Space Coruscant (Battle over Coruscant)

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martin105038
First Lance Corporal
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Posts: 126
Joined: Wed Jul 15, 2009 2:28 pm
Games I'm Playing :: SWBFII
Location: Argentina

Re: Space Coruscant (Battle over Coruscant)

Post by martin105038 »

This map is great. I really enjoyed the first beta. Keep it up :thumbs:
User avatar
ps2owner
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Joined: Wed Jun 23, 2010 8:25 pm

Re: Space Coruscant (Battle over Coruscant)

Post by ps2owner »

stardestroyer001 wrote:-Hangar placed in Acclamator, also one-way only
is the hanger still oneway? If it is you could convertet it to obj via meshtool and edit it in xsi and convert back to msh via the modtools xsi addon.
MrCrayon
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Posts: 554
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Projects :: Coruscant map Want to help PM me
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Re: Space Coruscant (Battle over Coruscant)

Post by MrCrayon »

Hidden/Spoiler:
[quote="stardestroyer001"]Regarding ambush paths: Do I make it so starfighters spawn in as the ambushers?
(I'll test it)

Ok, here's another update.
UPDATE:
-Most of the smaller problems in the map such as stuff sticking out, holes in the walls, uneven flooring, door problems, etc. have been fixed. There's only a couple stuff that I probably missed and didn't notice.
-I am planning the release of another beta, but first I have to get more starfighters up and in the air. Once that is complete, I will work as fast as possible to get the beta out to you guys, as I owe you guys a beta from halfway through October. :oops:

So that's the sitrep. I assure you I am looking forward to the completion of the beta and eventually the map as much as you guys do.[/quote]
Ok, I don't know about ships being ambushers (they won't spawn again even if this did work, but as far as having guys enter ships, you could have them spawn right next to the ships and either give them an objective or hope for the best.

Ambush lets them be everywhere without having a command post. I think this would make the land battles easier. You could have ambush paths in the ship's innards to be like security forces. This way, the default teams focus on flying, and you can still have a land battle. Yay.
stardestroyer001
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Projects :: Space Coruscant [before it corrupted]
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Contact:

Re: Space Coruscant (Battle over Coruscant)

Post by stardestroyer001 »

My map continues to crash if I add/uncomment the lines that are needed for ambushing/force vehicle needs. (My plan was to have the player walk into a region and trigger the ambushers, who, when spawned in, enter another region and get forced into fighters)

SC1_cmn.lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- stardestroyer001's Common file for Space Coruscant v1.0
-- Common script that shares all setup information

ScriptCB_DoFile("setup_teams")

-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2

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

AmbushTeam = 4
ATM = AmbushTeam

function SetupUnits()
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_fly_gunship_sc",
"rep_fly_vwing",
"rep_hero_anakin",
"rep_hero_obiwan",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_veh_remote_terminal")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_droideka",
"cis_inf_pilot",
"cis_inf_marine",
"cis_inf_rifleman",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_hero_grievous",
"cis_hero_countdooku",
"cis_fly_tridroidfighter")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_fly_ai_trooptrans")

ReadDataFile("dc:SIDE\\jed.lvl",
"jed_knight_04",
"jed_master_01")

ReadDataFile("dc:SIDE\\SC1.lvl",
"cis_inf_magnaguard_ptc",
"rep_fly_obiwanstarfighter_sc")

ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end

myTeamConfig = {
rep = {
team = REP,
units = 40,
reinforcements = -1,
pilot = { "rep_inf_ep3_pilot",20},
soldier = { "rep_inf_ep3_marine",40},
engineer = { "jed_master_01",1, 3},
sniper = { "jed_knight_04",1, 5},
jedi = { "rep_hero_anakin",0, 1},
jedimajor = { "rep_hero_obiwan",0, 1},

},
cis = {
team = CIS,
units = 30,
reinforcements = -1,
pilot = { "cis_inf_pilot",10},
soldier = { "cis_inf_rifleman",10},
--officer = { "cis_inf_droideka",1, 5},
special = { "cis_inf_magnaguard_ptc",1, 3},
jedi = { "cis_hero_grievous",0, 1},
jedimajor = { "cis_hero_countdooku",0, 1},
marine = { "cis_inf_marine",5},

},

atm = {
team = ATM,
units = 6,
reinforcements = -1,
soldier = { "cis_inf_pilot",6, 6},
},
}

--SetTeamName (3, "jawas")
--AddUnitClass (3, "cis_inf_pilot",10, 15)
--SetUnitCount (3, 15)
--AddAIGoal(3, "Deathmatch", 100)
--SetTeamAsEnemy(ATT,3)
--SetTeamAsEnemy(3,ATT)
--SetTeamAsFriend(DEF,3)
--SetTeamAsFriend(3,DEF)

SetTeamAsEnemy(ATM, REP)
SetTeamAsEnemy(REP, ATM)
SetTeamAsFriend(ATM, CIS)
SetTeamAsFriend(CIS, ATM)
ClearAIGoals(ATM)
AddAIGoal(ATM, "Deathmatch", 100)
SetTeamName(ATM, CIS)



ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--CIS turrets
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"cis_turr_1", "cis_turr_2", "cis_turr_3", "cis_turr_4", "cis_turr_5", "cis_turr_6"} }
turretLinkageCIS:Init()

function turretLinkageCIS:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)

BroadcastVoiceOver( "ROSMP_obj_20", REP )
BroadcastVoiceOver( "COSMP_obj_21", CIS )
end
function turretLinkageCIS:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", REP)
ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)

BroadcastVoiceOver( "ROSMP_obj_22", REP )
BroadcastVoiceOver( "COSMP_obj_23", CIS )
end

--REP turrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageREP:Init()

function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end

function ScriptPreInit()
SetWorldExtents(10000)
end

---------------------------------------------------------------------------
-- 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()

ReadDataFile("dc:Load\\common.lvl")

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",600) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",3000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo -- should be ~1x #combo

-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")

SetMinFlyHeight(-800)
SetMaxFlyHeight(500)
SetMinPlayerFlyHeight(-800)
SetMaxPlayerFlyHeight(500)
SetAIVehicleNotifyRadius(1000)

ReadDataFile("dc:sound\\efx.lvl;efxcw")
ReadDataFile("sound\\spa.lvl;spa2cw")
ReadDataFile("SIDE\\\\cis.lvl",
"cis_inf_pilot")

ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);

SetupUnits()
SetupTeams(myTeamConfig)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 5) -- 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 = 380
local guyCnt = 32
local units = 200
SetMemoryPoolSize("Aimer", 350)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("Combo::DamageSample", 2861)
SetMemoryPoolSize("ConnectivityGraphFollower", 30)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityDroideka",5)
SetMemoryPoolSize("EntityDroid",0)
SetMemoryPoolSize("EntityHover", 16)
SetMemoryPoolSize("EntityFlyer", 48)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1600)
SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 2100)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1250)
SetMemoryPoolSize("EntityLight", 170)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoldier",guyCnt)
SetMemoryPoolSize("SoldierAnimation", 800)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 180)
SetMemoryPoolSize("Music", 35)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 150)
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("PathFollower", 60)
SetMemoryPoolSize("PathNode", 92)
SetMemoryPoolSize("RedOmniLight", 178)
SetMemoryPoolSize("TentacleSimulator", 10)
SetMemoryPoolSize("TreeGridStack", 270)
SetMemoryPoolSize("UnitAgent", units)
SetMemoryPoolSize("UnitController", units)
SetMemoryPoolSize("Weapon", weaponCnt)


SetSpawnDelay(10.0, 0.25)

-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end

ReadDataFile("dc:SC1\\spa_sky.lvl", "cor")

ReadDataFile("dc:SC1\\SC1.lvl", myGameMode)

SetDenseEnvironment("false")

SetParticleLODBias(15000)

-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

local voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("dc:sound\\efx.lvl", "efxcw_music")
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tat.lvl", "tat1_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(REP, "Repleaving")
SetOutOfBoundsVoiceOver(CIS, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1);
--SetAmbientMusic(REP, 0.99, "rep_kam_amb_middle", 1,1);
--SetAmbientMusic(REP, 0.1,"rep_kam_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start", 0,1);
--SetAmbientMusic(CIS, 0.99, "cis_kam_amb_middle", 1,1);
--SetAmbientMusic(CIS, 0.1,"cis_kam_amb_end", 2,1);

SetVictoryMusic(REP, "rep_kam_amb_victory")
SetDefeatMusic (REP, "all_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_kam_amb_victory")
SetDefeatMusic (CIS, "imp_tat_amb_defeat")

SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end", 2,1)

SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetVictoryMusic(CIS, "cis_spa_amb_victory")
SetDefeatMusic (CIS, "cis_spa_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")

-- Camera Stats Battle over Felucia
-- ARC170Carrier Hangar Exterior Shot
AddCameraShot(0.962752, 0.242761, -0.115453, 0.029112, 1190.458984, 130.080994, -1005.170349);
-- Invisible Hand w/Autoturret looking at battle
AddCameraShot(0.999775, 0.007066, -0.019991, 0.000141, -301.363434, 124.240158, 2267.915527);
-- ERASE AND PLACE NEW ONE
AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
-- Overall from left side of map
AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);

AddDeathRegion("deathregion1")
AddDeathRegion("deathregion4")
AddLandingRegion("rep-CP1Con")
AddLandingRegion("rep-CP2Con")
AddLandingRegion("rep-CP3Con")
AddLandingRegion("cis-CP1Con")
AddLandingRegion("cis-CP2Con")
AddLandingRegion("cis-CP3Con")
AddLandingRegion("cisfighter1_con")
end
SC1_Diet Dr. Pepper.lua:
Hidden/Spoiler:
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- stardestroyer001's Assault file for Space Coruscant v1.0
-- Governs all Assault Mode-related stuff not covered in SC1c_cmn.lua
-- Also, if you need ScriptPostLoad, it's here too :D

ScriptCB_DoFile("teleport")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ambush")
ScriptCB_DoFile("SC1c_cmn")

ScriptCB_DoFile("ObjectiveSpaceAssault")
ScriptCB_DoFile("LinkedShields")
ScriptCB_DoFile("LinkedDestroyables")

myGameMode = "SC1_CW-Assault"

function myScriptInit()
SetMemoryPoolSize("CommandFlyer", 3)
SetMemoryPoolSize("CommandWalker", 0)
end


function ScriptPostLoad()

SetupObjectives()

SetupShields()
SetupDestroyables()
SetupTurrets()

SetupAmbushTrigger("ambushregion1", "ambushpath1", 6, 4)

AddAIGoal(REP, "Deathmatch", 100)
AddAIGoal(CIS, "Deathmatch", 100)

DisableSmallMapMiniMap()

-- Animations: Blast Door
OnObjectRespawnName(PlayAnimUp, "spa2_prop_ihanimtrigger");
OnObjectKillName(PlayAnimDrop, "spa2_prop_ihanimtrigger");

function PlayAnimDrop()
RewindAnimation("spa_cisdoormove1animup");
PauseAnimation("spa_cisdoormove1animdown");
PlayAnimation("spa_cisdoormove1animdown");
end

function PlayAnimUp()
RewindAnimation("spa_cisdoormove1animdown");
PauseAnimation("spa_cisdoormove1animup");
PlayAnimation("spa_cisdoormove1animup");
end

ActivateRegion("cis-ambushersregion1")
local VehspawnNum = 1
local VehspawnMaxNum = 5

--testfunction = OnEnterRegion(
--function(region, player)
--if IsCharacterInRegion(player, "cis-ambushersregion1") and VehspawnNum <= VehspawnMaxNum then
--EnterVehicle(player, "ih" .. VehspawnNum)
--VehspawnNum = VehspawnNum + 1
--else if IsCharacterInRegion(player, "cis-ambushersregion1") and VehspawnNum > VehspawnMaxNum then
--VehspawnNum = 1
--EnterVehicle(player, "ih" .. VehspawnNum)
--VehspawnNum = VehspawnNum + 1
--end
--end, "cis-ambushersregion1"
--)

ActivateRegion("rep_bridge_in_reg")
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"rep_bridge_in_node")
end,
"rep_bridge_in_reg"
)

--A single teleport
local region = GetRegionLocation( "rep_bridge_in_reg" )
local destination = GetPathNodeDestination( "rep_bridge_in_node", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "rep_bridge_in_reg" )

end

function SetupObjectives()
assault = ObjectiveSpaceAssault:New{
teamATT = REP, teamDEF = CIS,
multiplayerRules = true
}

local repTargets = {
engines = { "cis_drive_1", "cis_drive_2" },
lifesupport = "cis-life-ext",
bridge = "cis-bridge",
comm = "cis-comms",
sensors = "cis-sensors",
frigates = "cis-frigate",
internalSys = { "cis-life-int", "cis-engines" },
}

local cisTargets = {
engines = "rep_drive_1",
lifesupport = "rep-life-ext",
bridge = "rep-bridge",
comm = "rep-comms",
sensors = "rep-sensors",
frigates = "rep-frigate",
internalSys = { "rep-life-int", "rep-engines" },
}

assault:SetupAllCriticalSystems( "rep", repTargets, true )
assault:SetupAllCriticalSystems( "cis", cisTargets, false )

assault:Start()
end

function SetupShields()
-- CIS Shielded objects
local linkedShieldObjectsCIS = { "cis_ship_1", "cis_ship_2", "cis_ship_3", "cis_ship_4",
"cis-bridge", "cis-comms", "cis-life-ext", "cis-sensors",
"cis_drive_1", "cis_drive_2", "cis-frigate6"}
shieldStuffCIS = LinkedShields:New{objs = linkedShieldObjectsCIS, controllerObject = "cis-shield"}
shieldStuffCIS:Init()

function shieldStuffCIS:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", REP)
ShowMessageText("level.spa.hangar.shields.def.down", CIS)

BroadcastVoiceOver( "ROSMP_obj_16", REP )
BroadcastVoiceOver( "COSMP_obj_17", CIS )
end
function shieldStuffCIS:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", REP)
ShowMessageText("level.spa.hangar.shields.def.up", CIS)

BroadcastVoiceOver( "ROSMP_obj_18", REP )
BroadcastVoiceOver( "COSMP_obj_19", CIS )
end

-- REP Shielded objects
local linkedShieldObjectsREP = { "rep_ship_1", "rep_ship_2", "rep_ship_3", "rep_ship_4",
"rep-bridge", "rep-comms", "rep-life-ext", "rep-sensors",
"rep_drive_1", "rep-frigate"}
shieldStuffREP = LinkedShields:New{objs = linkedShieldObjectsREP, controllerObject = "rep-shield"}
shieldStuffREP:Init()

function shieldStuffREP:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", CIS)
ShowMessageText("level.spa.hangar.shields.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_17", REP )
BroadcastVoiceOver( "COSMP_obj_16", CIS )
end
function shieldStuffREP:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", CIS)
ShowMessageText("level.spa.hangar.shields.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_19", REP )
BroadcastVoiceOver( "COSMP_obj_18", CIS )
end
end


function SetupDestroyables()
--CIS destroyables
lifeSupportLinkageCIS = LinkedDestroyables:New{ objectSets = {{"cis-life-int"}, {"cis-life-ext"}} }
lifeSupportLinkageCIS:Init()

engineLinkageCIS = LinkedDestroyables:New{ objectSets = {{"cis_drive_1", "cis_drive_2"}, {"cis-engines"}} }
engineLinkageCIS:Init()

-- shieldLinkageCIS = LinkedDestroyables:New{ objectSets = {{cis_shield"}, {"externalEasterEgg}} }
-- shieldLinkageCIS:Init()

--REP destroyables
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"rep-life-int"}, {"rep-life-ext"}} }
lifeSupportLinkageREP:Init()

engineLinkageREP = LinkedDestroyables:New{ objectSets = {{"rep_drive_1"}, {"rep-engines"}} }
engineLinkageREP:Init()
end

function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end

local node
if nodeIn then
node = nodeIn
else
node = 0
end

local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
if charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end
Yes, I tried using teleporters, that didn't work either. Is it because it's a space map?

EDIT: Forgot the error log.
Hidden/Spoiler:
Opened logfile BFront2.log 2010-10-30 2155
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: Found custom_gc_5.lvl
custom_gc_5: Entered
ifs_freeform_init_jcw.lua
ifs_freeform_start_jcw.lua
custom_gc_5: Taking control of custom_GetGCButtonList()...
custom_gc_5: Taking control of custom_PressedGCButton()...
custom_gc_5: Exited
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: Found custom_gc_11.lvl
custom_gc_11: Entered
ifs_freeform_init_dt.lua
ifs_freeform_start_dt.lua
custom_gc_11: Taking control of custom_GetGCButtonList()...
custom_gc_11: Taking control of custom_PressedGCButton()...
custom_gc_11: Exited
custom_gc_10: No custom_gc_12.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_11: custom_GetGCButtonList(): Entered
custom_gc_5: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_5: custom_GetGCButtonList(): Exited
custom_gc_11: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode4
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 0516C138
The key is mapluafile, the formated value is: SC1<A>_<B>
The key, value is: era_c 1
The key, value is: mode_assault_c 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key, value is: 1
custom_printTable(): Returning
custom_printTable(): table: 04D56D2C
The key, value is: key mode_1flag
The key, value is: subst 1flag
The key, value is: showstr modename.name.1flag
The key, value is: descstr modename.description.1flag
The key, value is: icon mode_icon_ctf
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: SC1c_Diet Dr. Pepper idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

The map crashes immediately upon launching.
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ps2owner
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Re: Space Coruscant (Battle over Coruscant)

Post by ps2owner »

about geting into ships, could you change the notify radius or whatever its called?
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Re: Space Coruscant (Battle over Coruscant)

Post by Press_Tilty »

ps2owner wrote:about geting into ships, could you change the notify radius or whatever its called?
To land? Don't you need a region?
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Re: Space Coruscant (Battle over Coruscant)

Post by DarthD.U.C.K. »

i thik he means the radius in which the ai recognizes vehicles and then runs towards them. ithink thats hardcoded
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Re: Space Coruscant (Battle over Coruscant)

Post by Eggman »

DarthD.U.C.K. wrote:i thik he means the radius in which the ai recognizes vehicles and then runs towards them. ithink thats hardcoded
Actually, you can change that radius through a line in the map's .lua file:

SetAIVehicleNotifyRadius(100)

It appears that stardestroyer has already increased that value to 1000, which should be more than enough.
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Re: Space Coruscant (Battle over Coruscant)

Post by stardestroyer001 »

UPDATE: My computer is down with a bug or something, so all work on the map and internet usage has stopped. Dang malware! :x I'm hoping to have the computer up and running by next week, or a week after that (depends on how fast the people at BleepingComputer.com respond). I'm currently posting this on a public computer that I don't have much time to use, so I apologize if I don't get back to you with your replies. (Not only that, but I'm sick too) Sorry :(

About the vehicle thing: If I can get the ambush script and force-into-vehicle script working, then I can have ambush troopers spawned in, then immediately forced into fighters. At least that was my plan; before my computer went down, neither script worked.

EDIT: I think it's gone, but I'm being doubly sure by scanning, etc. I don't want you guys infected if I send out assets or betas or final maps.

EDIT 2: Still double-checking. By the way, I have successfully reinstalled the BF2 ModTools to see if there was a corrupt file in my map/assets/data folders. I've placed everything back, but I'm still getting the starfighter crash! What is going on?!?! :runaway:

EDIT 3: Ok, this is just ridiculous. I'll resolve the crashes by fixing the starfighter so it works, and give you guys your much-deserved beta. Sorry for the wait, guys and gals.
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Re: Space Coruscant (Battle over Coruscant)

Post by stardestroyer001 »

Ok guys, sorry for the wait. Here's the next beta!

Space Coruscant v0.5.1
Download here: http://rapidshare.com/files/430287112/I ... 1v0.51.exe

Details:
-Invaded Venator interiors are mainly finished, only small edits are needed past this point such as patching up windows to space, bad door placement, etc.
-I've tested Space Assault, it works on my machine. Let me know otherwise.
-Installer should be able to create the folder structure correctly this time. Delete the old version of the map to avoid conflicts.
-Sides and their localizations fixed (For those who have non-English versions: There's Babelfish-translated text for some of the fixed/new localizations I added. Yay!)
-Shields protecting some cruisers now
-Animated CIS cruisers
-----------------------------------------------------------------------------------------------------------------------------------------------
STUFF NOT TAKEN CARE OF YET
-Call Of Duty: Black Ops (kidding)
-That dang starfighter! (crashes the game) http://www.gametoast.com/forums/viewtop ... 7&start=20
-Locals (crashes the game)
-Ambush (crashes the game) http://www.gametoast.com/forums/viewtop ... 27&t=24638
-Force player into vehicle (crashes the game)
(makes me think, am I putting the code in the right .lua?)
-Invisible Hand (CIS Ship) Interiors - probably not a lot of that
-Lighting, the surroundings and ambiance
-Ambient music

Thanks for your patience and understanding. Hopefully these problems can be fixed soon, so we can have a great space map! Go Battlefront 2!!
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Re: Space Coruscant (Battle over Coruscant)

Post by Deathplayer »

played it. liked it. good progress.
well, i found two errors.
first error:
Hidden/Spoiler:
Image
second error:
i pressed F4 (get in-command) while i was in a sentinel shuttle. caused a crash.

i'll play the map again in a few hours or tomorrow. maybe i'll find more bugs later.
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Re: Space Coruscant (Battle over Coruscant)

Post by Anakin »

don't have much time maybe i play next week
JadenWolf32

Re: Space Coruscant (Battle over Coruscant)

Post by JadenWolf32 »

stardestroyer001 wrote:Ok guys, sorry for the wait. Here's the next beta!

Space Coruscant v0.5.1
Download here: http://rapidshare.com/files/430287112/I ... 1v0.51.exe

Details:
-Invaded Venator interiors are mainly finished, only small edits are needed past this point such as patching up windows to space, bad door placement, etc.
-I've tested Space Assault, it works on my machine. Let me know otherwise.
-Installer should be able to create the folder structure correctly this time. Delete the old version of the map to avoid conflicts.
-Sides and their localizations fixed (For those who have non-English versions: There's Babelfish-translated text for some of the fixed/new localizations I added. Yay!)
-Shields protecting some cruisers now
-Animated CIS cruisers
-----------------------------------------------------------------------------------------------------------------------------------------------
STUFF NOT TAKEN CARE OF YET
-Call Of Duty: Black Ops (kidding)
-That dang starfighter! (crashes the game) http://www.gametoast.com/forums/viewtop ... 7&start=20
-Locals (crashes the game)
-Ambush (crashes the game) http://www.gametoast.com/forums/viewtop ... 27&t=24638
-Force player into vehicle (crashes the game)
(makes me think, am I putting the code in the right .lua?)
-Invisible Hand (CIS Ship) Interiors - probably not a lot of that
-Lighting, the surroundings and ambiance
-Ambient music

Thanks for your patience and understanding. Hopefully these problems can be fixed soon, so we can have a great space map! Go Battlefront 2!!

Lol can't download it! Don't know why? I'll keep trying, tought does it requires password as last time?
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Re: Space Coruscant (Battle over Coruscant)

Post by Deathplayer »

@ JadenWolf32
you have to register at rapidshare...
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Re: Space Coruscant (Battle over Coruscant)

Post by DarthD.U.C.K. »

no, you just have to click the red right downloadbutton, wait 90 seconds and then you can download it
however you have to "register" when installing it
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Re: Space Coruscant (Battle over Coruscant)

Post by stardestroyer001 »

Deathplayer wrote:played it. liked it. good progress.
well, i found two errors.
first error:
Hidden/Spoiler:
Image
second error:
i pressed F4 (get in-command) while i was in a sentinel shuttle. caused a crash.

i'll play the map again in a few hours or tomorrow. maybe i'll find more bugs later.
Thanks for the report.
@First Error: [slaps forehead] :oops:
@Second Error: The Sentinel-class Shuttle does have that bug, it can only be flown by you and no one else. The shuttle's not even going to be in the final version anyway, it's an "observation shuttle" for the beta testers.
JadenWolf32 wrote:
Hidden/Spoiler:
[quote="stardestroyer001"]Ok guys, sorry for the wait. Here's the next beta!

Space Coruscant v0.5.1
Download here: http://rapidshare.com/files/430287112/I ... 1v0.51.exe

Details:
-Invaded Venator interiors are mainly finished, only small edits are needed past this point such as patching up windows to space, bad door placement, etc.
-I've tested Space Assault, it works on my machine. Let me know otherwise.
-Installer should be able to create the folder structure correctly this time. Delete the old version of the map to avoid conflicts.
-Sides and their localizations fixed (For those who have non-English versions: There's Babelfish-translated text for some of the fixed/new localizations I added. Yay!)
-Shields protecting some cruisers now
-Animated CIS cruisers
-----------------------------------------------------------------------------------------------------------------------------------------------
STUFF NOT TAKEN CARE OF YET
-Call Of Duty: Black Ops (kidding)
-That dang starfighter! (crashes the game) http://www.gametoast.com/forums/viewtop ... 7&start=20
-Locals (crashes the game)
-Ambush (crashes the game) http://www.gametoast.com/forums/viewtop ... 27&t=24638
-Force player into vehicle (crashes the game)
(makes me think, am I putting the code in the right .lua?)
-Invisible Hand (CIS Ship) Interiors - probably not a lot of that
-Lighting, the surroundings and ambiance
-Ambient music

Thanks for your patience and understanding. Hopefully these problems can be fixed soon, so we can have a great space map! Go Battlefront 2!!

Lol can't download it! Don't know why? I'll keep trying, tought does it requires password as last time?[/quote]
The password is required once the beta is downloaded and launched (double-click). And I don't know why you're getting this problem, I went to the download link (not even signed in) and other than an IP address problem, it was fine. No password needed. Perhaps you should try again and get back to us.
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Re: Space Coruscant (Battle over Coruscant)

Post by Deathplayer »

stardestroyer001 wrote: And I don't know why you're getting this problem, I went to the download link (not even signed in) and other than an IP address problem, it was fine. No password needed. Perhaps you should try again and get back to us.
that's odd. i got an error message when i tried to download the file without signing in. after i done that it was fine.
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Re: Space Coruscant (Battle over Coruscant)

Post by martin105038 »

I played it once and this version looks much better. A couple of things:

- there are a couple of turrets floating in the middle of the space

- floating icons for the jedi starfighter

- add a couple of objects in the CIS fedcoreship's hangar (looks too empty). Also, don´t know why, but if you land there troops don´t attack you, they just stand still

- I have battlefront in spanish, and the map´s description looks terrible (I guess it´s babelfish's fault). It´s not a big problem, but is easy to fix. If you want, give me the map´s description in english and I will translate it to you.

Besides this and the problem that troops don´t get into vehicles, I think the rest is fine. I will play it again during the weekend and tell you if I find something else.

Good job :thumbs:
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Re: Space Coruscant (Battle over Coruscant)

Post by stardestroyer001 »

Thanks for the report. Here's the English version:

Space over Coruscant by stardestroyer001
General Grievous' fleet is escaping with Chancellor Palpatine when Anakin and Obi-Wan's Republic fleet intercepts them. Evade enemies and turretfire in the epic battle to save the Chancellor.

Thanks for letting me know about this, and thanks in advance for the better Spanish translation. :)
UPDATE:

Ok, so I made a small change, munged, and tested. I spawn in at the ARC-170 hangar, and I'm on the "ground floor" and I run up to an ARC-170. And WHOOSH, an ARC-170 flies over my head and out the hangar. I'm like, 8). Then I hop in, take off, and I'm almost instantly in the heat of battle, with missiles inbound from Vulture droids and Jedi Starfighters flying beside me. I'm so stunned and amazed that this is happening that I forgot how to barrel-roll and I blow up.
I'm gonna scream here, but it's worth it.
Hidden/Spoiler:
YES! I'VE GOT THE STARFIGHTERS IN SPACE!
YEAH!!
I actually just had to set the AI Vehicle Notify Radius to 100 (as opposed to 1000) and presto! Republic starfighters are in the air! I'm going to check out the Separatists and see how they're doing. I'll get back to you guys.
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Re: Space Coruscant (Battle over Coruscant)

Post by ps2owner »

here's an idea for the invisible hand
Copy the shield .odf and name it whatever you want. than make it destructuble. than put two blast doors in the same place and turn one around (because they only have one side) and put them in an animation group so that they slide to cover the cis hanger and follow the Animation on Destruction of an Object toutrial in the Everything you need to know thred to get a blast door to close when you destrow the shield *takes breath*
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