How do I change the CP number?

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Filipinio
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How do I change the CP number?

Post by Filipinio »

Is there anyway of changing the cp number, like, when i add a cp to a shipped map and i munge, the number i made the cp is always wrong ingame, is their anyway of changing it? (E.G i named my cp in zeroeditor CP6 and ingame it is like CP8 or CP7 ot any other one but not CP6 )
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Re: Cp's

Post by Xavious »

I don't think there's any way to change that other than trying to adjust the numbers of the CPs in ZeroEditor to match the ones ingame (not entirely sure that would work).

Why does it matter, though?
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Re: Cp's

Post by Filipinio »

well its becuase my map when i play it there are like two CP3's and CP4's and i want them to have thier own number
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Re: Cp's

Post by Xavious »

Really? You shouldn't have duplicate numbers. Check it again.
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Re: Cp's

Post by Filipinio »

Adding on to my old post, is thier anyway of making differant amount of AI units spaen from differant cp's like 20 spawn in CP1 and 35 spawn in CP2?
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Re: Cp's

Post by lucasfart »

I think it has something to do with goal weight
Not sure if this will work but try:
SetProperty("cp#", "AiSpawnWeight", ####)
SetProperty("cp#", "AiGoalWeight", ####)

Not sure if that'll wrk but i think its something like that...
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Re: How do I change the CP number?

Post by Fierfek »

I'm betting the problem is in your lua (in the part where it defines the names of the CP's). Can we see your lua?
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Re: How do I change the CP number?

Post by lucasfart »

Fierfek wrote:I'm betting the problem is in your lua (in the part where it defines the names of the CP's). Can we see your lua?
If you're talking about changing the cp's name from the lua, i don't think it will work at all. the lua doesn't set the names of the cp's just the fact that they exist.......
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Re: How do I change the CP number?

Post by Fierfek »

lucasfart wrote:
Fierfek wrote:I'm betting the problem is in your lua (in the part where it defines the names of the CP's). Can we see your lua?
If you're talking about changing the cp's name from the lua, i don't think it will work at all. the lua doesn't set the names of the cp's just the fact that they exist.......
Actually, the lua does set the cp's names. Trust me - I wrote the beginner's guide for modding :) .
Anyway, your problem is near the beginning of your lua. Here is what a standard, unchanged lua looks like (with ICH as the 3-letter code):
Hidden/Spoiler:
--
-- 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()

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(30)
SetMaxPlayerFlyHeight (30)

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\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
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 = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 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(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- 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:ICH\\ICH.lvl", "ICH_conquest")
ReadDataFile("dc:ICH\\ICH.lvl", "ICH_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
The part you want is near the beginning:
Hidden/Spoiler:
--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"}
First it calls for the cp as it is named in Zeroeditor. Then, it defines what it will be called ingame. That part is probably where your problem is at (the part right after "name").
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Re: How do I change the CP number?

Post by Filipinio »

ok this is my lua ( its bfx ) but i use it instead of the original CW most of the time
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script --
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

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

ReadDataFile("..\\..\\addon\\BFX\\data\\_LVL_PC\\core.lvl")

---------------------------------------------------------------------------
-- 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()

DisableBarriers("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")

EnableSPHeroRules()

cp1 = CommandPost:New{name = "CP1_CON"}
cp2 = CommandPost:New{name = "CP2_CON"}
cp3 = CommandPost:New{name = "CP3_CON"}
cp4 = CommandPost:New{name = "CP4_CON"}
cp5 = CommandPost:New{name = "CP5_CON"}
cp6 = CommandPost:New{name = "CP6_CON"}
cp7 = CommandPost:New{name = "CP7_CON"}
cp8 = CommandPost:New{name = "CP8_CON"}
cp9 = CommandPost:New{name = "CP9_CON"}

conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

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:AddCommandPost(cp9)

conquest:Start()

SetUberMode(1);

end


function ScriptInit()

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")

ReadDataFile("sound\\myg.lvl;myg1cw")

ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_gunship_dome",
"rep_walk_oneman_atst")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_gunship_dome")

ReadDataFile("SIDE\\BFX\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_covert_ops",
"rep_inf_ep2_commander",
"rep_hover_fightertank",
"rep_hero_kiyadimundi",
"rep_walk_oneman_atst")

ReadDataFile("SIDE\\BFX\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_sniper",
"cis_inf_recon",
"cis_inf_droideka",
"cis_inf_commander",
"cis_hover_aat",
"cis_hero_ventress")

ReadDataFile("SIDE\\BFX\\snow.lvl",
"rep_inf_mar_rifleman",
"rep_inf_mar_rocketeer",
"rep_inf_mar_engineer",
"rep_inf_mar_sniper",
"rep_inf_mar_officer",
"rep_inf_mar_jettrooper",
"rep_inf_mar_commander")

SetupTeams{

rep={
team = REP,
units = 80,
reinforcements = 1000,
soldier = {"rep_inf_mar_rifleman", 40, 60},
assault = {"rep_inf_mar_rocketeer", 5, 10},
engineer = {"rep_inf_mar_engineer", 2, 10},
sniper = {"rep_inf_ep3_sniper", 2, 10},
officer = {"rep_inf_mar_officer", 10, 20},
special = {"rep_inf_ep3_jettrooper", 2, 10},


},

cis={
team = CIS,
units = 80,
reinforcements = 1000,
soldier = {"cis_inf_rifleman", 40, 60},
assault = {"cis_inf_rocketeer", 5, 10},
engineer = {"cis_inf_engineer", 2, 10},
sniper = {"cis_inf_sniper", 2, 10},
officer = {"cis_inf_officer", 10, 20},
special = {"cis_inf_droideka", 2, 10},
}
}

AddUnitClass(REP, "rep_inf_covert_ops",2,4)
AddUnitClass(REP, "rep_inf_mar_commander",0,1)
AddUnitClass(CIS, "cis_inf_recon",2,4)
AddUnitClass(CIS, "cis_inf_commander",0,1)

-- Hero Setup Section --

SetHeroClass(REP, "rep_hero_kiyadimundi")
SetHeroClass(CIS, "cis_hero_ventress")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
AddWalkerType(2, 0)
local weaponCnt = 230
SetMemoryPoolSize("Aimer", 60)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityWalker", 6)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 76)
SetMemoryPoolSize("MountedTurret", 16)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 500)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 275)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:MYE\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(150)
SetMaxPlayerFlyHeight(150)

SetPlayerTeamDifficulty(18)
SetEnemyTeamDifficulty(20)

-- Sound Stats

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\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_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(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)

SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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 Shizzle--

-- Collector Shot
AddCameraShot(0.933567, -0.103358, -0.341093, -0.037763, -289.127899, 65.870705, 177.790802);
AddCameraShot(0.266407, 0.009471, -0.963206, 0.034241, -289.127899, 65.870705, 177.790802);
AddCameraShot(0.868114, -0.123434, 0.475984, 0.067679, -194.250473, 66.058334, 132.846268);
AddCameraShot(0.868114, -0.123434, 0.475984, 0.067679, -194.250473, 66.058334, 132.846268);


end
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Re: How do I change the CP number?

Post by lucasfart »

Filipinio wrote:ok this is my lua ( its bfx ) but i use it instead of the original CW most of the time
Hidden/Spoiler:
function ScriptInit()

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")

ReadDataFile("sound\\myg.lvl;myg1cw")

ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_gunship_dome",
"rep_walk_oneman_atst")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_gunship_dome")

ReadDataFile("SIDE\\BFX\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_covert_ops",
"rep_inf_ep2_commander",
"rep_hover_fightertank",
"rep_hero_kiyadimundi",
"rep_walk_oneman_atst")

ReadDataFile("SIDE\\BFX\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_sniper",
"cis_inf_recon",
"cis_inf_droideka",
"cis_inf_commander",
"cis_hover_aat",
"cis_hero_ventress")

ReadDataFile("SIDE\\BFX\\snow.lvl",
"rep_inf_mar_rifleman",
"rep_inf_mar_rocketeer",
"rep_inf_mar_engineer",
"rep_inf_mar_sniper",
"rep_inf_mar_officer",
"rep_inf_mar_jettrooper",
"rep_inf_mar_commander")

SetupTeams{

rep={
team = REP,
units = 80,
reinforcements = 1000,
soldier = {"rep_inf_mar_rifleman", 40, 60},
assault = {"rep_inf_mar_rocketeer", 5, 10},
engineer = {"rep_inf_mar_engineer", 2, 10},
sniper = {"rep_inf_ep3_sniper", 2, 10},
officer = {"rep_inf_mar_officer", 10, 20},
special = {"rep_inf_ep3_jettrooper", 2, 10},


},

cis={
team = CIS,
units = 80,
reinforcements = 1000,
soldier = {"cis_inf_rifleman", 40, 60},
assault = {"cis_inf_rocketeer", 5, 10},
engineer = {"cis_inf_engineer", 2, 10},
sniper = {"cis_inf_sniper", 2, 10},
officer = {"cis_inf_officer", 10, 20},
special = {"cis_inf_droideka", 2, 10},
}
}

AddUnitClass(REP, "rep_inf_covert_ops",2,4)
AddUnitClass(REP, "rep_inf_mar_commander",0,1)
AddUnitClass(CIS, "cis_inf_recon",2,4)
AddUnitClass(CIS, "cis_inf_commander",0,1)

-- Hero Setup Section --

SetHeroClass(REP, "rep_hero_kiyadimundi")
SetHeroClass(CIS, "cis_hero_ventress")
end
a bit offtopic but why are you trying to load the common.lvl twice?
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Filipinio
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Re: How do I change the CP number?

Post by Filipinio »

oh and sorry for bringing this old topic a bit forward but i found out how to change the cp number ingame, in zerodeitor click the cp and keep clicking pg down untill you get to the last page, were it says:

HUDindex

this defines what the cp will be called ingame, example:

in HUDindex i put 4, the cp you wrote it in will be called cp 4 ingame...
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Re: How do I change the CP number?

Post by lucasfart »

Thats handy. Thanks Filipino. i was pretty sure it had nothing to do with fierfeks way.......
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Re: How do I change the CP number?

Post by RogueKnight »

lucasfart wrote:Thats handy. Thanks Filipino. i was pretty sure it had nothing to do with fierfeks way.......
Actually, Fierfek is right, if the CP names in the .lua don't match the ones in ZE, your game will crash.
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Re: How do I change the CP number?

Post by lucasfart »

RogueKnight wrote:
lucasfart wrote:Thats handy. Thanks Filipino. i was pretty sure it had nothing to do with fierfeks way.......
Actually, Fierfek is right, if the CP names in the .lua don't match the ones in ZE, your game will crash.
i know he was right in that regard, but in order to change the number of the cp which shows up ingame, filipino just posted the correct way. i know you need to define the cp there, but that doesn't affect what it is called ingame does it?
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