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Re: Battle of Geonosis map

Posted: Fri Feb 15, 2008 10:40 pm
by obiboba3po
here is a picture of the ep2 clones. Thanks!

Umm, yeah, something like that. They kinda looked like completley new soldiers though.

Stop doubleposting. There's an edit button there for a reason. -Staff

Re: Battle of Geonosis map

Posted: Fri Feb 15, 2008 10:49 pm
by Delta 47
To get custom sides go into Modtools/assets and copy whatever sides your modding for to your AAA/sides but you need common in there too don't mess anything up in assets though just copy the files...look through the files and you will figure things out :wink:

Re: Battle of Geonosis map

Posted: Fri Feb 15, 2008 10:54 pm
by obiboba3po
ok thanks for the advice. I shall work on it :google:

Ok so say that i want to add a geonosian to the cis side but remove the magna guard. How would i go about doing this?

Re: Battle of Geonosis map

Posted: Sat Feb 16, 2008 11:56 am
by SilvaDalek
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveOneFlagCTF")
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()

SoundEvent_SetupTeams( REP, 'rep', CIS, 'cis' )

ctf = ObjectiveOneFlagCTF:New{teamATT = REP, teamDEF = CIS,
textATT = "game.modes.1flag", textDEF = "game.modes.1flag2",
captureLimit = 5, flag = "flag", flagIcon = "flag_icon",
flagIconScale = 3.0, homeRegion = "homeregion",
captureRegionATT = "team1_capture", captureRegionDEF = "team2_capture",
capRegionMarkerATT = "hud_objective_icon_circle", capRegionMarkerDEF = "hud_objective_icon_circle",
capRegionMarkerScaleATT = 3.0, capRegionMarkerScaleDEF = 3.0, multiplayerRules = true}

ctf: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_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")

ReadDataFile("Side\\geo.lvl",
"geo_inf_geonosian")


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_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

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

AddUnitClass(CIS, "geo_inf_geonosian")


-- 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 = 240
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1000)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 22)
SetMemoryPoolSize("EntityFlyer", 7)
SetMemoryPoolSize("EntityHover", 8)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 20)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Navigator", 49)
SetMemoryPoolSize("Obstacle", 760)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("SoundSpaceRegion", 46)
SetMemoryPoolSize("TreeGridStack", 500)
SetMemoryPoolSize("UnitAgent", 49)
SetMemoryPoolSize("UnitController", 49)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("FlagItem", 1)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TPG\\TPG.lvl", "TPG_conquest")
ReadDataFile("dc:TPG\\TPG.lvl", "TPG_1flag")
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]

Re: Battle of Geonosis map

Posted: Sat Feb 16, 2008 2:51 pm
by obiboba3po
ok, here is the battledroids that are in the kashyk map that i downloaded. Can someone please show me how to do this? (if anyone wants this map, they can find it here:http://starwarsbattlefront.filefront.co ... _Map;79424)

Re: Battle of Geonosis map

Posted: Sat Feb 16, 2008 5:30 pm
by mutedrancor
obiboba3po wrote:ok, here is the battledroids that are in the kashyk map that i downloaded. Can someone please show me how to do this?
What do you want to be show? :?

Re: Battle of Geonosis map

Posted: Sat Feb 16, 2008 5:34 pm
by Grev
those are normal droids just changed in order in the lua and renamed....

Re: Battle of Geonosis map

Posted: Sat Feb 16, 2008 6:20 pm
by =AOX=Durge
No- there are new skinsss

Re: Battle of Geonosis map

Posted: Sat Feb 16, 2008 6:23 pm
by The_Emperor
Are there? :|

Not trying to be rude here but you should at least read a doc about sides, if you're gonna ask everything it'll take a long time, and these are basic questions.

Re: Battle of Geonosis map

Posted: Sat Feb 16, 2008 6:28 pm
by obiboba3po
=AOX=Durge wrote:No- there are new skinsss
yes i am pretty sure thats what this is. how do you change skins?

Re: Battle of Geonosis map

Posted: Sat Feb 16, 2008 6:36 pm
by The_Emperor
I don't think that's a new skin, it's the plain battedroid skin as far as I can tell :P I've replied to your pm on how to change skins

Re: Battle of Geonosis map

Posted: Sat Feb 16, 2008 9:48 pm
by obiboba3po
Ok now im getting somewhere: I have the gunships for both sides. Here are some screenies. However, im realizing some major glitches: first, the battlefield is tiny from the air. Second, I can not speed up the flyers. Third, is it possible for soldiers to walk through shields like that of a star destroyer? Lastly, I still cannot get the geonosian starfighter to work!

Re: Battle of Geonosis map

Posted: Sat Feb 16, 2008 11:51 pm
by JPI Dictator4life
Your doing good for a first map(this is your first, right). Keep the screens coming. This map is a 6/10 so far.

Re: Battle of Geonosis map

Posted: Sun Feb 17, 2008 12:07 pm
by obiboba3po
ok thanks, this is my first map. I am planning on making an uber original map. I you would like to know about it, pm me. :)

Re: Battle of Geonosis map

Posted: Sun Feb 17, 2008 4:18 pm
by elfie
looks ok. would recommend skinning...

Re: Battle of Geonosis map

Posted: Sun Feb 17, 2008 6:09 pm
by obiboba3po
Ok time for a screenshot update!

Re: Battle of Geonosis map

Posted: Sun Feb 17, 2008 6:51 pm
by JPI Dictator4life
Your moving up to a 7/10. Put in some new skins for everything, and you'd get a 8 or 9/10

Re: Battle of Geonosis map

Posted: Sun Feb 17, 2008 6:56 pm
by The_Emperor
Dude you've barely seen anything, how can you rate something unfinished?

Personally, I wouldn't reskin anything. If you do, you lose the Episode II Geonosis feeling. I mean the standard skins are as movielike as you can get

Looking good btw, keep it up! :thumbs:

Re: Battle of Geonosis map

Posted: Sun Feb 17, 2008 9:30 pm
by obiboba3po
=Pocmin= wrote:
=AOX=Durge wrote:Advice:
3:Remove the Snail Tank-they were not on Geonosis
Yes there were. Look up the Battle of Geonosis on Wookieepedia. Or look up "Snail Tank".
Thank you, I needed somebody to proove that point. I want to redo the skins of the droid marine to make ti just like all tan. How do you do this?

Re: Battle of Geonosis map

Posted: Mon Feb 18, 2008 7:15 pm
by commanderalan
obiboba3po wrote:
=Pocmin= wrote:
=AOX=Durge wrote:Advice:
3:Remove the Snail Tank-they were not on Geonosis
Yes there were. Look up the Battle of Geonosis on Wookieepedia. Or look up "Snail Tank".
Thank you, I needed somebody to proove that point. I want to redo the skins of the droid marine to make ti just like all tan. How do you do this?
for watch your models:
3d object converter

for paint:
photoshop
gimp :clone: