Battle of Jabiim

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Xavious
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Post by Xavious »

What exactly do you need new models for?
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Post by phazon_elite »

He needs it for the Nimbus Commando guy. Do you have any reference pics, ATATFIGHTR?
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Post by [SBF]ATATFIGHTR »

Yes, I do have a reference pic. They are the troops in the back. Image
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Post by [SBF]ATATFIGHTR »

These are the problems I have run into right now.
1. ATTE and ATAT wont spawn in Clone Wars
2. How to get the ATXT into the game
3. Sky is still black
4. Finding good objects that fit well in the map.
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Post by SBF_Dann_Boeing »

[SBF]ATATFIGHTR wrote: 1. ATTE and ATAT wont spawn in Clone Wars
what's ur lua look like?
[SBF]ATATFIGHTR wrote: 3. Sky is still black
one thing u could try is take a default sky file from some other source folder and use that as JAB sky. But rename the sky Texture to whatever the texture is for the default, then add in the properties for rain.
[SBF]ATATFIGHTR wrote: 4. Finding good objects that fit well in the map.
i'd suggest looking in tat1 assets (from bf1 assets) or geonosis (u might want to edit geonosis object skins to make them appear less orange if u use them).
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Post by [SBF]ATATFIGHTR »

Yah, I was thinking about making the geonosis objects darker and I am not sure how to get BF1 assets.
This is my LUA
--
-- 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"}
cp5 = CommandPost:New{name = "cp5"}
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,
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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()

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(150)
SetMaxPlayerFlyHeight (150)

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("DC:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_marine",
"rep_hover_fightertank",
"rep_walk_atte",
"imp_walk_atat",
"rep_hero_anakin",
"rep_fly_assault_dome",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_tread_hailfire",
"cis_walk_spider",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 60,
reinforcements = 250,
soldier = { "rep_inf_ep2_rifleman",15, 35},
assault = { "rep_inf_ep2_rocketeer",3, 6},
engineer = { "rep_inf_ep2_engineer",3, 6},
sniper = { "rep_inf_ep2_sniper",3, 6},
officer = { "rep_inf_ep2_rocketeer_chaingun",2, 4},
special = { "rep_inf_ep2_jettrooper",2, 4},

},
cis = {
team = CIS,
units = 65,
reinforcements = 250,
soldier = { "cis_inf_rifleman",12, 35},
assault = { "cis_inf_rocketeer",3, 6},
engineer = { "cis_inf_engineer",3, 6},
sniper = { "cis_inf_sniper",3, 6},
special = { "cis_inf_droideka",2, 4},
}
}

SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 2) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 1) -- 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:JAB\\JAB.lvl", "JAB_conquest")
ReadDataFile("dc:JAB\\JAB.lvl", "JAB_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
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Post by [SBF]ATATFIGHTR »

Also, here are the new screenshots. Nothing much has changed accept CIS vehicles are in.


Image
Image
Not all the vehicles are in that pic right than. More news tommorow!
Protector_Pulch

Post by Protector_Pulch »

Err, I don't see any CIS vehicles except for the Homing Spider (whom we all already know!)...and if there's no change to the terrain, it wasn't necessary for you to take the trouble. But more screens are always good.

I think the Phase one heavy trooper (a.k.a ARC trooper) would make a good Nimbus Commando...it has a kama, and some kind of mandalorian helmet (with that T-shape visor).
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Post by valiant »

hey rebels should have something that ISNT a repulsor vehicle, as on Jabiiim they didnt have them. they didnt work on the planet :(
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Post by Xavious »

Like what? Taun tauns?
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Post by valiant »

no. maybe the at-xt as a salvaged vehicle.
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Post by [SBF]ATATFIGHTR »

valiant wrote:hey rebels should have something that ISNT a repulsor vehicle, as on Jabiiim they didnt have them. they didnt work on the planet :(
I know repulsor vehicles don't work on the planet, but the rebels don't have any other vehicles. I will think about the idea with the salvaged ATXT. Protector_Pulch, those aren't all the vehicles the others were outside of the shot, there are 2 Hailfire Droids. Thank you for you suggestions. I still have yet to fix the problems im having but I hope to have them fixed sometime soon. Also, what sky do you think I should go with?? I think Kasyyyk's sky goes very well with it.
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Post by [SBF]ATATFIGHTR »

For the Rebel vehicles maybe a modified AT-RT with a new Rebel Alliance skin.
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Post by Xavious »

Like I said before, give them taun tauns. That breathe fire or belch rockets or something. (Just kidding)

I think the AT-RT would work best.
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Re: RE: Battle of Jabiim

Post by EGG_GUTS »

[SBF]ATATFIGHTR wrote:I really want to add a fallen ATAT but dont know how?

Like what a prop or operational?
this should give you the prop just put it into the ground a bit :wink:
http://www.gametoast.com/index.php?name ... 92&start=0
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RE: Re: RE: Battle of Jabiim

Post by [SBF]ATATFIGHTR »

Lol, Bleching rockets. I need a skin of a rebel ATRT than, How many do you think I need to go up against 2 ATSTs and 1 ATAT for Galactic Civil War era. EGG_GUTS, I want it as a prop but is it possible to get the fallen ATAT and place it as a prop?
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Re: RE: Re: RE: Battle of Jabiim

Post by EGG_GUTS »

[SBF]ATATFIGHTR wrote: EGG_GUTS, I want it as a prop but is it possible to get the fallen ATAT and place it as a prop?

It's not impossible maybe some one could make one for you. You might
want to look on the XSI thread :wink:
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RE: Re: RE: Re: RE: Battle of Jabiim

Post by [SBF]ATATFIGHTR »

Can we post requests on the forum? I thought we couldn't?
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Post by Elmo »

Elmo wrote:I would ask Tean... :wink:
:roll:
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Post by [SBF]ATATFIGHTR »

My ATAT and ATTE won't spawn? I got them in my LUA and put them in the vehicles spawn labels as
"imp_walk_atat" and "rep_walk_atte". I am trying to put them both in the same era.
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