WIP: Battle of the Bridge
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Spacerocker
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blue-one
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Protector_Pulch
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Spacerocker
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Xavious
- Sith Master

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Spacerocker
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RevanSithLord
- Sith Master

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Protector_Pulch
- General_Grievous_4
- Rebel Sergeant

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Didn't you hear? The Ewoks are taking the role of Bantha Fodder.Protector_Pulch wrote: And what in the name of the force are the ewoks doing there ?
Any way great map, a very simple concept, ships, a reeeeeally long bridge, and a pit of watery doom. Everything a good map needs, I can't wait to download this.
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Spacerocker
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Xavious
- Sith Master

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Spacerocker
I've got one and two flag capture the flags working, I only wish I could get all the flyer sounds working before my next release. I've remunged the sound .lvl file like a dozen times even adding only one flyer's sounds in the .sfx file yet still only the same couple of ships make noise.
Does this look right? I followed Rends' tutorial. Maybe I just dont understand .sfx files yet.
Does this look right? I followed Rends' tutorial. Maybe I just dont understand .sfx files yet.
Code: Select all
// CIS Droidfighter ---------------------------------------------------------------------------------------------
..\..\global\effects\veh_dsf_accel_01.wav droidfighter_shift_up -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_dsf_shpRll_01.wav droidfighter_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_dsf_deccel_01.wav droidfighter_shift_down -resample ps2 16000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_drdFghtr_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\eng_droidStarfighter_low_lp.wav -resample xbox 12000 pc 22050
..\..\cw\effects\eng_droidStarfighter_mid_lp.wav -resample xbox 16000 pc 22050
..\..\cw\effects\eng_droidStarfighter_hi_lp.wav -resample xbox 20000 pc 22050
Last edited by Spacerocker on Wed Oct 04, 2006 2:38 pm, edited 1 time in total.
- AceMastermind
- Gametoast Staff

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Getting droid starfighter sounds working
Indeed those are the correct sounds for the Droidfighter.
ABC = Example 3 letter modID
Droidfighter
In your ABCc_con LUA, you should have this line under your base worlds sound, like this(without the arrow) :
In data_ABC\Sound\worlds your "abc.REQ" should look like this for the Droidfighter:
and your "abccw.REQ" should look like this:
and your "abccw.SFX" should look like this:
The only sound that I could never get working was the torpedo firing sound.
Munge with "Sound" checked, then go to data_ABC/_LVL_PC and copy the "Sound" folder to:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\addon\ABC\data\_LVL_PC/
and your Droidfighter sounds should work.
ABC = Example 3 letter modID
Droidfighter
In your ABCc_con LUA, you should have this line under your base worlds sound, like this(without the arrow) :
Code: Select all
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:sound\\abc.lvl;abccw") <============In data_ABC\Sound\worlds your "abc.REQ" should look like this for the Droidfighter:
Code: Select all
ucft
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"abccw"
}
}Code: Select all
ucft
{
REQN
{
"bnk"
"align=2048"
"abccw"
}
REQN
{
"config"
"cis_fly_droidfighter"
}
}and your "abccw.SFX" should look like this:
Code: Select all
// CIS Droidfighter --------------------------------------------------------------------
..\..\global\effects\veh_dsf_accel_01.wav droidfighter_shift_up -resample xbox 22050 pc 22050
..\..\global\effects\veh_dsf_shpRll_01.wav droidfighter_roll -resample xbox 22050 pc 22050
..\..\global\effects\veh_dsf_deccel_01.wav droidfighter_shift_down -resample xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_drdFghtr_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\eng_droidStarfighter_low_lp.wav -resample xbox 12000 pc 22050
..\..\cw\effects\eng_droidStarfighter_mid_lp.wav -resample xbox 16000 pc 22050
..\..\cw\effects\eng_droidStarfighter_hi_lp.wav -resample xbox 20000 pc 22050
#endifplatform xbox pc
// -----------------------------------------------------------------------------------The only sound that I could never get working was the torpedo firing sound.
Code: Select all
..\..\cw\effects\wpn_drdFghtr_missile_fire.wav -resample xbox 22050 pc 44100Munge with "Sound" checked, then go to data_ABC/_LVL_PC and copy the "Sound" folder to:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\addon\ABC\data\_LVL_PC/
and your Droidfighter sounds should work.
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Spacerocker
Ah, I figuered out the problem! My bricw.req had "cis_fly_droidfighter_sc" instead of "cis_fly_droidfighter". Hopefully that is the reason the rest of the flyer's sounds aren't working. Thanks a whole lot!
Also, I had "brigcw" in my bri.req. I thought I was suppose to have in order to get gcw flyers working but the CW flyers wont work with it in there.
Also, I had "brigcw" in my bri.req. I thought I was suppose to have in order to get gcw flyers working but the CW flyers wont work with it in there.
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Spacerocker
Update
Hi everybody. I've finally decided that I'm going to release a 1.0 version of my map on Christmas. I've added a few things and fixed some things. If I can find the right bespin turrets that I'm looking for I'll add them before I release it. I also got a newer(old but new to me!) graphics card so from now on I can have health and weapons droids on my maps, with my old one they wouldn't work.
Here's a screen shot until the new release.

Here's a screen shot until the new release.

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Protector_Pulch
Re: Update
Rofl, really ?Spacerocker wrote: I also got a newer(old but new to me!) graphics card so from now on I can have health and weapons droids on my maps, with my old one they wouldn't work.
Never mind, your new screen looks fitting. Not full of new eye-catching props, yet perfect for a tactical challenge (with so few cover!). I'm just wondering how to get that AT-TE over the small bridge.
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Spacerocker
RE: Re: Update
Heh. Yeah, It sucked not being able to get health other than by killing people but at least it made me value it more.
The ATTE doesn't go over the bridge. I've finally taken use the the big empty space on the left( if you're a clone) of my map where an ATTE can battle a Spider Droid and an ATAT can battle 5 Tauntauns. Why Tauntauns you ask? Well I wanted it to be walker vs. walker. Sure it's not perfectly ballanced, but it's close with the rebels having speed without firepower and the imperials having firepower without speed.
The ATTE doesn't go over the bridge. I've finally taken use the the big empty space on the left( if you're a clone) of my map where an ATTE can battle a Spider Droid and an ATAT can battle 5 Tauntauns. Why Tauntauns you ask? Well I wanted it to be walker vs. walker. Sure it's not perfectly ballanced, but it's close with the rebels having speed without firepower and the imperials having firepower without speed.
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Tuskenjedi
RE: Re: Update
But you do realize that taun taun has speed and NO fire power while the ATAT has firepower but SOME speed, right?
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Xavious
- Sith Master

- Posts: 2783
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RE: Re: Update
Maybe you could give the rebels a salvaged AT-TE or a couple stolen AT-STs?
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JackSkratch
- Command Sergeant Major

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RE: Re: Update
Maybe you could make the Tauntauns shoot rockets out their mouths.
No, actually, I think there was a big rebel tank in a map once before... forget which. I think it was one of Penguins maps, though. I'm not sure.
No, actually, I think there was a big rebel tank in a map once before... forget which. I think it was one of Penguins maps, though. I'm not sure.



























