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Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Wed Oct 01, 2014 1:08 pm
by commanderawesome
Then add this line:
SetClassProperty("rep_weap_fisto_saber", "ComboAnimationBank", "human_sabre melee rep_hero_macewindu")

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Wed Oct 01, 2014 1:09 pm
by Indytotof
commanderawesome wrote:Then add this line:
SetClassProperty("rep_weap_fisto_saber", "ComboAnimationBank", "human_sabre melee rep_hero_macewindu")
On the .lua right ?

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Wed Oct 01, 2014 2:01 pm
by commanderawesome
Right. Below the first line you added. It SHOULD work. But the BF2 engine is weird, so don't hold your breath.

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Wed Oct 01, 2014 3:57 pm
by Indytotof
It crashed again, because of this:

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10505)
EntitySoldier "rep_hero_fisto" missing animation bank "mace"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(668)
EntityClass "rep_weap_fisto_saber" not found
And I don't know why it's doing this. I've added all mace's animations files and the rep_weap_fisto_saber is located on the kit.lvl who is present on the .lua file of my map and on the side folder of the game.

Here is the .lua file:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
ReadDataFile("..\\..\\addon\\TES\\data\\_LVL_PC\\core.lvl")

-- Empire Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

function ScriptPostLoad()

SetProperty("cp1", "Team", "1")
SetProperty("cp2", "Team", "2")
SetProperty("cp3", "Team", "1")
SetProperty("cp4", "Team", "2")
SetProperty("cp5", "Team", "1")
SetProperty("cp6", "Team", "2")
SetProperty("cp1", "CaptureRegion", "nil")
SetProperty("cp2", "CaptureRegion", "nil")
SetProperty("cp3", "CaptureRegion", "nil")
SetProperty("cp4", "CaptureRegion", "nil")
SetProperty("cp5", "CaptureRegion", "nil")
SetProperty("cp6", "CaptureRegion", "nil")
SetProperty("cp1", "HUDIndexDisplay", "")
SetProperty("cp2", "HUDIndexDisplay", "")
SetProperty("cp3", "HUDIndexDisplay", "")
SetProperty("cp4", "HUDIndexDisplay", "")
SetProperty("cp5", "HUDIndexDisplay", "")
SetProperty("cp6", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)
SetClassProperty("com_inv_col_8", "SoldierCollision", "none")
SetClassProperty("com_inv_col_16", "SoldierCollision", "none")
SetClassProperty("com_inv_col_32", "SoldierCollision", "none")
SetClassProperty("com_inv_col_64", "SoldierCollision", "none")

EnableSPHeroRules()

SetClassProperty("rep_inf_assassin", "PointsToUnlock", "0")
SetClassProperty("imp_inf_royalguard", "PointsToUnlock", "0")
SetClassProperty("imp_inf_royalguard", "AddHealth", "20")
SetClassProperty("rep_inf_assassin", "AddHealth", "20")

-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)

-- AddDeathRegion("Death")
AddDeathRegion("Death1")
AddDeathRegion("Death2")
-- AddDeathRegion("Death3")
-- AddDeathRegion("Death4")

SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)

SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)

EnableSPHeroRules()
DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")

-- KillObject("CP1")
-- KillObject("CP2")
-- KillObject("CP3")
-- KillObject("CP4")
-- KillObject("CP5")
-- KillObject("CP6")

end

function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4030000)

SetMemoryPoolSize ("ClothData",30)
SetMemoryPoolSize ("Combo",40) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",600) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",800) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",800) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",500) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",5000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
SetMemoryPoolSize("SoldierAnimation", 888)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2113)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2388)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1541)
SetMemoryPoolSize("EntitySoundStream", 12)

ReadDataFile("ingame.lvl")

SetMapNorthAngle(180, 1)
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight (40)
AISnipeSuitabilityDist(30)

ReadDataFile("sound\\tat.lvl;tat2gcw")

ReadDataFile("SIDE\\kit.lvl","rep_hero_fisto")

SetClassProperty("rep_hero_fisto", "AnimationName", "mace")

SetClassProperty("rep_weap_fisto_saber", "ComboAnimationBank", "human_sabre melee rep_hero_macewindu")

ReadDataFile("SIDE\\asj.lvl","cis_hero_ventress")

ReadDataFile("SIDE\\tcw.lvl","imp_inf_royalguard",
"rep_inf_assassin",
"rep_hero_kitfisto",
"cis_hero_CadBane",
"cis_hero_darthsidious",
"rep_hero_macewindu",
"cis_hero_barriss",
"rep_hero_koon",
"cis_hero_vizsla",
"rep_hero_aalya")

ReadDataFile("SIDE\\gcw.lvl","all_hero_ackbar",
"imp_hero_ig88",
"all_hero_marek",
"all_hero_juno",
"all_hero_lando",
"imp_hero_sith_stalker",
"imp_hero_mara_jade",
"imp_hero_bossk",
"imp_hero_dengar")

ReadDataFile("SIDE\\all.lvl","all_hero_luke_jedi")


SetupTeams{
hero = {
team = ALL,
units = 12,
reinforcements = -1,
soldier = { "all_hero_marek",1,2},
assault = { "all_hero_lando", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_kitfisto", 1,2},
officer = { "rep_hero_koon", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}

AddUnitClass(ALL,"all_hero_juno", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"all_hero_ackbar",1,2)

SetupTeams{
villain = {
team = IMP,
units = 12,
reinforcements = -1,
soldier = { "imp_hero_sith_stalker", 1,2},
assault = { "cis_hero_barriss",1,2},
engineer= { "imp_hero_dengar", 1,2},
sniper = { "imp_hero_bossk", 1,2},
officer = { "cis_hero_darthsidious", 1,2},
special = { "imp_hero_mara_jade", 1,2},

},
}
AddUnitClass(IMP, "cis_hero_CadBane",1,2)
AddUnitClass(IMP, "cis_hero_vizsla",1,2)
AddUnitClass(IMP, "imp_hero_ig88",1,2)


-- SetTeamAsEnemy(DEF, 3)

-- 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)

local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)

AddDeathRegion("DeathRegion1")
SetSpawnDelay(10.0, 0.25)
-- ReadDataFile("dc:cor\\cor1.lvl","cor1_eli")
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)

-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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")

SetAttackingTeam(ATT)

AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end[/code]
Thanks to giving advice to how fix this.

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Wed Oct 01, 2014 4:40 pm
by Anakin
Do you have any lvl loaded that contains mace animation BEFORE you load your lvl containing the new unit??

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Wed Oct 01, 2014 5:49 pm
by Nedarb7
Your setclassproperty lines need to be placed after you load the level files. The problem with the code you have is that the mace windu assets haven't been loaded, so changing kits anim set to windus will do nothing.

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Thu Oct 02, 2014 12:32 am
by Kingpin
No, no no. The combo is mentioned in the lightsaber, which the combo has to mach Windu's animations. You can't load Kit's combo with Mace' animations. If you want the Kit model with Windu style, you need to make a new saber odf that is loaded after Kit, with Mace's combo.

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Thu Oct 02, 2014 3:24 am
by Indytotof
The game crashed again and I've still have the "rep_weap_fisto_saber is not found".

And I don't know why, coz' I've the kit.lvl that contain this weapon.

EDIT : Mace Windu now stop working. All is right but no, he doesn't want to work now.

The error:

Code: Select all

ERROR[levelpack req\rep_hero_macewindu.req]:Unexpected end of file while searching for closing quote.
File : {Unknown}(5)...
ERROR[levelpack req\rep_hero_macewindu.req]:Unexpected end of file while searching for closing quote.
File : {Unknown}(5)...
The .req:

Code: Select all

ucft
{
    REQN
    {
        "class"
        "rep_hero_macewindu"
    }
   
}
And the JKA Obi-Wan come as a fusion with somes Imperial Guard assets to replace the "unfound" Obi-Wan's.... But he comes perfectly normal on other maps he is playable.

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Thu Oct 02, 2014 7:19 pm
by AceMastermind
Teancum wrote:Yeah. I doubt anyone cares at this point what we do with the files.
Is this a green light to release whatever is left of the source files?

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Thu Oct 02, 2014 8:18 pm
by Kingpin
AceMastermind wrote:
Teancum wrote:Yeah. I doubt anyone cares at this point what we do with the files.
Is this a green light to release whatever is left of the source files?
Did you say.... source files?

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Thu Oct 02, 2014 10:28 pm
by Teancum
Kingpin wrote:
AceMastermind wrote:
Teancum wrote:Yeah. I doubt anyone cares at this point what we do with the files.
Is this a green light to release whatever is left of the source files?
Did you say.... source files?
@Ace -- yeah, go ahead

@Kingpin -- yes, but know the animations came to us pre-munged, so you won't be able to make new animations.

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Thu Oct 02, 2014 11:29 pm
by Kingpin
That's sad, but I am still excited to get my hands on those meshes and combos. Thanks gents!

EDIT: Does Kit's tentacles require his animation set, like Aayla?

EDIT EDIT: Can we use combos, like Luminara and Shaak Ti from Convo Pack, with the munged kit animations?

Re: Kit Fisto/Asajj Ventress animation

Posted: Sat Oct 04, 2014 9:18 am
by Indytotof
The source files from the kit.lvl and asj.lvl ?

If they will be released, I'll certainly can resolved my problems by allowing me to make an assault unit for Fisto and Ventress (and adding the starblades to Pre Vizlsa too).

And I know how resolved the "macewindu.req" problem: Making another Mace Windu unit that isn't named rep_hero_macewindu but, for exemple, rep_hero_masterwindu or rep_hero_windu, or rep_hero_mace.

EDIT :

I've this error when trying to play on Hero Assault on Coruscant:
Hidden/Spoiler:
[code]Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a
uf_updateClassIndex(): Added class: all_hero_marek
uf_updateClassIndex(): Added class: all_hero_lando
uf_updateClassIndex(): Added class: rep_hero_obiwan_tcw
uf_updateClassIndex(): Added class: all_hero_luke_jedi
uf_updateClassIndex(): Added class: rep_hero_koon
uf_updateClassIndex(): Added class: rep_hero_masterwindu
uf_updateClassIndex(): Added class: all_hero_juno
uf_updateClassIndex(): Added class: rep_hero_aalya
uf_updateClassIndex(): Added class: all_hero_ackbar
uf_updateClassIndex(): Added class: imp_hero_sith_stalker
uf_updateClassIndex(): Added class: cis_hero_barriss
uf_updateClassIndex(): Added class: imp_hero_bossk
uf_updateClassIndex(): Added class: imp_hero_dengar
uf_updateClassIndex(): Added class: cis_hero_darthsidious
uf_updateClassIndex(): Added class: imp_hero_mara_jade
uf_updateClassIndex(): Added class: cis_hero_CadBane
uf_updateClassIndex(): Added class: cis_hero_vizsla
uf_updateClassIndex(): Added class: imp_hero_ig88[/code]
How can I fixed this ?

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Sat Oct 04, 2014 12:20 pm
by AQT
commanderawesome wrote:It's a memory issue. The game simply cannot handle both animation sets. So if you want kit fisto, you're gunna have to change his animations, one thing you can try is adding this line after he loads in the mission lua:
SetClassProperty("rep_hero_fisto", "AnimationName", "mace")
Changing Kit Fisto's animations like this won't remove his original animations from memory.
commanderawesome wrote:Then add this line:
SetClassProperty("rep_weap_fisto_saber", "ComboAnimationBank", "human_sabre melee rep_hero_macewindu")
SetClassProperty doesn't work with weapons that haven't been set up as their own class (i.e., have a .req file).

Re: Kit Fisto/Asajj Ventress animation

Posted: Sat Oct 04, 2014 1:02 pm
by commanderawesome
Well then, I guess you can't have the two together. Sorry indy.

Re: Kit Fisto/Asajj Ventress animation

Posted: Sat Oct 04, 2014 1:20 pm
by Indytotof
I know commander.

I don't use them until Ace released some stuffs, if I understand well the discuton.

What about the problem posted on my other post ?

EDIT: Problem solved.