Tactical Droid Hero Issues

Started by Ascertes, May 04, 2019, 08:30:38 PM

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Hey everyone, I've been working on incorporating a new hero unit for my Kashyyyk: Village map. I've been using the assets from DEVISS for his tactical droid to accomplish this (found here: http://gametoast.com/viewtopic.php?f=64&t=24475&p=518170#p518170 ).

However, I've run into a problem. Whenever I start up the map, as soon as the hero, our "Tactical Droid", tries to spawn, the game crashes. I cannot figure out why this is. I'd really appreciate if you all could help figure out what is wrong with my ODF, which I have attached below:


[GameObjectClass]

ClassLabel = "soldier"
GeometryName = "cis_inf_TCW_Tactical_Droid.msh"


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

Label = "Battle Droid Infantry"
UnitType = "trooper"
IconTexture = "cis_bdroid_icon"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "cis_inf_TCW_Tactical_Droid"
GeometryLowRes = "cis_inf_TCW_Tactical_Droid"
SkeletonName = "tacticaldroid"
SkeletonLowRes = "bdroidlz"
FirstPerson = "CIS\cisbdrd;cis_1st_bdroid"
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 = "droid"
MaxHealth = 1000000.0
AddHealth = 1000000.0

CapturePosts = 0
NoEnterVehicles = 1

Acceleraton = 70.0
MaxSpeed = 6.5
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0

WeaponName1 = "cis_weap_inf_rifle"
WeaponAmmo1 = 0
WeaponName2 = "cis_weap_inf_pistol"
WeaponAmmo2 = 0
WeaponName3 = "cis_weap_inf_thermaldetonator"
WeaponAmmo3 = 0
WeaponChannel3 = 1
WeaponName4 = "cis_weap_inf_crackgrenade"
WeaponAmmo4 = 0
WeaponChannel4 = 1

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.07
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0

HurtSound = "cis_inf_com_chatter_wound"
DeathSound              = "droid_death"
AcquiredTargetSound     = "cis_inf_com_chatter_acquired"
HidingSound             = "cis_inf_com_chatter_hide"
ApproachingTargetSound  = "cis_inf_com_chatter_approach"
FleeSound               = "cis_inf_com_chatter_flee"
PreparingForDamageSound = "cis_inf_com_chatter_predamage"
HeardEnemySound         = "cis_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
//LowHealthThreshold      = ".25"
FoleyFXClass            = "cis_inf_droid"

// squad command VO
SCFieldMoveOutSound = "cis_inf_com_chatter_tac_moveout"
SCFieldHoldSound = "cis_inf_com_chatter_tac_hold"
SCFieldFollowSound = "cis_inf_com_chatter_tac_follow"
SCDriverGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound = "cis_inf_com_chatter_tac_spreadout"
SCPassengerStopSound = "cis_inf_com_chatter_tac_stop"
SCPassengerGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound = "cis_inf_com_chatter_tac_allclear"
SCGunnerSteadySound = "cis_inf_com_chatter_tac_stop"
SCGunnerGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCResponseYessirSound = "cis_inf_com_chatter_tac_yes"
SCResponseNosirSound = "cis_inf_com_chatter_tac_no"

// AI Squad Command VO
AISCFieldMoveOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCFieldHoldSound = "ai_cis_inf_com_chatter_tac_hold"
AISCFieldFollowSound = "ai_cis_inf_com_chatter_tac_follow"
AISCDriverGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound = "ai_cis_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound = "ai_cis_inf_com_chatter_tac_stop"
AISCPassengerGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound = "ai_cis_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound = "ai_cis_inf_com_chatter_tac_stop"
AISCGunnerGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCResponseYessirSound = "ai_cis_inf_com_chatter_tac_yes"
AISCResponseNosirSound = "ai_cis_inf_com_chatter_tac_no"


As a reference, here is a copy of DEVISS's Tactical Droid ODF (it was designed for BF2, which is where I think most of the issues are coming from.)

[GameObjectClass]
ClassParent     = "cis_inf_default"

[Properties]
GeometryName            = "cis_inf_TCW_Tactical_Droid"
GeometryLowRes          = "cis_inf_TCW_Tactical_Droid"
FirstPerson             = "CIS\cisbdrd;cis_1st_bdroid"

SkeletonName            = "tacticaldroid"
SkeletonLowRes          = "bdroidlz"
SkeletonRootScale   = "1.0"
CollisionRootScale  = "1.0"

ScanningRange        = 50.0
TransmitRange        = 500.0

UnitType            = "support"

AddHealth               = 10.0

MaxSpeed                = 6.0       // base forward speed
MaxStrafeSpeed          = 5.0       // base right/left speed
MaxTurnSpeed            = 3.0       // base turn speed

WEAPONSECTION = 1
WeaponName         = "wpn_weap_DT-57_Heavy_Blaster_Pistol"
WeaponAmmo         = 5

WEAPONSECTION = 2
WeaponName         = "wpn_weap_E-5_Blaster_Rifle_A"
WeaponAmmo         = 8

WEAPONSECTION = 3
WeaponName         = "cis_weap_inf_buff_damage"
WeaponAmmo         = 0
WeaponChannel      = 1

WEAPONSECTION = 4
WeaponName         = "cis_weap_inf_buff_defense"
WeaponAmmo         = 0
WeaponChannel      = 1

WEAPONSECTION = 5
WeaponName         = "com_weap_melee_attack"
WeaponAmmo         = 0
WeaponChannel      = 1


All the related files have been put in their appropriate folders for my side, so I'm not really sure what's going on. I've also triple checked my LUA to make sure nothing is going wrong there.

I used the default B1 battle droid ODF as a template, and replaced values as I needed to. Originally, the map wouldn't even load up all the way and would crash on the loading screen. I was able to overcome that hurdle by removing all the sections in my ODF related to Chunks.

Additionally, the map runs fine when Instant Action heroes are turned off. Thanks in advance for any help!
"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.

Does SPTest tell you anything when you run it?
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

It's telling me that the weapons I gave to the unit cannot be found, which is really weird. For one thing, they're default weapons that the CIS B1 battledroid class uses. I have another custom class I created that uses default rebel weapons and I'm not encountering any issues with that class.

I didn't bring over any of the weapon files, partly due to that rebel class working without them in that side folder. None of my other side folders have them, either.
"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.

May 06, 2019, 12:01:54 AM #3 Last Edit: May 06, 2019, 12:03:28 AM by Giftheck
Can I see your LUA?

EDIT: I think this is because unlike the Rebels, the CIS don't load the Battle Droid in its cis_inf_basic REQ file, since the slot is taken by the Super Battle Droid. Since the Battle Droid isn't in there, the weapons are not found at all. You will likely need to put in the weapon files in this case, or load in cis_inf_basic_battledroids in your LUA.
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

Quote from: Giftheck on May 06, 2019, 12:01:54 AM
Can I see your LUA?

EDIT: I think this is because unlike the Rebels, the CIS don't load the Battle Droid in its cis_inf_basic REQ file, since the slot is taken by the Super Battle Droid. Since the Battle Droid isn't in there, the weapons are not found at all. You will likely need to put in the weapon files in this case, or load in cis_inf_basic_battledroids in your LUA.

That makes a lot of sense actually. I changed out the blaster rifle for the stock rocket launcher and got rid of the concussion grenades, but still got these errors:


Message Severity: 3
.\source\EntitySoldier.cpp(6240)
Soldier "droid_inf_tactical" weapon 1 "cis_weap_inf_torpedo_launcher" not found

Message Severity: 3
.\source\EntitySoldier.cpp(6248)
Soldier "droid_inf_tactical" weapon 2 "cis_weap_inf_pistol" not found

Message Severity: 3
.\source\EntitySoldier.cpp(6255)
Soldier "droid_inf_tactical" weapon 3 "cis_weap_inf_thermaldetonator" not found


All of these should be loaded with the CIS REQ file. Maybe I'll just need to create custom weapons.

Also, here is my LUA:

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

    AddMissionObjective(CIS, "red", "level.Wk1.objectives.1");
    AddMissionObjective(CIS, "orange", "level.Wk1.objectives.4");
    AddMissionObjective(CIS, "orange", "level.Wk1.objectives.3");
    AddMissionObjective(REP, "red", "level.Wk1.objectives.1");
    AddMissionObjective(REP, "orange", "level.Wk1.objectives.2");
    AddMissionObjective(REP, "orange", "level.Wk1.objectives.3");


    ReadDataFile("sound\\kas.lvl;kas1cw")
    ReadDataFile("sound\\nab.lvl;nab1cw")
    ReadDataFile("sound\\nab.lvl;nab2cw")
    ReadDataFile("sound\\kas.lvl;kas1gcw")

    ReadDataFile("dc:SIDE\\WOK.lvl",
        "wok_inf_basic");

    ReadDataFile("dc:SIDE\\Droid.lvl",
        "droid_inf_tactical");

    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_basic",
"cis_hover_aat",
"cis_fly_maf",
        "cis_inf_droideka");

  ReadDataFile("SIDE\\rep.lvl",
        "rep_inf_basic",
"rep_hover_fightertank",
"rep_fly_jedifighter");

    SetAttackingTeam(ATT);

--      Republic Stats
    SetTeamName(REP, "Wookies")
    AddUnitClass(REP, "wok_inf_warrior",12)
    AddUnitClass(REP, "wok_inf_guerilla",8)
    AddUnitClass(REP, "wok_inf_aerialist",5)
    AddUnitClass(REP, "wok_inf_pathfinder",3)
    AddUnitClass(REP, "wok_inf_elder",2)
    SetHeroClass(REP, "wok_inf_tarfful")
     
--      CIS Stats
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "cis_icon")
    AddUnitClass(CIS, "cis_inf_battledroid",20)
    AddUnitClass(CIS, "cis_inf_assault",8)
    AddUnitClass(CIS, "cis_inf_pilotdroid",6)
    AddUnitClass(CIS, "cis_inf_assassindroid",8)
    AddUnitClass(CIS, "cis_inf_droideka",8)
    SetHeroClass(CIS, "droid_inf_tactical")
     
--  Attacker Stats
    SetUnitCount(ATT, 50)
    SetReinforcementCount(ATT, 425)
--  AddBleedThreshold(ATT, 31, 0.0)
--  AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 0.75)
    AddBleedThreshold(ATT, 10, 1.5)
    AddBleedThreshold(ATT, 1, 3.0)
    SetTeamAsEnemy(ATT, 3)

--  Defender Stats
    SetUnitCount(DEF, 30)
    SetReinforcementCount(DEF, 400)
--  AddBleedThreshold(DEF, 31, 0.0)
--  AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 0.75)
    AddBleedThreshold(DEF, 10, 1.5)
    AddBleedThreshold(DEF, 1, 3.0)
    SetTeamAsFriend(DEF, 3)

--  Local Stats
    SetTeamName(3, "Republic")
    AddUnitClass(3, "rep_inf_clone_trooper",5)
    AddUnitClass(3, "rep_inf_clone_pilot",2)
    AddUnitClass(3, "rep_inf_clone_sharpshooter",4)
    AddUnitClass(3, "rep_inf_arc_trooper",4)
    SetUnitCount(3, 15)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsNeutral(3, DEF)
    SetTeamAggressiveness(3, 0.3)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 9) -- Droidekas
    AddWalkerType(1, 4) -- number of leg pairs, count
    AddWalkerType(2, 0)
    SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
-- SetMemoryPoolSize("SoundSpaceRegion", 81)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:Wk1\\Wk1.lvl")
    SetDenseEnvironment("true")
  --AddDeathRegion("Sarlac01")
  --SetMaxFlyHeight(90)
  --SetMaxPlayerFlyHeight(90)


--  Sound Stats
   OpenAudioStream("sound\\kas.lvl",  "kascw_music");
    OpenAudioStream("sound\\kas.lvl",  "kasgcw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\kas.lvl",  "kas");
    OpenAudioStream("sound\\kas.lvl",  "kas");
    OpenAudioStream("sound\\nab.lvl",  "nabcw_music");
    OpenAudioStream("sound\\nab.lvl",  "nab2");
    OpenAudioStream("sound\\nab.lvl",  "nab2");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\nab.lvl",  "nab2_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, "repleaving");
    SetOutOfBoundsVoiceOver(1, "cisleaving");

    SetAmbientMusic(REP, 1.0, "rep_kas_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_kas_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_kas_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_kas_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_kas_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_kas_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_kas_amb_victory");
    SetDefeatMusic (REP, "rep_kas_amb_defeat");
    SetVictoryMusic(CIS, "cis_kas_amb_victory");
    SetDefeatMusic (CIS, "cis_kas_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");

    --SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "cis_bonus_cis_medical");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 0, "cis_bonus_rep_medical");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "cis_bonus_cis_sensors");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 2, "cis_bonus_rep_sensors");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "cis_bonus_cis_reserves");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 4, "cis_bonus_rep_reserves");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "cis_bonus_cis_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(CIS, REP, 5, "cis_bonus_rep_sabotage");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "cis_bonus_cis_training");--advanced training
    --SetPlanetaryBonusVoiceOver(CIS, REP, 7, "cis_bonus_rep_training");--advanced training

    --SetPlanetaryBonusVoiceOver(REP, REP, 0, "rep_bonus_rep_medical");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 0, "rep_bonus_cis_medical");
    --SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
    --SetPlanetaryBonusVoiceOver(REP, REP, 2, "rep_bonus_rep_sensors");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 2, "rep_bonus_cis_sensors");
    SetPlanetaryBonusVoiceOver(REP, REP, 3, "rep_bonus_rep_hero");
    SetPlanetaryBonusVoiceOver(REP, CIS, 3, "rep_bonus_cis_hero");
    --SetPlanetaryBonusVoiceOver(REP, REP, 4, "rep_bonus_rep_reserves");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 4, "rep_bonus_cis_reserves");
    --SetPlanetaryBonusVoiceOver(REP, REP, 5, "rep_bonus_rep_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(REP, CIS, 5, "rep_bonus_cis_sabotage");
    --SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
    --SetPlanetaryBonusVoiceOver(REP, REP, 7, "rep_bonus_rep_training");--advanced training
    --SetPlanetaryBonusVoiceOver(REP, CIS, 7, "rep_bonus_cis_training");--advanced training


--  Camera Stats
--Tat 3 - Jabbas' Palace
    AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);
    AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551);
    AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990);
    AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519);
    AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025);
    AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255);
    AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096);
    AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620);
    AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437);
    AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003);
    AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054);
    AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029);
    AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563);

end
"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.

May 06, 2019, 10:58:31 PM #5 Last Edit: May 07, 2019, 12:12:22 AM by Giftheck
That does seem strange. If the stock CIS Assault Droid is being loaded, its weapons are loaded too. Might sound like a strange thing, but does loading the Tactical Droid after the stock CIS lvl instead of before it make any difference?
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

I'm going to side with Gistech here.  Try loading the weapon (so CIS) first instead of the tactical droid.  It's been a while since I've done cross-team weapons like this, but it seems to me that load order would be important. (load droid and weapons included in lvl, load CIS units and weapons in lvl).  Since the weapon is not included in the droid lvl and wasn't loaded into memory yet, it's not included when you spawn as the droid.

Of course there's a good chance I'm wrong :)
The BOBclan:  A Rich History


Quote from: Unit 33 on November 29, 2014, 03:44:44 AM
'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.

Quote from: Giftheck on May 06, 2019, 10:58:31 PM
That does seem strange. If the stock CIS Assault Droid is being loaded, its weapons are loaded too. Might sound like a strange thing, but does loading the Tactical Droid after the stock CIS lvl instead of before it make any difference?

Quote from: Dark_Phantom on May 07, 2019, 04:45:16 AM
I'm going to side with Gistech here.  Try loading the weapon (so CIS) first instead of the tactical droid.  It's been a while since I've done cross-team weapons like this, but it seems to me that load order would be important. (load droid and weapons included in lvl, load CIS units and weapons in lvl).  Since the weapon is not included in the droid lvl and wasn't loaded into memory yet, it's not included when you spawn as the droid.

Of course there's a good chance I'm wrong :)

This seems to have fixed the issue! Thanks a lot guys!

Note to self: put default sides first in LUA, custom sides afterwards!
"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.

Gonna throw another post in here because it seems I've run into yet another issue!  :whip:

Droid is doing this weird thing now where he walks like he's in a constant lowrez state, and you can't see his weapon. I've attached some images to show what I'm talking about. Also looks like some of the bones aren't weighted to the correct spots or something? I don't do any modeling so perhaps you guys know what's going on here.


https://steamcommunity.com/sharedfiles/filedetails/?id=1735313153
https://steamuserimages-a.akamaihd.net/ugc/807744928399983961/E2B53BA0840B767BFBDD7786852946A6F991D30A/
https://steamuserimages-a.akamaihd.net/ugc/807744928399904368/F3D8EE53124A2DFB1C2DDFE0D434C113F4634275/
"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.

How many polys is the model?
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

No idea, honestly. It is one of DEVISS's asset releases.

http://gametoast.com/viewtopic.php?f=64&t=24475&p=518170#p518170
"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.

Quote from: Ascertes on May 08, 2019, 07:57:24 PM
No idea, honestly. It is one of DEVISS's asset releases.

http://gametoast.com/viewtopic.php?f=64&t=24475&p=518170#p518170

Ah... It's 6638 polys, which is too much for SWBF. The poly count needs to be dropped.
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

That's an absolute shame...It's the only Tactical Droid I've been able to find  :'(  Is there a simple way to reduce the polys? I have no experience with SWBF Modeling or XSI.

If all else fails, I'm sure I can find an OOM droid model that would fulfill my Hero needs.
"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.

Quote from: Ascertes on May 09, 2019, 11:55:26 AM
That's an absolute shame...It's the only Tactical Droid I've been able to find  :'(  Is there a simple way to reduce the polys? I have no experience with SWBF Modeling or XSI.

Afraid not, though there might be a chance you can trick the game into thinking it's lower poly than it is. It won't solve the issue but it will alleviate it a bit. For this trick you need Sleepkiller's model_edit.
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

I think that goes a bit above and beyond my capabilities as a modder. Think I'll juse use an OOM model instead. Thanks anyway though for all the help Giftheck!  :D
"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.