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Red ARC Trooper file help

Posted: Mon Jun 23, 2014 2:44 pm
by k0rrUpTion
I came across a file in the sides/rep/msh that has a skin for the red ARC trooper from the kamino level of the campaign. I want to replace the clone commanders skin with this ARC trooper one but i dont know how. Can anyone give me some direction? Also i know theres an ARC trooper mod already but i wanted to do this myself.

Re: Red ARC Trooper file help

Posted: Mon Jun 23, 2014 3:59 pm
by MileHighGuy
look for its odf file. it should start with "rep_inf_". open the file and that will tell you what you need to write in the clone commander odf to get it to use the model you want.

the red arc is ep2 officer and the commander is ep3 officer

Re: Red ARC Trooper file help

Posted: Mon Jun 23, 2014 4:03 pm
by commanderawesome
k0rrUpTion wrote:I came across a file in the sides/rep/msh that has a skin for the red ARC trooper from the kamino level of the campaign. I want to replace the clone commanders skin with this ARC trooper one but i dont know how. Can anyone give me some direction? Also i know theres an ARC trooper mod already but i wanted to do this myself.
I don't think there are red arcs in that level....

Re: Red ARC Trooper file help

Posted: Mon Jun 23, 2014 4:29 pm
by k0rrUpTion
well youre right theyre blue, but i want to play as them red

Re: Red ARC Trooper file help

Posted: Mon Jun 23, 2014 7:16 pm
by commanderawesome
k0rrUpTion wrote:well youre right theyre blue, but i want to play as them red
Ok, then, the arcs on kamino and the playable clone commanders are different units. Anyway, though, the odf's your looking for are "rep_inf_ep2_rocketeer_chaingun" and "rep_inf_ep3_officer". Add these lines to both units:

Code: Select all

GeometryName        = "rep_inf_arctrooper"
GeometryLowRes      = "rep_inf_arctrooper_low1"
FirstPerson         = "REP\reptroop;rep_1st_trooper"
ClothODF	    = "rep_inf_arctrooper_cape"

OverrideTexture     = "rep_inf_arc_red"
OverrideTexture2    = "rep_inf_arc_pack_red"

Re: Red ARC Trooper file help

Posted: Mon Jun 23, 2014 7:58 pm
by k0rrUpTion
Ok ill try it but i have to solve another problem first. Ive been following directions to make a map but every time i try to play it i get a message saying

FATAL

could not load mission .lvl

and if i just try to load in side changes to the whole game by copying the rep folder and putting it in my world i still cant play as different sides and i have no idea whats wrong

Re: Red ARC Trooper file help

Posted: Mon Jun 23, 2014 9:29 pm
by commanderawesome
"FATAL" errors usually mean there's some problem with the reqs. As for the sides, make sure you add "dc:" to the ones you're loading, like so:

Code: Select all

    ReadDataFile("dc:SIDE\\rep.lvl",
                "rep_inf_ep3_rifleman",
				"rep_fly_assault_DOME",
				"rep_fly_gunship_DOME",
                "rep_inf_ep3_rocketeer",
                "rep_inf_ep3_engineer",
                "rep_inf_ep3_sniper", 
                "rep_inf_ep3_officer",
                "rep_inf_ep3_jettrooper",
                "rep_hero_macewindu")

Re: Red ARC Trooper file help

Posted: Mon Jun 23, 2014 9:34 pm
by k0rrUpTion
It shows the same message for when i try to make and play a level though and after reasearching online i found out that i should have a mission.lvl file in addon/ABC/_LVL_PC, and i dont

ive been following everyones instructions by the book and it still does that

I did do the dc: part i think its something else

Re: Red ARC Trooper file help

Posted: Mon Jun 23, 2014 10:32 pm
by commanderawesome
Then just replace your shipped rep.lvl with your custom one (after renaming or moving the original, of course), as for the message, show me these files:
  • mission.req (.req files can be opened with notepad if you didn't know), which should be in the "common" folder of your map's data folder in the mod tools.
  • addme.lua, which can be found in the addme folder.
  • a .req that's the same name as your mission script, which can be found in the mission folder.

Re: Red ARC Trooper file help

Posted: Mon Jun 23, 2014 10:59 pm
by k0rrUpTion
Im not exactly sure where the .lvl files are i havent been able to find them. rep.lvl is seemingly nonexistent, unless i get it after i munge, the closest thing i could find is rep.req and repshell.req which i got when i copied the rep side folder into my mods side folder

heres the mission req, my world is ACE because ABC seemed weird
Hidden/Spoiler:
[code]ucft
{
REQN
{
"config"
"ingame_movies"
}

REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
}

REQN
{
"lvl"
"ACEg_con"
"ACEc_con"
}
}[/code]



heres the addme.lua
Hidden/Spoiler:
[code]--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "ACE%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("ACE","ACEg_con",4)
AddDownloadableContent("ACE","ACEc_con",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\ACE\\data\\_LVL_PC\\core.lvl")[/code]

and im not sure what to do for your last request cause theres about 100 req files in the data_ACE/Common/mission folder so unless youre talking about another folder, theyre all pretty much like this one
Hidden/Spoiler:
[code]ucft
{
REQN
{

"config"
"cor_movies"

}

REQN
{
"script"
"ACEc_con"
}
}
[/code]
Ya thats pretty much it

Re: Red ARC Trooper file help

Posted: Tue Jun 24, 2014 5:57 pm
by commanderawesome
k0rrUpTion wrote:Im not exactly sure where the .lvl files are i havent been able to find them. rep.lvl is seemingly nonexistent, unless i get it after i munge, the closest thing i could find is rep.req and repshell.req which i got when i copied the rep side folder into my mods side folder

heres the mission req, my world is ACE because ABC seemed weird
LoL you can use any name you want. (that IS your world's actual name right?)

The reqs seem to be correct. As for the sides, did you make sure to copy the "common" folder from assets\sides to data_ACE\sides? And did you create a folder for your side in _build\sides?

Re: Red ARC Trooper file help

Posted: Thu Jun 26, 2014 10:41 am
by Indytotof
I think you mean to use the Phase I Clone Commander (that is actually a red ARC Trooper).

If you want to use it instead of the ARC Trooper from the Kamino Campaign, it simple. You just need the bf2.lvl from the +123 mod, adding it on the stock side folder and add this lines on your mapluas.

Code: Select all

ReadDataFile("SIDE\\bf2.lvl","rep_inf_ep2_officer")
Make sure you add this after the "tur.lvl" line

and simply add

Code: Select all

"rep_inf_ep2_officer"
in place of

Code: Select all

"rep_inf_ep2_rocketeer_chaingun"
here:

Code: Select all

AddUnitClass(BOO, "rep_inf_ep2_rocketeer_chaingun",1,50)
Munge all, copy/paste the mission.lvl on the stock lvl_pc folder (make sure you've done a backup of the original file on a separate folder) and play.

Hope that help.

Re: Red ARC Trooper file help

Posted: Thu Jun 26, 2014 2:03 pm
by commanderawesome
Uh, if I understand correctly, what he wants is to replace the clone commander on all maps (as well as the arcs on the kamino campaign level) with the red arc trooper, so it would be far easier just to change the odf of those two classes then to change every map like that.

Re: Red ARC Trooper file help

Posted: Fri Jun 27, 2014 1:46 am
by k0rrUpTion
Well i tried what indytotof suggested but i got a message saying:

could not open MISSION/ABCc_con.lua

when i had copied the 123 mods mission.lvl into my mods lvl_pc file. I also tried putting the original games mission.lvl into the lvl_pc folder of my mod but nothing changed

When you munge a map is the mod tool supposed to make a mission.lvl for your map or mod and put it into the lvl_pc folder in the addon section, because if so mine isnt doing that.

Re: Red ARC Trooper file help

Posted: Fri Jun 27, 2014 1:51 am
by Indytotof
k0rrUpTion wrote:Well i tried what indytotof suggested but i got a message saying:

could not open MISSION/ABCc_con.lua

when i had copied the 123 mods mission.lvl into my mods lvl_pc file. I also tried putting the original games mission.lvl into the lvl_pc folder of my mod but nothing changed

When you munge a map is the mod tool supposed to make a mission.lvl for your map or mod and put it into the lvl_pc folder in the addon section, because if so mine isnt doing that.

That's not the mission.lvl from the +123 mod that you have to c/c, it's the bf2.lvl (located on the side folder from the mod) that contain the red Arc Trooper. This model worked fine for me.

You have to put the bf2.lvl on the side folder from the game and add the lines in my other post in the maplua script. You need the BF2 Mod Tool to proceed.

Re: Red ARC Trooper file help

Posted: Fri Jun 27, 2014 3:05 pm
by commanderawesome
Ok, k0rrUpTion, are you trying to ADD a unit, or REPLACE a unit? And is this on one map, certain maps, or all maps?

Re: Red ARC Trooper file help

Posted: Thu Jul 10, 2014 3:06 pm
by k0rrUpTion
im trying to replace the clone commander on geonosis, with a skin that i found in the modtool files that is a red version of the ep2 heavy trooper

Re: Red ARC Trooper file help

Posted: Thu Jul 10, 2014 3:17 pm
by commanderawesome
Just Geonosis, right?

Re: Red ARC Trooper file help

Posted: Thu Jul 10, 2014 3:26 pm
by Indytotof
Here is my Geonosis .lua file (with a working ep2 officer):
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()

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("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_officer",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
"rep_walk_atte")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
--"cis_hover_stap",
"cis_walk_spider")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")

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

ReadDataFile("SIDE\\bf2.lvl","rep_inf_ep2_officer")

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
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", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 28,
reinforcements = 150,
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_ep2_officer",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 28,
reinforcements = 150,
soldier = { "cis_inf_rifleman",10, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

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


-- 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("GEO\\geo1.lvl", "geo1_conquest")

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)



-- 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]
The two lines in bold are the most important. You will need some extra .lvl files on the stock "side" folder to have the ep2 Clone Commander.

Hope that helped.

Re: Red ARC Trooper file help

Posted: Thu Jul 10, 2014 5:31 pm
by commanderawesome
Indytotof's solution should work. Unless you want the red ARC on all maps, which you don't if i'm understating you correctly. If you DO wan't it on all the maps, however, then it will be unnecessarily tedious, and I would suggest reskinning the stock units. Otherwise, go with Indy's idea.

Hope that helps.

EDIT: It should also be noted that, if you want it on only one map like I think you do, then you will not be able to play that map online.