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Walking Bantha and Dewback

Posted: Sun Apr 27, 2008 5:23 pm
by FragMe!
These are the walking Bantha and Dewback models as the title suggests.
They can be used two ways in a map. If you use just the tat_walk_bantha or the tat_walk_dewback they can be spawned as locals and they will just walk around. They will walk better if you give them a path to follow or an objective they get bored easily otherwise and just stop.
There is also the rider version of these too tat_walk_bantha_rider and tat_walk_dewback_rider. These should only be spawned as a vehicle if you do otherwise it will crash you map when the unit dies.

You have to change this:
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
in you lua for them to show up as well.
Also don't change any of the collision or animation values in the odf or the model may not work correctly.
You can change the movement values to make them walk faster though.

I had written down who the original creators of the models somewhere but I seem to have lost it so if anyone can help out there I'd really appreciate it and I will update this post accordingly. The original creators of the models are who you should credit to should you use these models.

Download Link:

DropBox
GameFront
MediaFire

Edit: Please credit Mars Marshall (neomarz) for the Bantha and monsoontide for the Dewback

Edit: July 2009 just noticed an error in the tat_walk_bantha_rider.req file you need to go into it and add _rider to the tat_walk_bantha part.

Re: Walking Bantha and Dewback

Posted: Sun Apr 27, 2008 6:27 pm
by TomModder
FragMe, that is one of the coolest things I've seen in SWBF in a long time! Never thought to see a walking Dewback or Bantha in this game. What an incredible job :thumbs: Hope this works in SWBF1 without any problems...

Re: Walking Bantha and Dewback

Posted: Mon Apr 28, 2008 2:21 am
by Sky_216
WOW!!! Awesome, FragMe... :thumbs: :runaway: :thumbs:

Re: Walking Bantha and Dewback

Posted: Mon Apr 28, 2008 10:37 pm
by MasterSaitek009
We needed more animals...
Great stuff Frag.

Re: Walking Bantha and Dewback

Posted: Tue Apr 29, 2008 8:56 am
by White_Bear
Yeah, finaly a some good assets. :) :)

Re: Walking Bantha and Dewback

Posted: Tue Apr 29, 2008 1:58 pm
by Aman/Pinguin
o_o Dewback :bowdown:

Re: Walking Bantha and Dewback

Posted: Tue Apr 29, 2008 2:04 pm
by Teancum
:eek:

Too cool dude. I'm totally using those guys. To bad we can't make the dewback sprint.

FYI, Mars Marshall made the bantha. The dewback is made by Raven Software.

Re: Walking Bantha and Dewback

Posted: Tue Apr 29, 2008 2:28 pm
by FragMe!
They are just using ATAT anims so they can be speed up I just have the max speed set low right now cause it looked better when they are walking





*first post updated with credit information

Re: Walking Bantha and Dewback

Posted: Tue Apr 29, 2008 2:39 pm
by DarthD.U.C.K.
thank you, they will be very usefull,
but the anims look so notanimalish...
just a question by the way: is mars marshal neomarz???
since the bantha is neomarzs banthaprop and mars marshal releases neomars things on jkafiles.

Re: Walking Bantha and Dewback

Posted: Tue Apr 29, 2008 2:48 pm
by Teancum
DarthD.U.C.K. wrote:is mars marshal neomarz???
Yes

Re: Walking Bantha and Dewback

Posted: Tue Apr 29, 2008 3:03 pm
by MandeRek
This is the way to make walkers indeed! I also made a Gelagrub once, but the model sucked :P

DUCK, why are you noticing they're not animallike? :?

A walking dewback and bantha man?! who cares if their hips move in circles?! :?

Re: Walking Bantha and Dewback

Posted: Wed Apr 30, 2008 7:28 pm
by RepSharpshooter
Very cool! It's neat to have some more animals in the game. Thanks a lot!

Re: Walking Bantha and Dewback

Posted: Thu May 01, 2008 12:09 pm
by Aman/Pinguin
FragMe! wrote:Please credit Mars Marshall for the Bantha and Revan Software for the Dewback

Raven not Revan :P

Re: Walking Bantha and Dewback

Posted: Thu May 01, 2008 1:00 pm
by FragMe!
Thanks, updated first post (my keyboard can't spell right)

Re: Walking Bantha and Dewback

Posted: Mon May 26, 2008 7:16 am
by theultimat
Cool models! Unfortunately, I can't get them working ingame. :(
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
What do I change it to?
Thanks in advance!

Here's my lua:
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()


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- 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\\ban.lvl", "tat_walk_dewback")
ReadDataFile("dc:SIDE\\gun.lvl", "gun_inf_soldier")
ReadDataFile("dc:SIDE\\gar.lvl", "gar_inf_naboo_queen")
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")

ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hero_emperor",
"imp_hero_bobafett")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_hero_macewindu",
"rep_hero_anakin",
"rep_hero_cloakedanakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan")

ReadDataFile("SIDE\\cis.lvl",
"cis_hero_grievous",
"cis_hero_darthmaul",
"cis_hero_countdooku",
"cis_hero_jangofett")

--[[ 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 = 12,
reinforcements = -1,
soldier = { "all_hero_hansolo_tat",1,2},
assault = { "gun_inf_soldier", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_inf_ep3_rifleman", 1,2},
special = { "gar_inf_naboo_queen", 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 = 12,
reinforcements = -1,
soldier = { "imp_hero_bobafett", 1,2},
assault = { "imp_hero_darthvader",1,2},
engineer= { "cis_hero_darthmaul", 1,2},
sniper = { "cis_hero_jangofett", 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)


SetTeamName (3, "dewbacks")
AddUnitClass (3, "tat_walk_dewback", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)


-- 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:CHA\\CHA.lvl", "CHA_eli")
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

Re: Walking Bantha and Dewback

Posted: Mon May 26, 2008 8:31 am
by FragMe!
You change the 0 to the number of walkers you want in your map. So if it is 3 then the line would look like

AddWalkerType(2, 3) -- 2x2 (2 pairs of legs)

Re: Walking Bantha and Dewback

Posted: Mon May 26, 2008 8:42 am
by theultimat
Oh...I get it :D !
Thanks Frag! :funny2:

Unfortunately, after testing, the Dewback still doesn't work. Any ideas?
Thanks

Re: Walking Bantha and Dewback

Posted: Mon May 26, 2008 2:54 pm
by FragMe!
How are you spawning it?
If they are just walking around you can just put in an untakable command post (make sure you set it to team 3* in ZE) give it a spawn path and just spawn them as vehicles. Actually I will confirm the last bit when I get home.




* important bit

Re: Walking Bantha and Dewback

Posted: Fri May 30, 2008 6:24 am
by theultimat
I was spawning them as locals, and I have made locals before and they worked, but this time they don't. Oh well...maybe I did something wronng....

Re: Walking Bantha and Dewback

Posted: Fri May 30, 2008 9:32 pm
by FragMe!
I just checked, for the riderless versions of these I am just spawning them as units.
This is all that is in my lua

Code: Select all

 ReadDataFile("dc:SIDE\\ban.lvl",
                    "tat_walk_bantha",
	       "tat_walk_dewback")
and

Code: Select all

 SetTeamName (3, "ban") 
 AddUnitClass (3, "tat_walk_dewback",1,3)
 AddUnitClass (3, "tat_walk_bantha",1,2)
 SetUnitCount (3,5) 
 AddAIGoal(3, "Deathmatch", 1000) 

  SetTeamAsNeutral(ATT,3) 
  SetTeamAsNeutral(3,ATT) 
  SetTeamAsNeutral(DEF,3) 
  SetTeamAsNeutral(3,DEF)