Modders: New Bounty hunter side ready for download

Post everything from general questions, to modding questions, to map WIPs to releases. (SWBF1 only)

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Modders: New Bounty hunter side ready for download

Post by Rends »

NOTICE:
THIS IS NOT THE PLAYABLE GAMER VERSION THIS IS FOR MODS ONLY TO ADD THE BOUNTY HUNTER SIDE TO THEIR MAPS!
If you want the playable bounty hunter map called BOUNTY HUNTERS: TIBANA GAS MAP check the download section here at gametoast.com

Here are the source files you need to copy to your modid directory:
http://ftp.freenet.de/pub/4players/host ... ounty1.zip
You need to run the localize too to give every unit and weapons a proper name. check this image for the needed entries:
http://people.freenet.de/Santarossa/SWBH_localize.JPG

Here is an example of the Tibana gasmap mission lua:

---------------------------------------------------------------------------
-- 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()
-- Empire Attacking (attacker is always #1)
local des = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2

AddMissionObjective(IMP, "red", "level.Bounty1.objectives.1");
-- AddMissionObjective(IMP, "orange", "level.Bounty1.objectives.2");
-- AddMissionObjective(IMP, "orange", "level.Bounty1.objectives.3");
-- AddMissionObjective(des, "red", "level.Bounty1.objectives.1");
AddMissionObjective(des, "orange", "level.Bounty1.objectives.2");
-- AddMissionObjective(des, "orange", "level.Bounty1.objectives.3");


ReadDataFile("sound\\bes.lvl;bes2gcw")
ReadDataFile("dc:sound\\Bounty1.lvl;Bounty1gcw")
ReadDataFile("dc:SIDE\\des.lvl",
"rep_inf_jet_trooper",
"cis_inf_ig88",
"gen_inf_geonosian",
"gam_inf_gamorreanguard",
"tat_inf_tuskenraider");

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_basic_tie",
"imp_inf_darthvader",
"imp_inf_dark_trooper");

-- ReadDataFile("dc:SIDE\\gam.lvl",
-- "gam_inf_gamorreanguard")

SetAttackingTeam(ATT);

-- Alliance Stats
SetTeamName(des, "Bountyhunter")
SetTeamIcon(des, "all_icon")
AddUnitClass(des, "tat_inf_tuskenraider", 3)
AddUnitClass(des, "rep_inf_jet_trooper", 4)
AddUnitClass(des, "cis_inf_ig88", 3)
AddUnitClass(des, "geo_inf_geonosian", 3)
AddUnitClass(des, "gam_inf_gamorreanguard", 3)
-- SetHeroClass(ALL, "all_inf_lukeskywalker")

-- Imperial Stats
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",10)
AddUnitClass(IMP, "imp_inf_shock_trooper",1)
AddUnitClass(IMP, "imp_inf_pilottie",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",2)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
SetHeroClass(IMP, "imp_inf_darthvader")

-- Attacker Stats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
-- AddBleedThreshold(ATT, 31, 0.0)
-- AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 0.75)
AddBleedThreshold(ATT, 10, 1.5)
AddBleedThreshold(ATT, 1, 3.0)

-- Defender Stats
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 200)
-- AddBleedThreshold(DEF, 31, 0.0)
-- AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 0.75)
AddBleedThreshold(DEF, 10, 1.5)
AddBleedThreshold(DEF, 1, 3.0)

-- Local Stats
-- SetTeamName(3, "locals")
-- AddUnitClass(3, "gam_inf_gamorreanguard",3)
-- SetUnitCount(3, 3)
-- SetTeamAsEnemy(3, ATT)
-- SetTeamAsEnemy(3, DEF)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0)
-- AddWalkerType(1, 4)
AddWalkerType(2, 0)
--SetMemoryPoolSize("EntityHover", 12)
--SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
-- SetMemoryPoolSize("SoundSpaceRegion", 85)
SetMemoryPoolSize("EntityMine", 40)
--SetMemoryPoolSize("Aimer", 200)
-- SetMemoryPoolSize("Obstacle", 725)
--SetMemoryPoolSize("EntityLight", 150)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:Bounty1\\Bounty1.lvl")
SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
-- SetMaxFlyHeight(90)
-- SetMaxPlayerFlyHeight(90)


-- Sound Stats
OpenAudioStream("sound\\bes.lvl", "bes2gcw_music");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
OpenAudioStream("sound\\bes.lvl", "bes2");
OpenAudioStream("sound\\bes.lvl", "bes2");

SetBleedingVoiceOver(des, des, "all_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(des, IMP, "all_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, des, "imp_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);

SetLowReinforcementsVoiceOver(des, des, "all_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(des, IMP, "all_off_victory_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, des, "imp_off_victory_im", .1, 1);

SetOutOfBoundsVoiceOver(1, "Allleaving");
SetOutOfBoundsVoiceOver(2, "Impleaving");

SetAmbientMusic(des, 1.0, "all_bes_amb_start", 0,1);
SetAmbientMusic(des, 0.99, "all_bes_amb_middle", 1,1);
SetAmbientMusic(des, 0.1,"all_bes_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "imp_bes_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "imp_bes_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"imp_bes_amb_end", 2,1);

SetVictoryMusic(des, "all_bes_amb_victory");
SetDefeatMusic (des, "all_bes_amb_defeat");
SetVictoryMusic(IMP, "imp_bes_amb_victory");
SetDefeatMusic (IMP, "imp_bes_amb_defeat");

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null");
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null");
--SetSoundEffect("BirdScatter", "birdsFlySeq1");
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");


SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP, des, 0, "imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
SetPlanetaryBonusVoiceOver(IMP, des, 1, "");
SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP, des, 2, "imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
-- SetPlanetaryBonusVoiceOver(IMP, des, 3, "imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP, des, 4, "imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP, des, 5, "imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
SetPlanetaryBonusVoiceOver(IMP, des, 6, "");
SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP, des, 7, "imp_bonus_all_training");--advanced training

SetPlanetaryBonusVoiceOver(des, des, 0, "all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(des, IMP, 0, "all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(des, des, 1, "");
SetPlanetaryBonusVoiceOver(des, IMP, 1, "");
SetPlanetaryBonusVoiceOver(des, des, 2, "all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(des, IMP, 2, "all_bonus_imp_sensors");
-- SetPlanetaryBonusVoiceOver(des, des, 3, "all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(des, IMP, 3, "all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(des, des, 4, "all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(des, IMP, 4, "all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(des, des, 5, "all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(des, IMP, 5, "all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(des, des, 6, "");
SetPlanetaryBonusVoiceOver(des, IMP, 6, "");
SetPlanetaryBonusVoiceOver(des, des, 7, "all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(des, IMP, 7, "all_bonus_imp_training");--advanced training



-- Camera Stats
--Bounty Hunters Tibana Gas Mine
AddCameraShot(0.396886, -0.098337, -0.885800, -0.219475, 16.630327, 71.330902, -5.915244);
AddCameraShot(-0.354100, 0.035927, -0.929744, -0.094333, -21.197004, 39.442554, -59.111008);
AddCameraShot(0.163476, -0.040911, -0.956210, -0.239299, -54.714043, 47.458599, 16.211294);
AddCameraShot(0.566236, -0.109240, -0.802180, -0.154759, -26.459415, 38.506886, -35.687164);
AddCameraShot(0.037511, 0.000113, -0.999292, 0.003005, 26.337872, 18.173283, -44.835629);
AddCameraShot(0.743877, 0.062943, 0.662977, -0.056098, 132.532440, 20.896219, 82.292892);
AddCameraShot(0.981084, -0.004356, 0.193534, 0.000859, 116.978607, 21.519764, 61.553730);

end


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RE: Modders: New Bounty hunter side ready for download

Post by eddie »

cool, thanks rends...
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RE: Modders: New Bounty hunter side ready for download

Post by PR-0927 »

Hmm, so to rename a side you just do it as you have in the .lua? I tried this and you end up being yellow (locals). Is there a way to do this without becoming yellow? I am working for the EU Mod, and we will need to create two main sides, the Yuuzhan Vong and the Galactic Alliance.

BTW- Rends, could I work on this mod with you as well?

- Majin Revan
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RE: Modders: New Bounty hunter side ready for download

Post by Rends »

To make it not yellow and bring back the green alliance icon you need to change
...
SetTeamName(des, "Bountyhunter")

to

SetTeamName(des, "Alliance")

but you will get Player was killed by RebelnameX instead of "Bountyhunter" message

And sorry no i have no plan to join your EU mod.
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RE: Modders: New Bounty hunter side ready for download

Post by PR-0927 »

No, I mean, the name of the side.

As for joining a mod, I wanted to know if I could help you with your mod.

- Majin Revan
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RE: Modders: New Bounty hunter side ready for download

Post by Rends »

hm,
i guess if you rename alliance or imperial it will ever end in a yellow local color. I suggest to ask Fed. he might know it.
Well i don´t need help with the bounter hunter mod yet. Maybe later once we can import new 3dmodels.
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RE: Modders: New Bounty hunter side ready for download

Post by PR-0927 »

O.K., cool.

- Majin Revan
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