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Newby has got Questions

Posted: Mon Jan 08, 2007 12:26 pm
by geronimo
finally... i lent this acc from a clanmate, because i was unable to register with GT :?

Allright, hi everybody, I'm new in Mapping-Business and got a lot of questions....

I already tried to find some solutions in this and in other forums, but i couldn't really find something about... OK, here are my current problems (i guess there will be plenty later :? ):

1) I created a map with kind of a lake on it, and i want to make this lake unpassable for everything except fliers and soldiers. So i tried to create barriers (banning hover, small, medium and large units) as borders of the lake... But the AT-AT still keeps being able to walk into the lake. Why doesn't it work? What to do?

2) I downloaded the Millenium Falcon from this forum and tried to use it on my map. I followed the given installation-instructions, but it won't spawn. I guess it's because there is no .lvl-file in the directory I downloaded to load the falcon, like its called in the .lua (ReadDataFile("SIDE\\fal.lvl")

the only thing i made different to the instruction was that i first added the vehicle spawn and than copied the directory into the sides directory, but that doesn't make a difference after munging, does it? ***SOLVED***

3) I wondered if there is a way to modify the symbol of the hologrammes over captured cp's so it will be replaced with another logo...

4) I read about a "dead soldier" used as prop created by qdin... but I couldn't find a download link... Could any1 pls post? :roll: ***SOLVED

5) I wondered if even standing soldiers could be placed as props... I would like to record a movie so i wanted to place whole legions and battalions (definitly wrong spelled :roll: ) in the right standing order... Any1 knows a way to do this? ***SOLVED***

6) Can the movement-speed of the units be modified? I want the soldiers to walk slowly, and only by running (like they normally do) when i press sprint. Has any1 already done this or can tell me how to do? ***SOLVED***

I hope you could help me a bit , you're kind of my last chance :D

Posted: Mon Jan 08, 2007 12:48 pm
by EGG_GUTS
#4 You have to ask Qdin personally for them. try PMing him
#5 I'm pretty sure you get the ODFs and MSHs from the BF2_Modtools/assets/sides/whatever side you want
I'm sure there's more but I can't help you cuz I'm sorta a noob to :lol:

Posted: Mon Jan 08, 2007 3:00 pm
by Qdin
#4 I'll send you a PM here soon :)

and to #5

you can place units as objects. They will have all animations, except that they won't really be following anything :P

I just love to edit my grenades, place lots of gungans in a small area and *boom* see them fly! :P

So just place them as ordinary object, and they will just stand there :)

Posted: Mon Jan 08, 2007 3:59 pm
by geronimo
but i can't see them in ze after i placed for example all_inf_engineer...
but are they ingame?

Re: Newby has got Questions

Posted: Mon Jan 08, 2007 9:25 pm
by AceMastermind
geronimo wrote:2) I downloaded the Millenium Falcon from this forum and tried to use it on my map. I followed the given installation-instructions, but it won't spawn. I guess it's because there is no .lvl-file in the directory I downloaded to load the falcon, like its called in the .lua (ReadDataFile("SIDE\\fal.lvl")

the only thing i made different to the instruction was that i first added the vehicle spawn and than copied the directory into the sides directory, but that doesn't make a difference after munging, does it?
Please give more details about EVERY step that you have taken regarding the "Falcon" issue, and don't just say you "followed" the instructions.
The "Falcon" is a custom "side", added to your map just like any other custom "side".

Posted: Tue Jan 09, 2007 2:17 pm
by geronimo
ok:

first i unzipped the downloaded file and copied the "fal"-directory.
i pasted it into the Data_***/sides-folder and then i went into ze, created a vehicle spawn addicted to a cp, and put "all_fly_falcon" into AllAtt and AllDef and saved it. Afterwards i created a FAL-folder in the data_***/_BUILD/Sides-directory, and copied the clean.bat and munge.bat from the all-folder into it.
then i added
ReadDataFile("dc:SIDE\\fal.lvl",
"all_fly_falcon")
in my .lua

and munged the map with common and the fal-side elected...

but no falcon spawned ;-/

Setting up the Falcon with a vehicle spawn

Posted: Tue Jan 09, 2007 6:28 pm
by AceMastermind
geronimo wrote:first i unzipped the downloaded file and copied the "fal"-directory.
i pasted it into the Data_***/sides-folder
You say you copied the "fal" folder to your "data_***/sides" folder after you unzipped it.
Go to:
data_***/sides/fal

and click on the "fal" folder, and check to see if there is another "fal" folder and a "README" text file inside.
The "fal" folder next to the "README" is the one that should be in:
data_***/sides
then i went into ze, created a vehicle spawn addicted to a cp, and put "all_fly_falcon" into AllAtt and AllDef
Also, when you type "all_fly_falcon" into "Object instance" in ZE, you don't add the quotation marks, just type:
all_fly_falcon

Posted: Thu Jan 11, 2007 11:23 am
by geronimo
ok.... i redid everything and took special care about the things you told... and now the game crashes while loading :*(

btw whats this dc: in

ReadDataFile("dc:SIDE\\fal.lvl",
"all_fly_falcon")

... it doesn't stand in the other readdata...-lines....



edit: maybe you could help if i'll post some screens of my object details, .lua, directories n stuff?



EDIT
maybe you could find the fault by checking my paths 'n options:

side-path: http://img405.imageshack.us/img405/9375 ... orygk3.jpg

other one (after munging): http://img443.imageshack.us/img443/9704 ... ry2ch4.jpg

and my zero editor options:
http://www.bilder-hochladen.net/files/1hr9-j.jpg
http://www.bilder-hochladen.net/files/1hr9-k.jpg
http://www.bilder-hochladen.net/files/1hr9-l.jpg
http://www.bilder-hochladen.net/files/1hr9-m.jpg

+ my .lua
Hidden/Spoiler:
[quote]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

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(45)
SetMaxPlayerFlyHeight(45)


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("dc:SIDE\\fal.lvl",
"all_fly_falcon")
ReadDataFile("sound\\hot.lvl;hot1gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_snow",
"all_inf_rocketeer_snow",
"all_inf_sniper_snow",
"all_inf_engineer_snow",
"all_inf_officer_snow",
"all_inf_wookiee_snow",
"all_hero_luke_pilot")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman_snow",
"imp_inf_rocketeer_snow",
"imp_inf_engineer_snow",
"imp_inf_sniper_snow",
"imp_inf_officer_snow",
"imp_inf_dark_trooper",
"imp_walk_atat",
"imp_hero_darthvader",
"imp_fly_destroyer_dome" )

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_hoth_lasermortar",
"tur_bldg_hoth_dishturret",
"tur_bldg_chaingun")

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman_snow",9, 25},
assault = { "all_inf_rocketeer_snow",1,4},
engineer = { "all_inf_engineer_snow",1,4},
sniper = { "all_inf_sniper_snow",1,4},
officer = { "all_inf_officer_snow",1,4},
special = { "all_inf_wookiee_snow",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman_snow",9, 25},
assault = { "imp_inf_rocketeer_snow",1,4},
engineer = { "imp_inf_engineer_snow",1,4},
sniper = { "imp_inf_sniper_snow",1,4},
officer = { "imp_inf_officer_snow",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_luke_pilot")
SetHeroClass(IMP, "imp_hero_darthvader")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 3) -- 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("CommandWalker", 3)
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:ENT\\ENT.lvl", "ENT_conquest")
SetDenseEnvironment("false")


-- Sound Stats

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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")

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, IMP, "all_hot_transport_away", .75, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .5, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .25, 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(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_hot_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_hot_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_hot_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_hot_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_hot_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_hot_amb_end", 2,1)

SetVictoryMusic(ALL, "all_hot_amb_victory")
SetDefeatMusic (ALL, "all_hot_amb_defeat")
SetVictoryMusic(IMP, "imp_hot_amb_victory")
SetDefeatMusic (IMP, "imp_hot_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
--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[/quote]
p.s.

added new question (6) :wink:

Posted: Thu Jan 11, 2007 11:37 am
by The_Emperor
@ question 6:

Put these in the odf from the soldier's speed you want to modify (or in the default one if you want this for all soldiers):

MaxSpeed = 7.0 // base forward speed
MaxStrafeSpeed = 5.25 // base right/left speed
MaxTurnSpeed = 5.0 // base turn speed
Acceleration = 70.0 // accelerate to full run in about

These are the default settings, change the values to make units slower/faster. (higher= faster, lower = slower I think...)

I'll debug those files for you if you want

Posted: Thu Jan 11, 2007 7:02 pm
by AceMastermind
geronimo wrote:maybe you could find the fault by checking my paths 'n options:
Everything looks fine so far, if you want, "zip" up your "data_ENT" directory, upload it and PM me the link to download it, and i will take a look at your files to see if indeed there is a mistake somewhere.

Posted: Thu Jan 11, 2007 7:21 pm
by t551
Does the Falcon use common assets? If so, you need to copy the common side to your folder, and munge it.

You also need the common folder in data_ENT/sides

Posted: Thu Jan 11, 2007 8:51 pm
by AceMastermind
geronimo wrote:maybe you could find the fault by checking my paths 'n options:

side-path: http://img405.imageshack.us/img405/9375 ... orygk3.jpg
The Falcon does indeed have weapons with common class parents, and according to the pic linked in the quote above, you don't have the "Common" folder in:
data_ENT/sides

Like t551t551 said, copy the "Common" folder located in:
BF2_ModTools\assets\sides

Then paste it in:
data_ENT\Sides

and munge again.
Doing this may fix your "Falcon not spawning" issue, if not, we'll try again tomorrow. :)

Posted: Fri Jan 12, 2007 12:55 pm
by geronimo
pretty nice, it works! :D Thank you t551t551 and Ace :o

@ Ace: you were the creator of the falcon, aren't you? Is it possible to change some things? The Falcon is kind of flying when it's unused, isn't there a way to place it at the bottom? or could i try to place these props from the original hoth which were under the falcon so it looks like it is standing?
And it is quite too mighty for my map i guess, his lasers are dealing massive damage to at-at's and so on, is there a way to decrease it?
How many rockets launched by normal rocket infantry will it survive? i want it to be destroyed with the 2nd rocket :roll:



Thx guys, you are great help here, only 2 problems left (#1-borders and #3-hologrammes :wink: )