Error when trying to change stock sides? [Solved]

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Zapattack1234
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Error when trying to change stock sides? [Solved]

Post by Zapattack1234 »

hi i have been trying to change my CIS side to a new ghost jedi unit for my newly announced map but every time i munge it doesnt appear on my map i posted my LUA can anyone see anything wrong? :? Also in my munge output it said "Error(InvalidPerimeter)GHO
(GHO is the name of my side that i made that holds my unit)
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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


function ScriptPostLoad()


--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"}



--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:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- 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 ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

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\\yav.lvl;yav1cw")
ReadDataFile("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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")

ReadDataFile("dc:SIDE\\gho.lvl",
"gho_jed_knight_01")

ReadDataFile("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\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
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},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
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},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")

AddUnitClass(CIS, "gho_jed_knight_01", 1,4)

-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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)
local weaponCnt = 240
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 22)
SetMemoryPoolSize("EntityFlyer", 30)
SetMemoryPoolSize("EntityHover", 20)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 20)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Navigator", 49)
SetMemoryPoolSize("Obstacle", 760)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("SoundSpaceRegion", 46)
SetMemoryPoolSize("TreeGridStack", 500)
SetMemoryPoolSize("UnitAgent", 49)
SetMemoryPoolSize("UnitController", 49)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TOJ\\TOJ.lvl", "TOJ_conquest")
ReadDataFile("dc:TOJ\\TOJ.lvl", "TOJ_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
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Re: Error when trying to change stock sides?

Post by Nedarb7 »

Strange... Try writing adding this instead of AddUnitClass

cis = {
team = CIS,
units = 20,
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},
marine = { "gho_jed_knight_01",1,4}, <-----------------this

not sure if this will work but its worth a try.
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Re: Error when trying to change stock sides?

Post by Zapattack1234 »

Still no luck :( do u know what that munge thing meant though? :?
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Re: Error when trying to change stock sides?

Post by Nedarb7 »

Does the side exist in:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\addon\***\data\_LVL_PC\SIDE
And if it doesn't you need to make a munge for it in:
C:\BF2_ModTools\data_***\_BUILD\Sides
If its there is it the same case of your sides' folder?
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Re: Error when trying to change stock sides?

Post by Zapattack1234 »

It's in my world's side folder, not the Addon\lvl PC one and and what do u mean by munge it to a different location then what I have been munging to? :?
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Re: Error when trying to change stock sides?

Post by Nedarb7 »

Go to:
C:\BF2_ModTools\data_***\_BUILD\Sides (*** is your maps 3 letter ID)
and copy the ALL folder in it and rename it gho then munge.
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Zapattack1234
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Re: Error when trying to change stock sides?

Post by Zapattack1234 »

Ok I did that now what do I do with the gho folder containing all of the info?
Last edited by Zapattack1234 on Thu Oct 18, 2012 8:53 pm, edited 1 time in total.
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Re: Error when trying to change stock sides?

Post by Cleb »

Zeah make sure you have a folder in _BUILD/Sides, not sure why the tur side was brought into this :? , but could you post your odf for your ghost thing? Im' thinking that when the bungelog mentioned, "invalid parameter" it might have been an odf parameter thing. Just a guess. :|
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Re: Error when trying to change stock sides?

Post by Zapattack1234 »

Wait, so I create a folder in _Build/Sides named GHO and then make the side there? And the ghost Jedi skin didn't come with an odf, only a tga and msh. I was using the Jedi_knight_01 odf? Is that bad? :?
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Re: Error when trying to change stock sides?

Post by DarthSolous »

Zapattack1234 wrote:Wait, so I create a folder in _Build/Sides named GHO and then make the side there? And the ghost Jedi skin didn't come with an odf, only a tga and msh. I was using the Jedi_knight_01 odf? Is that bad? :?
So as long as you edit it properly, it should work fine. Although I don't know much about .odfs
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Re: Error when trying to change stock sides?

Post by Zapattack1234 »

Edit it properly? How do u mean?
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Re: Error when trying to change stock sides?

Post by Cleb »

Zapattack1234 wrote:Wait, so I create a folder in _Build/Sides named GHO and then make the side there? And the ghost Jedi skin didn't come with an odf, only a tga and msh. I was using the Jedi_knight_01 odf? Is that bad? :?
Nooooooooooo! Don't move your side to _BUILD/Sides. Only go there, make a folder called GHO, and go to any other folder there and copy the two .bat files munge.bat and clean.bat to GHO. Keep all of the odf files and stuff in data_***/Sides/GHO. When you munge select GHO from the sides selector thingy. For the Jed_knight1 odf, make sure you change the GeometryName and Geometry parameters to reference the new msh.
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Re: Error when trying to change stock sides?

Post by Zapattack1234 »

Ok thanks do I put the .bat files in both GHO folders?
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Re: Error when trying to change stock sides?

Post by DarthSolous »

I'm pretty sure you have to edit/change what textures or models the character uses in the odf file for a custom character. I'm not really the person to be asking this, so for more detailed info on odfs you should read dann boeing's tutorial
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Re: Error when trying to change stock sides?

Post by Cleb »

Zapattack1234 wrote:Ok thanks do I put the .bat files in both GHO folders?
Nope, just in the one in _BUILD/Sides

About the models/skins/textures, DarthSolous was pretty much right. You have to change the part under "[Classlabel]" that says GeometryName = "nameofjedimshblablabla.msh" to GeometryName = "yourghostjedimshnameorwhatever.msh" and then under "[Properties]" it will say GeometryName = "nameofjedimshblablabla" or whatever (note that here it doesn't say .msh at the end) change that to GeometryName = "yourghostjedimshnameorwhatever" again make sure here it doesn't have .msh at the end. Now try minting it and trying again. :o
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Re: Error when trying to change stock sides?

Post by Zapattack1234 »

That is the weird part though, the odf for the Jedi already matches my ghost Jedi's tga msh and option files :shock: and I didn't even edit it, and I still get no Jedi when I go to play the level
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Re: Error when trying to change stock sides?

Post by DarthSolous »

Zapattack1234 wrote:That is the weird part though, the odf for the Jedi already matches my ghost Jedi's tga msh and option files :shock: and I didn't even edit it, and I still get no Jedi when I go to play the level
Weird
Image
Image

Why don't you copy and paste both the standard jedi odf & the odf you're using for the jedi ghost so we can see if there are any differences
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Re: Error when trying to change stock sides?

Post by Zapattack1234 »

Sure I will tomorrow got to get some sleep :thumbs:

Edit:

Here is the standard jedi odf:
By the way the ghost jedi didnt come with an odf
Hidden/Spoiler:
// Aayla
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "jed_inf_jedi.msh"

[Properties]
AISizeType = "HOVER"

GeometryName = "jed_inf_jedi"
GeometryLowRes = "jed_inf_jedi_low1"
OverrideTexture = "jed_inf_jedi01"

AnimationName = "aalya"

MaxHealth = 200.0
AddHealth = 20.0

MaxSpeed = 8.0
MaxStrafeSpeed = 6.0
MaxTurnSpeed = 5.0
JumpHeight = 3.5
RecoverFromTumble = "1"

NoEnterVehicles = 1

//Jet Jump
JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
//Jet Jump End


WEAPONSECTION = 1
WeaponName1 = "jed_weap_lightsaber_aalya"
WeaponAmmo1 = 0

//SOUND
//SndHeroSelectable = ""
//SndHeroSpawned = "hero_secura_spawn"
//SndHeroDefeated = "hero_secura_exhausted"
//SndHeroKiller = "hero_secura_exhausted"

//VOSound = "hero_secura_AcquiredTarget AcquiredTarget"
//VOSound = "hero_secura_KillingSpree4 KillingSpree4"

VOUnitType = 0181
//SoldierMusic = "rep_hero_secura_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"
Strangely, all of the jedi ghosts files match the ones represented here
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Re: Error when trying to change stock sides?

Post by CressAlbane »

Just thought I'd clarify a few things:

-When changing the msh of an object, the one under ClassLabel is the msh that will appear in ZeroEditor. (This is the one that ends in .msh) The one under Properties is the msh that will appear in-game. For example, in this ODF file,

Code: Select all

[GameObjectClass]
ClassLabel = "prop"
GeometryName = "sky_dining_ze.msh"

[Properties]
GeometryName = "sky_dining"

FoleyFXGroup    = "metal_foley"
sky_dining_ze is the msh for ZeroEditor and sky_dining is the msh for in-game. This applies to units and weapons as well.

-Some people seem to be confused about the process of creating a custom side. There are a lot of ways to accomplish this. However, if the purpose is to add a new unit to a stock side, this is the method I like to use:

1) Copy the folder of the side you want to edit from BF2_Modtools/assets. Paste into data_***/Sides.
2) Enter this new folder, for example data_***/Sides/cis . Place your msh and tga files into the msh folder, and place your odf files into the odf folder.
3) Next, go to your LUA. Under these lines,

Code: Select all

ReadDataFile("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")
Add the following:

Code: Select all

ReadDataFile("dc:SIDE\\cis.lvl",
"odf_name_of_unit" )
This will load our unit from our munged, custom side. Notice that we have not edited the line loading from the normal cis side.

4) Finally, add the unit to the team:

Code: Select all

AddUnitClass(CIS, "odf_name_of_unit", minNumber, maxNumber)
Munge, and under SIDES choose CIS. Also make sure to munge Common, for our scripts.



-----------------------
Now a quick addendum:
This method of side editing does have its perks - it allows easy edit to stock units and puts all teh stock assets right there into your folder. Also, there is no need to create and folders in the BUILD directory. It does, however, have a drawback- without .req edits, the side file will be very large. Make sure to eliminate units from your .req that you won't need in the final munged side.



Now, if you WERE going to use the earlier method:

Create your side (the tga, msh, odf) in data_***/sides/GHO. Then, go to the BUILD/Sides and create a new folder named GHO. In this new folder, paste in the .bat files from a different sides's BUILD folder. Don't forget to create your new .req in the new GHO side (data_***/Sides/GHO), which I think is the problem you had at the beginning of this topic.


So the folders would look like:

Code: Select all

data_***
- Sides
- - GHO
- - - MSH
- - - - Has your ghost jedi msh + tga
- - - ODF
- - - - Has your ghost jedi ODF
- - - req
- - - - Has your ghost jedi req
- - - GHO.req
- BUILD
- - Sides
- - - GHO
- - - - Has the .bat files
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Zapattack1234
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Re: Error when trying to change stock sides?

Post by Zapattack1234 »

that is the thing though, the ghost jedi didnt come with an odf file, only a msh and tga. Should i use the standard jedi one that i posted?

Edit-

I also recieve a message during the munge that says:

Mungeing TOJ.req:

System could not find specified path

(TOJ is my world)

Could this be the problem as to why the sides are not updating? :?
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