Help for add gungan in my map

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CCT*Ch@llenger

Help for add gungan in my map

Post by CCT*Ch@llenger »

Hello!!!!Hum I don't know how add gungan in my map and someone created a map with gungan please explaine me how add it thanks*


Ch@llenger
CCT*Ch@llenger

Post by CCT*Ch@llenger »

and can LordBandus send me your mission LUA please and can you explain me fix cab and TMT
Lord-Bandu

Post by Lord-Bandu »

on it mate ....il be back with lua in a bit
Lord-Bandu

Post by Lord-Bandu »

heres the full lua. you will have to add a new side ....to do this go onto psychofreds forum in the thread called 'sides the hard way' ...its not very hard tho ...just follow exactly what he says except putting in GUN instead of ALL.

---------------------------------------------------------------------------
-- 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 REP = 2
local CIS = 1
-- These variables do not change
local ATT = 1
local DEF = 2

AddMissionObjective(CIS, "red", "level.NPM.objectives.1");
AddMissionObjective(CIS, "orange", "level.NPM.objectives.2");
AddMissionObjective(CIS, "orange", "level.NPM.objectives.3");
AddMissionObjective(REP, "red", "level.NPM.objectives.1");
AddMissionObjective(REP, "orange", "level.NPM.objectives.2");
AddMissionObjective(REP, "orange", "level.NPM.objectives.3");




ReadDataFile("sound\\nab.lvl;nab1cw");
-- ReadDataFile("SIDE\\rep.lvl",
-- "rep_inf_basic",
-- "rep_inf_macewindu",
-- "rep_inf_jet_trooper");

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_basic_battledroids",
"cis_fly_fedcoreship_dome",
"cis_fly_fedlander_dome",
"cis_hover_stap",
"cis_hover_aat",
"cis_hover_mtt",
"cis_inf_countdooku",
"cis_inf_droideka");

ReadDataFile("dc:SIDE\\gun.lvl",
"gun_inf_basic",
"gun_walk_kaadu",
"rep_walk_kaadu",
"nab_bldg_fambaa_shield");

SetAttackingTeam(ATT);

-- Republic Stats
SetTeamName(REP, "Gungans")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "gun_inf_soldier", 35)
AddUnitClass(REP, "gun_inf_rider", 10)
AddUnitClass(REP, "gun_inf_defender", 10)
-- SetHeroClass(REP, "rep_inf_macewindu")

-- CIS Stats
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid_inf",35)
AddUnitClass(CIS, "cis_inf_assault",5)
AddUnitClass(CIS, "cis_inf_pilotdroid",5)
AddUnitClass(CIS, "cis_inf_assassindroid",5)
AddUnitClass(CIS, "cis_inf_droideka",5)
SetHeroClass(CIS, "cis_inf_countdooku")

-- Attacker Stats
SetUnitCount(ATT, 55)
SetReinforcementCount(ATT, 600)
-- 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, 55)
SetReinforcementCount(DEF, 650)
-- 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, 10) -- Droidekas
AddWalkerType(1, 20) -- number of leg pairs, count
AddWalkerType(2, 0)
SetMemoryPoolSize ("CommandHover", 4)
SetMemoryPoolSize("EntityHover", 24)
-- SetMemoryPoolSize("EntityFlyer", 5)
SetMemoryPoolSize("EntityBuildingArmedDynamic", 19)
SetMemoryPoolSize("EntityTauntaun", 20)
SetMemoryPoolSize("MountedTurret", 22)
-- SetMemoryPoolSize("SoundSpaceRegion", 81)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityCarrier", 24)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:NPM\\NPM.lvl")
SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
--SetMaxFlyHeight(90)
--SetMaxPlayerFlyHeight(90)


-- Birdies
SetNumBirdTypes(1);
SetBirdType(0,1.0,"bird");


-- Sound Stats
OpenAudioStream("sound\\nab.lvl", "nabcw_music");
--OpenAudioStream("dc:sound\\tat.lvl", "tat3");
--OpenAudioStream("dc:sound\\tat.lvl", "tat3");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\nab.lvl", "nab1");
OpenAudioStream("sound\\nab.lvl", "nab1");
--OpenAudioStream("dc:sound\\tat.lvl", "tat3_emt");
--OpenAudioStream("dc:sound\\tat.lvl", "tat3_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(2, "repleaving");
SetOutOfBoundsVoiceOver(1, "cisleaving");

SetAmbientMusic(REP, 1.0, "rep_nab_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_nab_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_nab_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_nab_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_nab_amb_end", 2,1);

SetVictoryMusic(REP, "rep_nab_amb_victory");
SetDefeatMusic (REP, "rep_nab_amb_defeat");
SetVictoryMusic(CIS, "cis_nab_amb_victory");
SetDefeatMusic (CIS, "cis_nab_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");

--SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "cis_bonus_cis_medical");
--SetPlanetaryBonusVoiceOver(CIS, REP, 0, "cis_bonus_rep_medical");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
--SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "cis_bonus_cis_sensors");
--SetPlanetaryBonusVoiceOver(CIS, REP, 2, "cis_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "cis_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(CIS, REP, 3, "cis_bonus_rep_hero");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "cis_bonus_cis_reserves");
--SetPlanetaryBonusVoiceOver(CIS, REP, 4, "cis_bonus_rep_reserves");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "cis_bonus_cis_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(CIS, REP, 5, "cis_bonus_rep_sabotage");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
--SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "cis_bonus_cis_training");--advanced training
--SetPlanetaryBonusVoiceOver(CIS, REP, 7, "cis_bonus_rep_training");--advanced training

--SetPlanetaryBonusVoiceOver(REP, REP, 0, "rep_bonus_rep_medical");
--SetPlanetaryBonusVoiceOver(REP, CIS, 0, "rep_bonus_cis_medical");
--SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
--SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
--SetPlanetaryBonusVoiceOver(REP, REP, 2, "rep_bonus_rep_sensors");
--SetPlanetaryBonusVoiceOver(REP, CIS, 2, "rep_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(REP, REP, 3, "rep_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(REP, CIS, 3, "rep_bonus_cis_hero");
--SetPlanetaryBonusVoiceOver(REP, REP, 4, "rep_bonus_rep_reserves");
--SetPlanetaryBonusVoiceOver(REP, CIS, 4, "rep_bonus_cis_reserves");
--SetPlanetaryBonusVoiceOver(REP, REP, 5, "rep_bonus_rep_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(REP, CIS, 5, "rep_bonus_cis_sabotage");
--SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
--SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
--SetPlanetaryBonusVoiceOver(REP, REP, 7, "rep_bonus_rep_training");--advanced training
--SetPlanetaryBonusVoiceOver(REP, CIS, 7, "rep_bonus_cis_training");--advanced training


-- Camera Stats
--NPM - The Phantom Menace
AddCameraShot(0.616494, 0.080341, -0.776682, 0.101217, 157.447662, 1.686089, -16.926500);
AddCameraShot(0.539118, 0.056925, 0.835659, -0.088236, 2.670710, 1.686089, -20.388227);
AddCameraShot(-0.374140, -0.056840, -0.915128, 0.139028, -208.377655, 1.686089, 189.354614);
AddCameraShot(-0.414992, -0.069602, -0.894663, 0.150053, -290.105499, 1.686089, 278.031189);
AddCameraShot(0.927219, 0.128105, -0.348618, 0.048165, -305.138824, 1.686089, 292.248657);
AddCameraShot(0.796215, 0.035747, -0.603349, 0.027088, -2.764606, 1.686089, 292.102966);
AddCameraShot(0.886263, 0.155671, -0.429661, 0.075469, 176.656235, 1.686089, 169.328369);


end




ps ....i dont know what you mean by fix cab. And if you mean MTT then you have to add a vehicle the normal way then adding SetMemoryPoolSize ("CommandHover", 4) ...this is in the lua above
CCT*Ch@llenger

Post by CCT*Ch@llenger »

yes imean MTT how fix it???because the droids take it CAB=AAT.
Lord-Bandu

Post by Lord-Bandu »

all i did was delete alot of the stuff in the mtt's odf file
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