Re: Work in progress 394th Attack Battalion mappack problem

Started by Delta327, November 14, 2015, 03:46:06 PM

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Serejas DC-15 Blaster Carbine crashes when ingame
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A


Unit ODF
[GameObjectClass]

ClassLabel          = "soldier"
GeometryName       = "rep_inf_pilot.msh"


[Properties]
FootWaterSplashEffect    = "watersplash_sm"
WaterSplashEffect    = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

Label             = "Republic Pilot"
UnitType         = "pilot"
IconTexture       = "rep_pilot_icon"
MapTexture          = "troop_icon"
MapScale          = 1.4

GeometryName       = "rep_inf_pilot"
GeometryLowRes         = "rep_inf_pilot_low1"
FirstPerson       = "REP\reppilot;rep_1st_pilot"
FirstPersonFOV         = "70"
ThirdPersonFOV         = "65"
AnimationName      = "all_inf_snowtrooper"

CAMERASECTION       = "STAND"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.0 0.0 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "STANDZOOM"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.4 0.05 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "CROUCH"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.0 0.15 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "CROUCHZOOM"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "PRONE"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.0 0.0 3.0"
TiltValue      = "5.0"

CAMERASECTION       = "PRONEZOOM"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"

HealthType         = "person"
MaxHealth          = 300.0

Acceleraton       = 70.0
MaxSpeed       = 7.0
MaxStrafeSpeed       = 4.5
MaxTurnSpeed       = 4.0

WeaponName1       = "rep_weap_inf_pistol"
WeaponAmmo1       = 0
WeaponName1       = "rep_weap_inf_DC-15a_Carbine"
WeaponAmmo1       = 8
WeaponName2       = "rep_weap_inf_fusioncutter"
WeaponAmmo2       = 1
WeaponChannel3      = 1
WeaponName3       = "rep_weap_inf_powerup_dispenser"
WeaponAmmo3       = 5
WeaponChannel4      = 1


AimFactorPostureSpecial    = 50
AimFactorPostureStand       = 100
AimFactorPostureCrouch       = 140
AimFactorPostureProne       = 160
AimFactorStrafe          = 60
AimFactorMove             = 70

HurtSound            = "rep_inf_com_chatter_wound"
DeathSound              = "rep_inf_com_chatter_death"
AcquiredTargetSound     = "rep_inf_com_chatter_acquired"
HidingSound             = "rep_inf_com_chatter_hide"
ApproachingTargetSound  = "rep_inf_com_chatter_approach"
FleeSound               = "rep_inf_com_chatter_flee"
PreparingForDamageSound = "rep_inf_com_chatter_predamage"
HeardEnemySound         = "rep_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
//LowHealthThreshold      = ".25"
FoleyFXClass            = "rep_inf_trooper"

// squad command VO
SCFieldMoveOutSound      = "rep_inf_com_chatter_tac_moveout"
SCFieldHoldSound      = "rep_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "rep_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "rep_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound      = "rep_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound   = "rep_inf_com_chatter_tac_spreadout"
SCPassengerStopSound   = "rep_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "rep_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound   = "rep_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "rep_inf_com_chatter_tac_allclear"
SCGunnerSteadySound      = "rep_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "rep_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound      = "rep_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "rep_inf_com_chatter_tac_yes"
SCResponseNosirSound   = "rep_inf_com_chatter_tac_no"
//ChargeSound            = "rep_inf_com_chatter_tac_charge"

// AI squad command VO
AISCFieldMoveOutSound      = "ai_rep_inf_com_chatter_tac_moveout"
AISCFieldHoldSound         = "ai_rep_inf_com_chatter_tac_hold"
AISCFieldFollowSound      = "ai_rep_inf_com_chatter_tac_follow"
AISCDriverGetInSound      = "ai_rep_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound      = "ai_rep_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_rep_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_rep_inf_com_chatter_tac_stop"
AISCPassengerGetInSound      = "ai_rep_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound   = "ai_rep_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound      = "ai_rep_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound      = "ai_rep_inf_com_chatter_tac_stop"
AISCGunnerGetInSound      = "ai_rep_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound      = "ai_rep_inf_com_chatter_tac_moveout"
AISCResponseYessirSound      = "ai_rep_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_rep_inf_com_chatter_tac_no"
AISCGunnerGetOutSound      = "ai_rep_inf_com_chatter_tac_moveout"

AISizeType            = "SOLDIER"

DropItemClass          = "com_item_powerup_ammo"
DropItemProbability    = 0.40
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_health100"
DropItemProbability    = 0.30
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_dual"
DropItemProbability    = 0.10

----------------------


Weapon ODF
[WeaponClass]
ClassLabel       = "cannon"

[Properties]
AnimationBank      = "rifle"
GeometryName       = "rep_weap_DC-15a_Carbine"
HighResGeometry     = ""


//***********************************************
//*************   TARGET & RANGE VALUES  **********
//***********************************************

TargetEnemy          = "1"
TargetNeutral      = "0"
TargetFriendly      = "0"

TargetPerson      = "1"
TargetAnimal      = "1"
TargetDroid          = "1"
TargetVehicle      = "0"
TargetBuilding      = "0"

MinRange            = "0"
OptimalRange        = "16"
MaxRange            = "48"

LockOnRange         = "64.0"
LockTime           = "0.4"
lockOnAngle         = "1.0"

ZoomMin             = "2.5"
ZoomMax             = "2.5"
ZoomRate            = "0.0"

YawSpread           = "0.25"
PitchSpread         = "0.25"

SpreadPerShot       = "1.1"
SpreadRecoverRate   = "4.8"
SpreadThreshold     = "1.6"
SpreadLimit         = "6.0"

StandStillSpread    = "0.0"
StandMoveSpread     = "0.0"
CrouchStillSpread   = "0.0"
CrouchMoveSpread    = "0.0"
ProneStillSpread    = "0.0"
ProneMoveSpread     = "0.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip     = "55"
ReloadTime        = "1.5"
ShotDelay         = "0.2"
TriggerSingle     = "0"

SalvoCount        = "1"
SalvoDelay        = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime         = "0.0"

OrdnanceName      = "rep_weap_inf_rifle2_ord"
FirePointName     = "hp_fire"

//***********************************************
//***********  HUD & CONTROLLER VALUES  *********
//***********************************************

IconTexture       = "HUD_DC-15a_Carbine_icon"
ModeTexture       = "HUD_weap_fullauto"
ReticuleTexture   = "reticule_rifle"
ScopeTexture   = "weapon_scope2"

MuzzleFlash         = "small_muzzle_flash"
MuzzleFlashEffect      = "gunkit_blue"
FlashColor          = "80 80 255 255"
FlashLength         = "0.025"
FlashLightColor    = "220 220 255 175"
FlashLightRadius    = "2.0"
FlashLightDuration    = "0.25"
Discharge           = "small_smoke_effect"

RecoilLengthLight       = "0.1"
RecoilLengthHeavy       = "0.1"
RecoilStrengthLight     = "1.0"
RecoilStrengthHeavy     = "0.2"
RecoilDecayLight   = "0.0"
RecoilDecayHeavy   = "0.0"

//******************************************************
//***************   SOUND      ****************
//******************************************************

FireSound          = "rep_weap_inf_rifle_fire"
ReloadSound        = "rep_weap_inf_reload_med"
ChangeModeSound    = "rep_weap_inf_equip_med"
FireEmptySound      = "com_weap_inf_ammo_empty"
WeaponChangeSound    = "rep_weap_inf_equip_med"
ClankLeftWalkSound  = ""
ClankRightWalkSound = ""
ClankLeftRunSound   = ""
ClankRightRunSound  = ""
JumpSound           = "rep_weap_inf_rifle_mvt_jump"
LandSound           = "rep_weap_inf_rifle_mvt_land"
RollSound           = "rep_weap_inf_rifle_mvt_roll"
ProneSound          = "rep_weap_inf_rifle_mvt_squat"
SquatSound          = "rep_weap_inf_rifle_mvt_lie"
StandSound          = "rep_weap_inf_rifle_mvt_getup"
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

Here's your problem:
QuoteWeaponName1       = "rep_weap_inf_pistol"
WeaponAmmo1       = 0
WeaponName1       = "rep_weap_inf_DC-15a_Carbine"
WeaponAmmo1       = 8
WeaponName2       = "rep_weap_inf_fusioncutter"
WeaponAmmo2       = 1
WeaponChannel3      = 1
WeaponName3       = "rep_weap_inf_powerup_dispenser"
WeaponAmmo3       = 5
WeaponChannel4      = 1

That should be:
QuoteWeaponName1       = "rep_weap_inf_pistol"
WeaponAmmo1       = 0
WeaponName2       = "rep_weap_inf_DC-15a_Carbine"
WeaponAmmo2       = 8
WeaponName3       = "rep_weap_inf_fusioncutter"
WeaponAmmo3       = 1
WeaponChannel3      = 1
WeaponName4       = "rep_weap_inf_powerup_dispenser"
WeaponAmmo4       = 5
WeaponChannel4      = 1

Also, there is no hires geometry listed. rep_weap_DC-15a_Carbine should be the geometryname and hiresgeometryname.
=AaTc= Forever

SALLY....

-Retired Modder