15.415476, -84.413605);
AddCameraShot(-0.400505, 0.030208, -0.913203, -0.068878, 82.372711, 15.415476, -42.439548);
end
-
Darth_Z13
- Jedi High Council

- Posts: 2275
- Joined: Sat Jun 17, 2006 9:51 am
- xbox live or psn: Xanthius Wylon
- Location: Canada
Re: RE: commando issues
OK I've found your problem, here is the setup team section of your LUA. Take out the stuff in red.
SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
}
}
AddUnitClass(REP,"maj_inf_clone_commando", 1,4)
}
}
SetupTeams{
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
}
}
AddUnitClass(REP,"maj_inf_clone_commando", 1,4)
}
}
SetupTeams{
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
Last edited by Darth_Z13 on Sat Sep 16, 2006 9:55 am, edited 1 time in total.
- valiant
- 1st Lieutenant

- Posts: 449
- Joined: Fri Sep 16, 2005 6:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: Re: RE: commando issues
I hate brackets lol
-
Darth_Z13
- Jedi High Council

- Posts: 2275
- Joined: Sat Jun 17, 2006 9:51 am
- xbox live or psn: Xanthius Wylon
- Location: Canada
Re: RE: commando issues
Well imp_strikeforce, this is your problem:
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Entity.cpp(121)
Entity base class "" not found
That means that the base class for the clone commando doesn't exist in BF1 (I think). You may need to make some changes to the odfs but you'll need MajinRevan's permission first. You will probably need to get rid of the class parent for the rep_inf_default_commando and define everything in that odf instead of telling the game to look elsewhere for it.
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Entity.cpp(121)
Entity base class "" not found
That means that the base class for the clone commando doesn't exist in BF1 (I think). You may need to make some changes to the odfs but you'll need MajinRevan's permission first. You will probably need to get rid of the class parent for the rep_inf_default_commando and define everything in that odf instead of telling the game to look elsewhere for it.
- valiant
- 1st Lieutenant

- Posts: 449
- Joined: Fri Sep 16, 2005 6:23 pm
- Projects :: No Mod project currently.
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RE: Re: RE: commando issues
This is a very usefull thread for those having similar issues. It is still munging for me but I guess I can stay off swbf2 for an hour or so.
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
RE: Re: RE: commando issues
You have to have spaces on either side of the = in every line of your ODF. For instance:Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Entity.cpp(121)
Entity base class "" not found
class="cannon"
Will not work and you will get that error, but
class = "cannon"
will.
- valiant
- 1st Lieutenant

- Posts: 449
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RE: Re: RE: commando issues
ITS GOING! ITS GOING!
And stopped. hmm. great. more waiting.
And its started back up.
And stopped. hmm. great. more waiting.
And its started back up.
-
Darth_Z13
- Jedi High Council

- Posts: 2275
- Joined: Sat Jun 17, 2006 9:51 am
- xbox live or psn: Xanthius Wylon
- Location: Canada
RE: Re: RE: commando issues
So it worked?
- valiant
- 1st Lieutenant

- Posts: 449
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RE: Re: RE: commando issues
yeah it worked now i just need to know how to set up the language files so I dont have rep_inf_dc_rifle ingame as a name or 019x839 as the trooper name.
-
imp_strikeforce
Re: RE: commando issues
i havent touched any of the ODF's, i assumed they were set up and ready to go. this is what the rep_inf_default_commando.odf looks like: this should work right?Teancum wrote:You have to have spaces on either side of the = in every line of your ODF. For instance:
class="cannon"
Will not work and you will get that error, but
class = "cannon"
will.
[GameObjectClass]
ClassParent = "rep_inf_default"
[Properties]
UnitType = "Trooper"
PointsToUnlock = 12
MaxShield = 400
AddShield = 5
MaxHealth = 800.0
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_dcrifle"
WeaponAmmo = 5
WEAPONSECTION = 2
WeaponName = "rep_weap_inf_dcsniper"
WeaponAmmo = 4
WEAPONSECTION = 3
WeaponName = "rep_weap_inf_anti_armor"
WeaponAmmo = 4
WEAPONSECTION = 4
WeaponName = "rep_weap_inf_dc15s_side_arm"
WeaponAmmo = 0
VOUnitType = 42
HurtSound = "clone_commando_chatter_wound"
so if i am correct, the reason i am getting this error and it crashes the game is an odf problem and only and odf problem, not anything else. also, there are 2 odfs that are trooper ones, rep_inf_clone_commando.odf & rep_inf_default commando, at first i thought this might be 2 different units, but i think the first one just calls for the second. so that means i have to call the rep_inf_default commando odf in my mission lua right?Darth_Z13 wrote: That means that the base class for the clone commando doesn't exist in BF1 (I think). You may need to make some changes to the odfs but you'll need MajinRevan's permission first. You will probably need to get rid of the class parent for the rep_inf_default_commando and define everything in that odf instead of telling the game to look elsewhere for it.
about the odf darth, i can kinda see what you are saying, but to be honest i have no idea how to do that. but if any of you are willing to help me out with that id really appreciate it, and then i can send majin a pm for permission to modify the odfs, if we need to.
-
Darth_Z13
- Jedi High Council

- Posts: 2275
- Joined: Sat Jun 17, 2006 9:51 am
- xbox live or psn: Xanthius Wylon
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RE: Re: RE: commando issues
Well I will modify it for you but I need MajinRevan's permission to do it.
@ valiant, here is what you need to do.....

Here's what it look like when it's done....

@ valiant, here is what you need to do.....

Here's what it look like when it's done....

Last edited by Darth_Z13 on Sat Sep 16, 2006 1:25 pm, edited 1 time in total.
-
imp_strikeforce
RE: Re: RE: commando issues
thanks mate ill shoot him a pm
edit- done awaiting response
edit- done awaiting response
- valiant
- 1st Lieutenant

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RE: Re: RE: commando issues
Ok I have got it done. IT LIVES!!!!
