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 Post subject: Custom Tatooine Luke
PostPosted: Sun Jan 06, 2008 5:44 pm 
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Joined: Wed Nov 14, 2007 11:42 am
Posts: 53
Location: Dominica
I am trying to put a modified tatooine Luke skin into Mos Eisley Hero Assuaalt. I cam up with this error:

Code:
Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "all_hero_luke_tat" (check the side's .req file)


I checked the side's req and he is in it.

Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"imp_droid_probe"
"imp_fly_destroyer_dome"
"imp_fly_tiebomber_sc"
"imp_fly_tiefighter_sc"
"imp_fly_tieinterceptor"
"imp_fly_trooptrans"
"imp_fly_ai_trooptrans"
"imp_hero_bobafett"
"imp_hero_darthvader"
"imp_hero_emperor"
"all_hero_chewbacca"
"all_hero_lando"
"all_hero_luke_tat"
"imp_hover_fightertank"
"imp_hover_speederbike"
"imp_inf_dark_trooper"
"imp_inf_dark_trooper_hunt"
"imp_inf_engineer"
"imp_inf_engineer_snow"
"imp_inf_marine"
"imp_inf_officer"
"imp_inf_officer_hunt"
"imp_inf_officer_snow"
"imp_inf_officer_gray"
"imp_inf_pilot"
"imp_inf_pilot_atat"
"imp_inf_pilot_atst"
"imp_inf_pilot_tie"
"imp_inf_rifleman"
"imp_inf_rifleman_desert"
"imp_inf_rifleman_snow"
"imp_inf_rocketeer"
"imp_inf_rocketeer_snow"
"imp_inf_sniper"
"imp_inf_sniper_snow"
"imp_veh_remote_terminal"
"imp_walk_atat"
"imp_walk_atst"
"imp_walk_atst_jungle"
"imp_walk_atst_snow"

}
}

Here is my script:

Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- 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)
end

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
StealArtistHeap(1536*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(2097152 + 65536 * 8)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo

ReadDataFile("ingame.lvl")

ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

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

ReadDataFile("dc:SIDE\\imp.lvl",
"all_hero_chewbacca",
"imp_inf_rifleman",
"all_hero_lando",
"all_hero_luke_tat",
"imp_hero_emperor")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_obiwan")

--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]

--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")

SetupTeams{
hero = {
team = ALL,
units = 32,
reinforcements = -1,
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_inf_arc_red", 1,2},
},
}

AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)

SetupTeams{
villain = {
team = IMP,
units = 32,
reinforcements = -1,
soldier = { "all_hero_chewbacca", 1,2},
assault = { "imp_inf_rifleman",1,2},
engineer= { "all_hero_lando", 1,2},
sniper = { "all_hero_luke_tat", 1,2},
officer = { "cis_hero_grievous", 1,2},
special = { "imp_hero_emperor", 1,2},

},
}
AddUnitClass(IMP, "rep_hero_anakin",1,2)
AddUnitClass(IMP, "cis_hero_countdooku",1,2)

-- 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)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:FCM\\tat2.lvl", "tat2_tdm")
SetDenseEnvironment("false")

-- 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)

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end


Last edited by Daniel0605 on Sun Jan 06, 2008 6:33 pm, edited 1 time in total.

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 Post subject: Re: Custom Tatooine Luke
PostPosted: Sun Jan 06, 2008 6:08 pm 
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Joined: Sat Dec 10, 2005 6:30 am
Posts: 2248
Location: Waaaaay over there.
Post the sides req


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 Post subject: Re: Custom Tatooine Luke
PostPosted: Sun Jan 06, 2008 6:33 pm 
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Master Bounty Hunter
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Joined: Sun Dec 02, 2007 12:52 pm
Posts: 1564
Location: trying to learn XSI if you can help add dalek111 on xfire
It is a little big because we dropped the whole all req in there due to the missing luke req.
I will help you sort through it on xfire if you need.


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 Post subject: Re: Custom Tatooine Luke
PostPosted: Sun Jan 06, 2008 10:26 pm 
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It's a bug go to Data_*** (*** = 3 letters)/sides/all/req and open the all_hero_luke_tat.req and it says all_hero_hansolo_tat change that line to all_hero_luke_tat.

And it should work :wink:


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 Post subject: Re: Custom Tatooine Luke
PostPosted: Mon Jan 07, 2008 10:25 am 
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Joined: Wed Nov 14, 2007 11:42 am
Posts: 53
Location: Dominica
EGG_GUTS wrote:
It's a bug go to Data_*** (*** = 3 letters)/sides/all/req and open the all_hero_luke_tat.req and it says all_hero_hansolo_tat change that line to all_hero_luke_tat.

And it should work :wink:


I did what you said but now I go this error:

Code:
Message Severity: 3
.\Source\EntityGeometry.cpp(619)
Entity "all_hero_luke_tat" missing geometry "all_inf_tatooinelukeskywalker"


I put all files with the name "all_inf_tatooinelukeskywalker" in it, but I still got the error.
Star Wars Battlefront 2 crashes right after it's done loading the level.


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 Post subject: Re: Custom Tatooine Luke
PostPosted: Mon Jan 07, 2008 10:34 am 
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Master Bounty Hunter
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Location: CANADA!
Do you have the assets for the hero side of the Conversion Pack? if you don't download them here

viewtopic.php?f=39&t=9450&st=0&sk=t&sd=a&start=90

Take the Tat luke mesh from the msh folder in the side and put it in the all msh folder then munge, if it doesn't work after that then clean and re-munge. It worked for me.


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 Post subject: Re: Custom Tatooine Luke
PostPosted: Mon Jan 07, 2008 5:06 pm 
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Joined: Wed Nov 14, 2007 11:42 am
Posts: 53
Location: Dominica
I got him in-game, though when i switched from the blaster rifle to pistol while playing as him the game froze up. Something similar like this happened to me with the making a custom stormtrooper, but that's because I messed with the weapons. I didn't change tat lukes' weapons in any way and my computer froze up.

I have two questions:

1. Does running the mod in the modtools.exe make the game less likely to freeze? I really don't want the game to freeze again. I hard to restart my computer by pressing the power button and I lost some data.

2. I'll get the error log in a bit, but until then, does anyone know why the pistol caused the game to crash?


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 Post subject: Re: Custom Tatooine Luke
PostPosted: Mon Jan 07, 2008 5:31 pm 
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Posts: 9247
Location: Indiana
Yeah, the game runs in a window, so you can always get out of the program without locking the comp.


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 Post subject: Re: Custom Tatooine Luke
PostPosted: Mon Jan 07, 2008 5:37 pm 
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Location: O.o Why's it important HUH!? o.O
There are a couple reasons the game freezes when you switch to the weapon, sometimes the ord is incorrect and the game also may not be able to find the weapon. There are other causes I'm sure.


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 Post subject: Re: Custom Tatooine Luke
PostPosted: Mon Jan 07, 2008 9:51 pm 
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Location: trying to learn XSI if you can help add dalek111 on xfire
Now that you have the assets, how about a pic of old sio bibble? :P


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