Looking for modding help [Solved]

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Bulletkid
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Re: noob looking for help

Post by Bulletkid »

razac920 wrote:The only edits you need to make to the Darth Maul odf are switching WeaponName1 to "rep_weap_lightsaber_aalya" and switching/adding AnimationName to "aalya". That's it. Like I previously said, you could make this edits in the script itself, rather than a custom side. If you do want to make a custom side, you have the choice of either copying over all the necessary Darth Maul/Aalya assets to this custom side, or you can just make a minimal custom side that only contains a darth maul .odf file and a darth maul .req file. If you are having trouble finding all the assets to copy over, this could be simple: just make sure to load the stock darth maul and aalya in your script before loading your custom darth maul.
I am trying with the custom side thing, i want to be able to play it multiplayer, and since u mentioned the other method would have the probability of crashing...
Sandtrooper956 wrote:I know this might not help much NOW, but I have also recently gotten into modding and I experienced the same crash that happens a few seconds after the map starts. I had made a backup though of my data_ABC folder and my ABC folder in the addon folder though. From what I can tell, the crash will just start happening after messing around sometimes. How far into your mod were you? If you are not that far it might just be best to start over and make backups. Sorry I can't help more D:
Althought i can understand ur point i dont agree with u since ive reinstalled the modtools and did A LOT of data_ABC folders, from what i understood with my fails is that the problem is not in the folder, instead , the problem is me, of how i understand all of this. Thx for leaving ur comment tho
razac920
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Re: noob looking for help

Post by razac920 »

Oh sorry I didn't mean to worry you. The scripting method should not cause any crashes in multiplayer, provided you make the changes before the game begins. That's all -- you would ONLY have a problem if you wanted to change Darth Maul's saber to Aayla's in the middle of a game. If you load Darth Maul and Aayla normally and then copy these lines after the teams are set up, it should work just fine:

Code: Select all

 SetClassProperty("cis_hero_darthmaul","WeaponName1","rep_weap_lightsaber_aalya")
  SetClassProperty("cis_hero_darthmaul","AnimationName","aalya")
Bulletkid
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Re: noob looking for help

Post by Bulletkid »

razac920 wrote:Oh sorry I didn't mean to worry you. The scripting method should not cause any crashes in multiplayer, provided you make the changes before the game begins. That's all -- you would ONLY have a problem if you wanted to change Darth Maul's saber to Aayla's in the middle of a game. If you load Darth Maul and Aayla normally and then copy these lines after the teams are set up, it should work just fine:

Code: Select all

 SetClassProperty("cis_hero_darthmaul","WeaponName1","rep_weap_lightsaber_aalya")
  SetClassProperty("cis_hero_darthmaul","AnimationName","aalya")

Should i put that code in the end of the .lua file?
jedimoose32
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Re: noob looking for help

Post by jedimoose32 »

Put it in the first section of the Lua, the part called function ScriptPostLoad
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Re: noob looking for help

Post by Bulletkid »

2 Questions:

1. After i give maul secura sabers,i want to make them red, does that mean i can just open the odf file, change the trail to 255... and the color to redlightsaber/redlightsabre , so i dont need to search the blue and green lightsabers in the assets folder? since its red...

2.

Code: Select all

 ReadDataFile("SIDE\\rep.lvl", 
                "rep_hero_aalya")
do i still need to put dc:SIDE ?
jedimoose32
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Re: noob looking for help

Post by jedimoose32 »

1. Yeah, make the trail "255 60 60 128" or something similar ("Red Green Blue Alpha/Transparency") and yes, change the colour to redlightsabre. Just make sure that red lightsaber texture is in your side's msh folder before munging.

2. You don't need to put dc: in front of side there, because you are not changing anything in the Republic side. Just put it in front of whichever side you are changing (or adding, if you are making a new side).

I am planning on addressing some of your questions around this topic in a video tutorial - I'm in the middle of making a series of videos on how to get started with beginner and intermediate level stuff in the BF2. Hopefully that will help as well... should be up in a day or two.
Bulletkid
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Re: noob looking for help

Post by Bulletkid »

Maul has the blue and green sabers now, 1st step success; now to change the color ;

Code: Select all

ReadDataFile("SIDE\\rep.lvl", 
                "rep_hero_aalya")
where does the munge go seach for secura? at the assets folder? if so i need to change the secura.odf in the assets? i dont like how that sounds
razac920
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Re: noob looking for help

Post by razac920 »

NEVER change any of the files in the Assets folder!

You cannot change weapon properties through scripting, so here you will need a custom side. If you want to make things easy for yourself, here's the shortest way to change the blade colors:

1. create a custom side folder, with the "effects", "msh", "munged", "odf", "req" folders and the side .req file

2. copy the darth maul .odf to your "odf" file -- be sure to rename it, and change "WeaponName1" to this time "rep_weap_lightsaber_aalya2" (or any new name) and "AnimationName" to "aayla" inside this copied file.

3. copy aayla's lightsaber weapon .odf to your "odf" folder -- and rename it to "rep_weap_lightsaber_aalya2" (or any new name, as long as it matches the darth maul .odf). In rep_weapon_lightsaber_aalya2, change LightSaberTrailColor (in BOTH places) to "255 0 0 128" (or anything you want, this is just Maul's red saber trail color), and change LightSaberTexture (again, in BOTH places) to "redlightsabre" (or whatever you want). NOTE that if you want the color to be anything other than greenlightsabre, bluelightsabre, or redlightsabre (e.g. violetlightsaber), you would need to either copy that ***lightsabre.tga into your "msh" folder or additionally load a unit that uses that color of lightsabre (e.g. Mace Windu).

4. setup the .req files according to the documentation (BF2 Jedi Creation.docx in BF2_ModTools/documentation) and munge! Notice that you didn't have to copy anything more!

5. Now go to your mission scripts in data_XXX/Common/scripts/XXX, and below the stock sides loading load your custom maul unit

Code: Select all

     ReadDataFile("SIDE\\rep.lvl",
                    "rep_hero_aalya")
                    
     ReadDataFile("SIDE\\cis.lvl",
                    "cis_hero_darthmaul")
                    
    ReadDataFile("dc:SIDE\\[your_custom_side_name_here].lvl",
                    "[your_custom_maul_name_here]")
You can load other republic or CIS units at the same time, just be SURE that you don't forget to load either Aayla or the original Darth Maul

6. Add your new Maul into the game by replacing another unit in the SetupTeams blocks just under the ReadDataFile, replacing the hero in SetHeroClass, or in addition to everything else with AddUnitClass([teamnumber/REP/CIS],"[your_custom_maul_name_here")

7. Tada! Now you don't have to worry about hunting down every file that Darth Maul requires -- since loading the Darth Maul gets them all for you. Generally, it is good to know what they are and what they do, but unless you plan to actually modify them in some way, don't include them. A common amateur problem is to copy the entire Republic side over from assets to avoid forgetting anything/simplicity, make only a few changes, and then create enormous mods (in terms of disk space) for no reason whatsoever.

8. For a more professional look, follow this tutorial from the FAQ thread (http://www.gametoast.com/viewtopic.php?t=971) and make proper names for your Darth Maul character and weapon appear ingame (this is called "localization").
Bulletkid
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Re: noob looking for help

Post by Bulletkid »

im doing something wrong for some reason , throught this method he doesnt appear with 2 sabers

Edit: Is there some msh file for dual blades? or is the odf enough
razac920
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Re: noob looking for help

Post by razac920 »

Please post your darth maul odf file, your aayla lightsaber odf file, and your mission script lua file.

Hint:
Your Darth Maul odf should look like:
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "cis_inf_darthmaul.msh"

[Properties]
AISizeType = "hover"

ClothODF = "cis_inf_darthmaul_cape"
GeometryName = "cis_inf_darthmaul"
GeometryLowRes = "cis_inf_darthmaul_low1"
AnimationName = "aayla"

JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WeaponName1 = "rep_weap_lightsaber_aayla2"
WeaponAmmo1 = 0

WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 0
WeaponChannel3 = 1

//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_maul_spawn"
SndHeroDefeated = "hero_maul_exhausted"
SndHeroKiller = "hero_maul_exhausted"

VOSound = "cis_off_response_hero_command SC_Follow"
VOSound = "cis_off_response_hero_command SC_StopFollow"
VOSound = "cis_off_response_hero_command SC_VehicleWaitUp"
VOSound = "cis_off_response_hero_command SC_GetIn"
VOSound = "cis_off_response_hero_command SC_GetOut"

VOSound = "hero_maul_AcquiredTarget AcquiredTarget"
VOSound = "hero_maul_KillingSpree4 KillingSpree4"

VOUnitType = 196
SoldierMusic = "cis_hero_Maul_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "cis_inf_soldier"
[/code]
Your Aayla lightsaber odf should look like:
Hidden/Spoiler:
[code][WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

GeometryName = "rep_weap_inf_lightsabre"
ComboAnimationBank = "human_sabre melee rep_hero_aalya"

NumDamageEdges = "2"

OffhandFirePointName = "hp_fire hp_weapons"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
LightSaberTexture = "redlightsabre"
LightSaberTrailColor = "255 0 0 128"

OffhandGeometryName = "rep_weap_aalya_lightsabre"
OffhandFirePointName = "hp_fire_lightsabre"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
LightSaberTexture = "redlightsabre"
LightSaberTrailColor = "255 0 0 128"[/code]
Bulletkid
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Re: noob looking for help

Post by Bulletkid »

saber
Hidden/Spoiler:
[code][WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

GeometryName = "rep_weap_inf_lightsabre"
ComboAnimationBank = "human_sabre melee cis_hero_tcwmaul"

NumDamageEdges = "2"

OffhandFirePointName = "hp_fire hp_weapons"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
LightSaberTexture = "redlightsabre"
LightSaberTrailColor = "255 0 0 128"

OffhandGeometryName = "rep_weap_aalya_lightsabre"
OffhandFirePointName = "hp_fire_lightsabre"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
LightSaberTexture = "redlightsabre"
LightSaberTrailColor = "255 0 0 128"
[/code]

darthmaul (clone wars)

in here i renamed the aayla munged file into tcwmaul btw
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "cis_inf_darthmaul.msh"

[Properties]
AISizeType = "hover"

AnimationName = "tcwmaul"
GeometryName = "cis_inf_TCWdhmaul"
GeometryLowRes = "cis_inf_TCWdhmaul_low1"

JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WeaponName1 = "rep_weap_lightsaber_secura"
WeaponAmmo1 = 0

WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 0
WeaponChannel3 = 1


WeaponName4 = "com_weap_inf_force_choke"
WeaponAmmo4 = 0
WeaponChannel4 = 1


//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_maul_spawn"
SndHeroDefeated = "hero_maul_exhausted"
SndHeroKiller = "hero_maul_exhausted"

VOSound = "cis_off_response_hero_command SC_Follow"
VOSound = "cis_off_response_hero_command SC_StopFollow"
VOSound = "cis_off_response_hero_command SC_VehicleWaitUp"
VOSound = "cis_off_response_hero_command SC_GetIn"
VOSound = "cis_off_response_hero_command SC_GetOut"

VOSound = "hero_maul_AcquiredTarget AcquiredTarget"
VOSound = "hero_maul_KillingSpree4 KillingSpree4"

VOUnitType = 196
SoldierMusic = "cis_hero_Maul_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "cis_inf_soldier"[/code]

btw my "secura" is your aayla2

Lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

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


function ScriptPostLoad()



--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

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("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

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",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")

ReadDataFile("dc:SIDE\\jdi.lvl",
"cis_hero_TCWdhmaul")

ReadDataFile("SIDE\\cis.lvl",
"cis_hero_darthmaul")

ReadDataFile("SIDE\\rep.lvl",
"rep_hero_aalya")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_hero_TCWdhmaul",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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 = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:CWM\\CWM.lvl", "CWM_conquest")
ReadDataFile("dc:CWM\\CWM.lvl", "CWM_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

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

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

[/code]
jedimoose32
Field Commander
Field Commander
Posts: 938
Joined: Thu Jan 24, 2008 12:41 am
Projects :: Engineering Degree
Location: The Flatlands of Canada

Re: noob looking for help

Post by jedimoose32 »

I skimmed everything and didn't catch any problems. Have you tried doing this without renaming the animation bank files to tcwmaul? I just uploaded my video tutorial on this topic this morning, and I cover this exact scenario, so go check it out if you want: HERE
razac920
2nd Lieutenant
2nd Lieutenant
Posts: 365
Joined: Sun Jan 16, 2011 12:42 am

Re: noob looking for help

Post by razac920 »

Okay, I may see some possible issues:

1. Do you know what you are doing with the TCW Darth Maul mod? I haven't used it, so I wouldn't know, but you had said you wanted Aayla's animation for the double sabers, yet here you are using
ComboAnimationBank = "human_sabre melee cis_hero_tcwmaul" and AnimationName = "tcwmaul". It's not necessarily a problem, if this mod provides the animations that you prefer, you can use it instead, but then you will need to copy those files from whatever "munged" folder you downloaded it from to your custom side "munged" folder. Same goes for the new skin/geometry/texture/appearance:
GeometryName = "cis_inf_TCWdhmaul"
GeometryLowRes = "cis_inf_TCWdhmaul_low1"
Make sure you include cis_inf_TCWdhmaul.msh, cis_inf_TCWdhmaul_low.msh, and the accompanying .tga files in your "msh" folder.

2. [Mostly likely to be the issue]
In your mission script, you have:
Hidden/Spoiler:
[code] ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")

ReadDataFile("dc:SIDE\\jdi.lvl",
"cis_hero_TCWdhmaul")

ReadDataFile("SIDE\\cis.lvl",
"cis_hero_darthmaul")

ReadDataFile("SIDE\\rep.lvl",
"rep_hero_aalya")[/code]
There are two main issues. One, I said you should load Aayla before you load your custom Darth Maul, -- you load her after. Also, you load the stock Darth Maul twice -- that may cause an issue. Lastly, I just thought I should point out that you have both the stock Darth Maul and the custom Darth Maul appearing in your map -- the custom one replaces the SBD, and the stock one remains as a hero -- is that deliberate? If so, no worries, just checking.

All in all, try replacing the block of code in your mission script with:
Hidden/Spoiler:
[code] ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hero_aalya", -- added her in before loading custom Darth Maul
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul", -- your stock Darth Maul is already loaded, don't load him again
"cis_hover_aat")

ReadDataFile("dc:SIDE\\jdi.lvl",
"cis_hero_TCWdhmaul")[/code]
Bulletkid
Private Recruit
Posts: 24
Joined: Sun Mar 15, 2015 7:31 pm
Projects :: No Mod project currently.
Games I'm Playing :: Battlefront 2
xbox live or psn: No gamertag set

Re: noob looking for help

Post by Bulletkid »

yup i dont have problems with having him there. for now i just want to make him as i imagine , after that i can think about other units
razac920
2nd Lieutenant
2nd Lieutenant
Posts: 365
Joined: Sun Jan 16, 2011 12:42 am

Re: noob looking for help

Post by razac920 »

Did you make the changes to the mission script? Any success?
Bulletkid
Private Recruit
Posts: 24
Joined: Sun Mar 15, 2015 7:31 pm
Projects :: No Mod project currently.
Games I'm Playing :: Battlefront 2
xbox live or psn: No gamertag set

Re: noob looking for help

Post by Bulletkid »

Oh well... sry to bother u guys i solved it, i forgot to add one of the msh files... i only added one of them, thx for ur help guys
btw: i understood that while watching ur vid thx jedimoose, and thx razac for giving me an alternative way that i will use in the future
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