Geonosis: Heavy Strike *Beta Released*

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Adjuntant_Reflex
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Re: Geonosis: Heavy Strike

Post by Adjuntant_Reflex »

Hey,have you tested the skin on the model yet? I really wanna know how that skin turned out :)
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Re: Geonosis: Heavy Strike

Post by NullCommando »

The skin for some reason won't get on the unit.. I'll have to double check it..
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Re: Geonosis: Heavy Strike

Post by Adjuntant_Reflex »

NullCommando wrote:The skin for some reason won't get on the unit.. I'll have to double check it..
Hmm,strange.
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Re: Geonosis: Heavy Strike

Post by NullCommando »

I'll post the munge log in a second.

Code: Select all

ERROR[levelpack req\cis_inf_marine.req]:Expecting bracket, but none was found.
File : munged\pc\cis_inf_battledroid_dust.texture.req(1)...

ucft <--
ERROR[levelpack req\cis_inf_marine.req]:Expecting bracket, but none was found.
File : munged\pc\cis_inf_battledroid_dust.texture.req(1)...

ucft <--

   2 Errors    0 Warnings
It keeps doing that :?
Last edited by NullCommando on Sat Dec 01, 2007 10:04 pm, edited 1 time in total.
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Re: Geonosis: Heavy Strike

Post by Adjuntant_Reflex »

didja double check the file name? It looks like you either 1) Gave the wrong file name or 2) didnt put it in the right file
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Re: Geonosis: Heavy Strike

Post by NullCommando »

I did but it still didn't go good, I'll check on it later.
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Re: Geonosis: Heavy Strike

Post by Adjuntant_Reflex »

hmm :? Oh well,hopefully it will work
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Re: Geonosis: Heavy Strike

Post by NullCommando »

Mind if you help beta test?
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Re: Geonosis: Heavy Strike

Post by Adjuntant_Reflex »

well (I know I will be named a heretic :? oh well) I dont have BFII for the PC,but im gonna buy it soon anyways after christmas (After christmas sales FTW)
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Re: Geonosis: Heavy Strike

Post by =AOX=Durge »

Send me the beta when ever.
That error is because something is incorrect in the LUA, could you post it for me to look?
EDIT: I do believe that the Dead Clones were released, I can't remember who though.
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Re: Geonosis: Heavy Strike

Post by REivEN »

I want to to beta test :)
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Re: Geonosis: Heavy Strike

Post by NullCommando »

=AOX=Durge: Here is the .lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
AddAIGoal(3, "Deathmatch", 100)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()

EnableSPHeroRules()

AddMapBounds("mapbounds")
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")

end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")

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

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_sniper",
"rep_inf_ep2_engineer",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_marine",
"rep_inf_ep2_pilot",
"rep_inf_ep3_pilot",
"rep_hero_macewindu",
"rep_walk_atte",
"rep_fly_gunship",
"rep_hover_utat",
"rep_hover_fightertank",
"rep_walk_atxt",
"rep_fly_gunship",
"rep_fly_v19",
"rep_fly_jedifighter",
"rep_walk_sphat")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_marine",
"cis_inf_officer",
"cis_inf_OOM-9",
"cis_inf_engineer",
"cis_inf_droideka",
"cis_tread_hailfire",
--"cis_hover_stap",
"cis_walk_spider",
"cis_hover_stap",
"cis_hover_gat")

ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret",
"tur_bldg_chaingun_roof")

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", 2)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 68)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 3)
SetMemoryPoolSize("CommandHover", 3)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 10)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 17)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 343)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("WalkerBlendUnit", 51)
SetMemoryPoolSize("WalkerBlend", 17)
SetMemoryPoolSize("WalkerLegPair", 11)
SetMemoryPoolSize("SoldierAnimation", 484)
SetMemoryPoolSize("Weapon", weaponcnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 100,
reinforcements = 1000,
soldier = { "rep_inf_ep2_rifleman",10, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = {"rep_inf_ep3_pilot",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},
AddUnitClass(REP,"rep_inf_ep2_marine",1, 4),
AddUnitClass(REP,"rep_inf_ep2_pilot",1, 4),
AddUnitClass(REP,"rep_inf_ep2_rocketeer_chaingun",1, 4),

},
cis = {
team = CIS,
units = 100,
reinforcements = 950,
soldier = { "cis_inf_marine",10, 25},
assault = { "cis_inf_rifleman",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_rocketeer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "")


-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)

-- Local Stats
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "rep_inf_jedimale",1)
--AddUnitClass(4, "rep_inf_jedimaleb",1)
--AddUnitClass(4, "rep_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)

ReadDataFile("dc:GOE\\geo1.lvl", "geo1_conquest")

SetDenseEnvironment("false")
SetMaxFlyHeight(950)
SetMaxPlayerFlyHeight(950)



-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)

-- Sound

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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")

SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")


--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")

SetAttackingTeam(ATT)

--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end

[/code]
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Re: Geonosis: Heavy Strike

Post by Adjuntant_Reflex »

@NullCommando:Got that skin working?
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Re: Geonosis: Heavy Strike

Post by NullCommando »

Nope =/ It's driving me crazy. I need to fix Dooku's anim. also.
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Re: Geonosis: Heavy Strike

Post by Adjuntant_Reflex »

Hmm,I wonder if any of the code monkeys are online right now... :?
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Re: Geonosis: Heavy Strike

Post by NullCommando »

I'll probably post it in the Modding forum in a bit.
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Re: Geonosis: Heavy Strike

Post by Adjuntant_Reflex »

Alright cool.

Its looking very good dude
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Re: Geonosis: Heavy Strike

Post by NullCommando »

Update!! I got the droid skin working!!
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Re: Geonosis: Heavy Strike

Post by Adjuntant_Reflex »

YAY!!!!! Do you have a screenie of the skin?
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Re: Geonosis: Heavy Strike

Post by NullCommando »

Not yet, soon I will.
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