In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.
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ARC_Commander
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by ARC_Commander » Sat Jul 21, 2007 9:19 pm
Okay, here's my little problem:
Code: Select all
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
Message Severity: 3
.\Source\Weapon.cpp(96)
Weapon failed to find animmap grevious_sabre
This is for Hero Assault, all the stock heroes. Grievous' combo does more damage, and Aayla only has one saber. Oh yeah - all the Jedi now have three force powers. That's all the changes.
Now, what the heck does this all mean???
trainmaster611
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by trainmaster611 » Sat Jul 21, 2007 9:40 pm
Did you have more than 9 units for each side?
I'm not sure what the second means but obviously you need to check all of your material relating to grieovus's animation and combo.
Syth
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by Syth » Sat Jul 21, 2007 10:15 pm
The combo limit in assault is pretty much at the MAX amount of combo/anim memory, if you change anything about combo stuff youll bump it over the limit.
Youll have to get rid of grievous, or even more units until the
Message Severity: 3
.\Source\Weapon.cpp(96)
Weapon failed to find animmap grevious_sabre
goes away
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
Ive never got that error, probally is related to the other error
Master Fionwë
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by Master Fionwë » Sat Jul 21, 2007 10:25 pm
What it sounds like is you need to increase the entire combo memory pool values. They will crash a map if there is not enough memory set aside for them. Hero Assault already has them in there, but you still need to increase the size. That should work, without getting rid of any units.
Teancum
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by Teancum » Sun Jul 22, 2007 11:09 am
This happends when you use new animation banks. So if you're using custom anims you'll have to remove a character that uses custom anims to make it fit.
ARC_Commander
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by ARC_Commander » Sun Jul 22, 2007 3:22 pm
I doubt I've used any new animations. I'll try increasing the memory pool.
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by Maveritchell » Sun Jul 22, 2007 3:49 pm
If Grevious's combo does more damage, that means you edited the combo to get it to do that. Ergo, you're using a custom combo. Remove one of the other combos to make room.
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by ARC_Commander » Sun Jul 22, 2007 4:37 pm
Hmm... I could put in his old combo, and increase the damage scales in his saber ODF.
Maveritchell
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by Maveritchell » Sun Jul 22, 2007 4:42 pm
I'm pretty sure you can't scale damage that way.
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by Teancum » Sun Jul 22, 2007 9:03 pm
Yeah, melee-based characters all have their damage based in a combo.
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by Snork » Sun Jul 22, 2007 9:16 pm
although this isn't much relevant to the topic, you can also scale the amount of push each attack has in the combo.
ARC_Commander
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by ARC_Commander » Sun Jul 22, 2007 9:30 pm
I know.
@Tean: Then why is the ShieldScale at 5.0 in "com_weap_inf_lightsaber"?
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by MetalcoreRancor » Sun Jul 22, 2007 9:52 pm
In my own experience, leave Grevious the hell alone. He kills your map.
That being said, and you want to continue modding him, just change the damage line the combo.
Attack()
{
Edge(0);
DamageTime(4, 10, "Frames");
DamageLength(1.35);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Attack()
{
Edge(1);
DamageTime(4, 12, "Frames");
DamageLength(1.35);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
And continue editing those. That's about all.
ARC_Commander
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by ARC_Commander » Sun Jul 22, 2007 10:14 pm
It's not for a map, I'm modding him for BF Extreme.
Teancum
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by Teancum » Sun Jul 22, 2007 10:23 pm
Well, if you want to remove the parenting system you might be able to just condense everything into his saber odfs.
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by ARC_Commander » Sun Jul 22, 2007 10:32 pm
In a word... Wha??
Teancum
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by Teancum » Sun Jul 22, 2007 10:42 pm
In other words, put all the stuff from the parent odf (com_weap_inf_lightsaber) into Grevious' saber odfs, then remove any refrence to a parent class. That's the only thing you can do.