So I'm trying to recreate the the Campaign mission, Knightfall in a conquest format and I'm having some problems.
Basically, I can't get some of the jedi to work correctly as the game will crash after a couple seconds. (partially their combos)
I ported the stock Coruscant map and added in the prop gunship from the mission that spawns on the balcony. My custom sides worked fine when I was playing with the CIS and Republic teams. I moved the Darth maul unit from the hero to the CIS to the special unit and replaced his texture to be the Jedi Temple Guard (the ones with the yellow sabers). It worked fine and the combo worked completely. Next I made the two heroes Anakin and Obiwan They also worked fine. The temple guards (blaster units) also worked, but my problems began when I tried to add the a jedi with duel lightsabers. The game would just crash after a couple seconds. I ended up removing all the units from the Jedi team expect for the Duel-bladed jedi guard (darth maul reskin). It worked then, I got the jedi padawan with the duel green sabers to spawn without the game without crashing, but the game wouldn't allow me to attack correctly, only letting me preform the first action of the duel-saber combo. The jump and sprint attack also didn't work. Next I replaced that unit with the unaltered Aalya hero. She also spawned in, but this time I could preform the entire combo, but still no sprint or jump combo. While Aalya was in game, the other Guard unit's combo (The working Double saber character) began to act strange as I could only get the first 2 stages of his combo to occur.
I copied the SetMemoryPool codes straight from the Knightfall level script and the hero assult script, still neither one worked. I simply cannot have both a duel sabered character and a double sabered character at once. How can I fix this?
I want the jedi team to have the two guards with blasters, a jedi unit with obiwan's combo, a jedi unit with Luke's combo, a duel sabered Jedi, and the double-bladed temple guard. Basically one with each combo. I've seen other mods that take place on the stock Coruscant map with working jedi of all four types. So I know it's not the map. What am I doing wrong?
Can't get Jedi to Work on Corusant [Solved]
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- TheComicCorvette
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Can't get Jedi to Work on Corusant [Solved]
Last edited by TheComicCorvette on Mon Mar 01, 2021 8:52 pm, edited 1 time in total.
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- Corporal
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Re: Can't get Jedi to Work on Corusant
What does your debug log say?
Also, where have you put the SetMemoryPoolSize()? The SetMemoryPoolSize() for combo animations need to be at the beginning of ScriptInit(), before you load any units with ReadDataFile(). Otherwise it might not work. The game seems to check/use the combo and clothdata memory when it reads units.
Are you using any custom animations? If you've munged your own animation sets (custom or from stock) then your memory pools for combo animation need to be about 20 times bigger than what you'd expect.
Also, where have you put the SetMemoryPoolSize()? The SetMemoryPoolSize() for combo animations need to be at the beginning of ScriptInit(), before you load any units with ReadDataFile(). Otherwise it might not work. The game seems to check/use the combo and clothdata memory when it reads units.
Are you using any custom animations? If you've munged your own animation sets (custom or from stock) then your memory pools for combo animation need to be about 20 times bigger than what you'd expect.
- TheComicCorvette
- Posts: 3
- Joined: Wed Feb 03, 2021 10:56 pm
- Projects :: Clone Wars Hero Assault on Dantooine
- Contact:
Re: Can't get Jedi to Work on Corusant
I moved the SetMemoryCombos under the Script(Int) like you said and it worked perfectly, thank you so much.
Last edited by TheComicCorvette on Sat Feb 27, 2021 12:46 pm, edited 1 time in total.