changing the sides
Moderator: Moderators
- elfie
- Field Commander

- Posts: 931
- Joined: Fri Jan 25, 2008 8:26 pm
- xbox live or psn: no live
- Location: Coruscant, Jedi Temple
- Contact:
changing the sides
easy question with hopefully easy answer: how would you change the republic side to the naboo guard side(gar)?
-
SilvaDalek
- Sith

- Posts: 1329
- Joined: Sun Dec 02, 2007 12:52 pm
- xbox live or psn: TH3 R0LL3R
Re: changing the sides
Use this:
Code: Select all
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\gar.lvl",
"gar_inf_soldier",
"gar_inf_vanguard",
"gar_inf_temple_soldier",
"gar_inf_temple_vanguard",
"gar_inf_naboo_queen",
"gar_hover_combatspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "gar_inf_soldier",9, 25},
assault = { "gar_inf_vanguard",1, 4},
engineer = { "gar_inf_temple_soldier",1, 4},
sniper = { "gar_inf_temple_vanguard",1, 4},
special = { "gar_inf_naboo_queen",1, 4},- elfie
- Field Commander

- Posts: 931
- Joined: Fri Jan 25, 2008 8:26 pm
- xbox live or psn: no live
- Location: Coruscant, Jedi Temple
- Contact:
Re: changing the sides
I did it like that and it crashed. any one know why?Code:
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\gar.lvl",
"gar_inf_soldier",
"gar_inf_vanguard",
"gar_inf_temple_soldier",
"gar_inf_temple_vanguard",
"gar_inf_naboo_queen",
"gar_hover_combatspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "gar_inf_soldier",9, 25},
assault = { "gar_inf_vanguard",1, 4},
engineer = { "gar_inf_temple_soldier",1, 4},
sniper = { "gar_inf_temple_vanguard",1, 4},
special = { "gar_inf_naboo_queen",1, 4},
-
Taivyx
- 2008 Best Games Related Avatar
- Posts: 1706
- Joined: Thu Jun 07, 2007 3:34 pm
- Projects :: Terra Strife - discontinued
- xbox live or psn: No gamertag set
- Contact:
Re: changing the sides
Don't put "Code:" at the top, for starters, and you seem to be forgetting the officer class.
- elfie
- Field Commander

- Posts: 931
- Joined: Fri Jan 25, 2008 8:26 pm
- xbox live or psn: no live
- Location: Coruscant, Jedi Temple
- Contact:
Re: changing the sides
i didn't do those things on my lua. those errors were on a different one. here's my lua. any errors?
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
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()
SetUberMode(1);
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(500)
SetMaxPlayerFlyHeight (500)
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("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\gar.lvl",
"gar_inf_soldier",
"gar_inf_vanguard",
"gar_inf_defender",
"rep_hero_anakin",
"gar_inf_naboo_queen",
"gar_hover_combatspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_pilot",
"cis_inf_engineer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 75,
reinforcements = 250,
soldier = { "gar_inf_soldier",9, 75},
assault = { "gar_inf_vanguard",1, 75},
engineer = { "gar_inf_defender",1, 75},
sniper = { "gar_inf_soldier",1, 75},
officer = {"gar_inf_vanguard",1, 75},
special = { "gar_inf_defender",1, 75},
},
cis = {
team = CIS,
units = 90,
reinforcements = 550,
soldier = { "cis_inf_marine",9, 75},
assault = { "cis_inf_pilot",1, 75},
engineer = { "cis_inf_engineer",1, 75},
sniper = { "cis_inf_marine",1, 75},
officer = {"cis_inf_marine,1, 75},
special = { "cis_inf_droideka",1, 75},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "gar_inf_naboo_queen")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 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("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:E1N\\E1N.lvl", "E1N_conquest")
ReadDataFile("dc:E1N\\E1N.lvl", "E1N_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")
--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
-
woner11
- Sith

- Posts: 1361
- Joined: Tue Sep 18, 2007 10:17 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The lost world of pickels
- Contact:
Re: changing the sides
Several. For starters remove the rep_hero_anakin from the ReadDataFile("SIDE\\gar.lvl", thing. He is not in that folder. You also have the cis marine mentioned twice. Only do once. If you don't want him for one the simple write some giberish for his name or have it "".
