First battle of Cato Neimoidia: space

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jasiojanisz
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First battle of Cato Neimoidia: space

Post by jasiojanisz »

this is my first map
now in the map is:
Republic :clone: :plokoon: :clone:

Fighters:
Arc-170 Starfighter [eight spawn points]
v-wing [two spawn points]
anakin jedi Starfighter [one spawn point]
republic gunship [two spawn points]

Capital ships:
two venators
two acclamators [no fregats, with hangars]

units:
Clone marine ep. 2
Clone pilot ep. 2
Obi-wan kenobi
Anakin Skywalker

Confederacy of Independent Systems [CIS] :bdroid2: :bdroid2: :maulsaber:

Fighters:
vulture droid [ten]
tri droid fighter [ten]
General griveus Starfighter [one]
droid gunship [one]

Capital ships:
Providence-class carrier / destroyer "Invisible Hand"
Lucrehulk [with two hangars]

other ships and frigates [not to destroy]
Recusant Light Destroyer [one]
Munificent [two]

units:
Droid pilot
Droid marine
Super battle droid
Droideka
General Grievous

screens:
Hidden/Spoiler:
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and sorry for my english
Last edited by jasiojanisz on Mon Jun 27, 2011 7:48 am, edited 1 time in total.
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Re: First battle of Cato Neimoidia: space

Post by modmaster13 »

Wow this looks pretty good so far! :thumbs:
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Re: First battle of Cato Neimoidia: space

Post by DarthEste01 »

is this really your first map? because it's so amazing that i can't believe you!! it's better than many other space maps i've seen.

i love how everybody is starting to make the space maps with the new cruisers models,i love them! :P :P
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Re: First battle of Cato Neimoidia: space

Post by Darth_Spiderpig »

It looks good for a start, a few things I'd recommend if you don't mind:

•I would make the shields of the hangar on the acclamator and the venator's turret rooms transparent, so you can see through.

•Also, the one big room with a few critical systems in ut looks...empty. I would put more stuff in, like consoles and mainframes from the hoth/yavin/kamino/tantive 4 assets.

•The ships are a tad too close to each other for my taste, maybe you can move them a bit.

Keep up the good work!
Last edited by Darth_Spiderpig on Mon Jun 27, 2011 4:46 am, edited 1 time in total.
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Re: First battle of Cato Neimoidia: space

Post by JadenWolf32 »

Nice ships, it's been a while since I've seen the ForceMaster's Venator specially with the interior built! Are the canons useable?? And don't you think is better if you changed he Souless one to a Hyena Bomber(if its possible)By the way: the 7th pic reaaaly gave me an Ep.III feeling :D
(Long live the CIS :bdroid2: )
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Re: First battle of Cato Neimoidia: space

Post by DarthEste01 »

Is that the invisible hand's command bridge in picture 5?
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Re: First battle of Cato Neimoidia: space

Post by jasiojanisz »

yes :yes:

new screens:
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Image

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Re: First battle of Cato Neimoidia: space

Post by [Padawan]Helkaan »

WOW :shock: This is going to be an awesome map
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Re: First battle of Cato Neimoidia: space

Post by naru1305 »

wow a really nice start, and this for a first map!
i can only agree with the points darth_spiderpig has said.
nice idea with the artillery cannons there.
so keep it up and good luck
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Re: First battle of Cato Neimoidia: space

Post by jasiojanisz »

ok, thanks. I have one request, could someone write how to add the ripped vehicles because I wanted to add a v-19 torrent :clone: and hyena droid bomber :bdroid2:
and like something I sorry for my English
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Re: First battle of Cato Neimoidia: space

Post by commander501stappo »

Nice map! It looks really good.

Are Obi-Wan and Anakin unlockable or are they unlocked all the time?
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Re: First battle of Cato Neimoidia: space

Post by jasiojanisz »

commander501stappo wrote:Nice map! It looks really good.

Are Obi-Wan and Anakin unlockable or are they unlocked all the time?
are available all the time but is working on this :thumbs:
for now only Droideka
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Re: First battle of Cato Neimoidia: space

Post by kinetosimpetus »

jasiojanisz wrote:ok, thanks. I have one request, could someone write how to add the ripped vehicles because I wanted to add a v-19 torrent :clone: and hyena droid bomber :bdroid2:
and like something I sorry for my English
You don't need ripped vehicles, we have models made for swbf2.

I think the V-19 is in the convopack vehicle assets and my Hyena is here: http://www.gametoast.com/forums/viewtop ... 64&t=23962
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Re: First battle of Cato Neimoidia: space

Post by jasiojanisz »

I have them just do not know how to add
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Re: First battle of Cato Neimoidia: space

Post by Firefang »

You need to put them into a custom side and load like any other vehicle.
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Re: First battle of Cato Neimoidia: space

Post by jasiojanisz »

ok, try

"D:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\FCN\FCNc_cmn.lua:27: `)' expected (to close `(' at line 17) near `"rep_fly_v19"'
ERROR[scriptmunge scripts\FCN\FCNc_cmn.lua]:Could not read input file.ERROR[scriptmunge scripts\FCN\FCNc_cmn.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

ERROR[levelpack mission\FCNc_Diet Dr. Pepper.req]:Expecting bracket, but none was found.
File : munged\pc\fcnc_cmn.script.req(1)...

ucft <--
ERROR[levelpack mission\FCNc_Diet Dr. Pepper.req]:Expecting bracket, but none was found.
File : munged\pc\fcnc_cmn.script.req(1)...

ucft <--

2 Errors 0 Warnings" :runaway: :runaway: :( :(
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Re: First battle of Cato Neimoidia: space

Post by acryptozoo »

post your lua :D
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Re: First battle of Cato Neimoidia: space

Post by jasiojanisz »

Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Common File
-- Common script that shares all setup information
--

ScriptCB_DoFile("setup_teams")

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

function SetupUnits()
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_pilot",
"rep_inf_ep2_marine",
"rep_hero_obiwan",
"rep_hero_anakin",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing",
"rep_fly_v19")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_pilot",
"cis_inf_marine",
"cis_inf_rifleman",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_fly_tridroidfighter",
"cis_fly_hyena")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end

myTeamConfig = {
rep = {
team = REP,
units = 32,
reinforcements = -1,
pilot = { "rep_inf_ep2_pilot",26},
marine = { "rep_inf_ep2_marine",6},
engineer = { "rep_hero_obiwan",0},
officer = { "rep_hero_anakin",0},
},
cis = {
team = CIS,
units = 32,
reinforcements = -1,
pilot = { "cis_inf_pilot",20},
marine = { "cis_inf_marine",6},
special = { "cis_inf_droideka",2},
engineer = { "cis_inf_rifleman",4},
officer = { "cis_hero_grievous",0},
}
}

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--CIS turrets
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"cis_turr_1", "cis_turr_2", "cis_turr_3", "cis_turr_4", "cis_turr_5", "cis_turr_6"} }
turretLinkageCIS:Init()

function turretLinkageCIS:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)

BroadcastVoiceOver( "ROSMP_obj_20", REP )
BroadcastVoiceOver( "COSMP_obj_21", CIS )
end
function turretLinkageCIS:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", REP)
ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)

BroadcastVoiceOver( "ROSMP_obj_22", REP )
BroadcastVoiceOver( "COSMP_obj_23", CIS )
end

--REP turrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageREP:Init()

function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end

function ScriptPreInit()
SetWorldExtents(2500)
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()
-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")

SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(100)

ReadDataFile("sound\\spa.lvl;spa2cw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);

SetupUnits()
SetupTeams(myTeamConfig)

-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
local units = 72
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 73)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroideka",0)
SetMemoryPoolSize("EntityDroid",0)
SetMemoryPoolSize("EntityHover", 0)
SetMemoryPoolSize("EntityFlyer", 36)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 1784)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1500)
SetMemoryPoolSize("EntityLight", 100)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoldier",guyCnt)
SetMemoryPoolSize("SoldierAnimation", 200)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 70)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 150)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("PathNode", 92)
SetMemoryPoolSize("UnitAgent", units)
SetMemoryPoolSize("UnitController", units)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("Combo::DamageSample", 0)

SetSpawnDelay(10.0, 0.25)

-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end

ReadDataFile("dc:FCN\\spa_sky.lvl", "fel")

ReadDataFile("dc:FCN\\FCN.lvl", myGameMode)

SetDenseEnvironment("false")

SetParticleLODBias(15000)

-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

local 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\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tat.lvl", "tat1_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)

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(REP, "Repleaving")
SetOutOfBoundsVoiceOver(CIS, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end", 2,1)

SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetVictoryMusic(CIS, "cis_spa_amb_victory")
SetDefeatMusic (CIS, "cis_spa_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 Battle over Felucia
-- Rep ship from behind
AddCameraShot(0.998795, -0.041143, -0.026739, -0.001101, -720.435303, 809.024963, 2779.057129);
-- CIS ship from behind
AddCameraShot(0.028389, -0.001117, -0.998823, -0.039312, -629.853760, 809.024963, -2050.946289);
-- Overall from right side of map
AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
-- Overall from left side of map
AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);


AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddLandingRegion("rep-CP1Con")
AddLandingRegion("rep-CP2Con")
AddLandingRegion("rep-CP3Con")
AddLandingRegion("rep-CP4Con")
AddLandingRegion("cis-CP1Con")
AddLandingRegion("cis-CP2Con")

end
improved error [missing comma :cpu: ] and could be more precisely, v-19 is not on the map and I only have "tur" side

new screens:
Hidden/Spoiler:
Image

Image

Image

Image
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Re: First battle of Cato Neimoidia: space

Post by 212Trooper »

Darth_Spiderpig wrote:It looks good for a start, a few things I'd recommend if you don't mind:

•I would make the shields of the hangar on the acclamator and the venator's turret rooms transparent, so you can see through.

•Also, the one big room with a few critical systems in ut looks...empty. I would put more stuff in, like consoles and mainframes from the hoth/yavin/kamino/tantive 4 assets.

•The ships are a tad too close to each other for my taste, maybe you can move them a bit.

Keep up the good work!
I agree^^

But verry nice map!!! :thumbs:
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Re: First battle of Cato Neimoidia: space

Post by DarthEste01 »

looks awesome,but the dorsal hangars look a bit empty
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