Page 1 of 1

Adding downloaded sides!

Posted: Thu Nov 27, 2008 9:43 pm
by fiddler_on_the_roof
I downloaded the rep212th from the convo pack, and tried to add units, but it doesn't work. Here is what I did.
1) I copied the rep212th to my data_MCC/sides directory

2) Made a folder in data_MCC/BUILD/sides called rep212th, and copied the clean and munge.bat from the All folder into that folder.

3)modified the lua so it looks like this
Hidden/Spoiler:
[code]--
-- 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()
SetClassProperty("rep_inf_ep2_jettrooper_rifleman", "PointsToUnlock", 0)
SetClassProperty("rep_inf_ep2_jettrooper_rocketeer", "PointsToUnlock", 15)
SetClassProperty("rep_inf_ep3_sniper", "PointsToUnlock", 6)
SetClassProperty("rep_inf_ep2_engineer", "PointsToUnlock", 6)
SetClassProperty("rep_inf_ep3_officer", "PointsToUnlock", 8)
SetClassProperty("rep_inf_ep3_jettrooper", "PointsToUnlock", 12)


--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"}



--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: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(100)
SetMaxPlayerFlyHeight (100)

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_ep2_jettrooper_rifleman",
"rep_inf_ep2_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep2_jettrooper_rocketeer",
"rep_hover_fightertank",
"rep_hero_obiwan",
"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_grievous",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep2_jettrooper_rifleman",9, 25},
assault = { "rep_inf_ep2_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},
}
}

AddUnitClass(REP, "rep_inf_ep3_recon",1,4)
AddUnitClass(REP, "rep_inf_ep3_jettrooper",1,4)
AddUnitClass(REP, "rep_inf_ep3_commander",1,4)


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



-- 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:MCC\\MCC.lvl", "MCC_conquest")
ReadDataFile("dc:MCC\\MCC.lvl", "MCC_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

[/code]
Lines in blue are the added lines.

What else do I need to do?

off-topic- sorry for all the questions, I'm just very new to this. thanks for the help

Re: Adding downloaded sides

Posted: Thu Nov 27, 2008 11:04 pm
by Xavious
Change this line

Code: Select all

ReadDataFile("SIDE\\rep.lvl",
to

Code: Select all

ReadDataFile("dc:SIDE\\rep212th.lvl",
That will load all your Republic units from the rep212th side.

Re: Adding downloaded sides

Posted: Fri Nov 28, 2008 10:18 am
by fiddler_on_the_roof
Ok, thanks Xavious!

Will this be able to use both the rep and the rep212th, or how would I do that?

Thanks

Re: Adding downloaded sides

Posted: Fri Nov 28, 2008 11:01 am
by Aman/Pinguin
fiddler_on_the_roof wrote:
2) Made a folder in data_MCC/BUILD/sides called rep212th, and copied the clean and munge.bat from the All folder into that folder.

Did you edit the munge.bat?

You have to change

Code: Select all

@call ..\munge_side.bat ALL %1
to

Code: Select all

@call ..\munge_side.bat rep212th %1

Re: Adding downloaded sides

Posted: Fri Nov 28, 2008 12:36 pm
by AceMastermind
Aman/Pinguin wrote:Did you edit the munge.bat?

You have to change

Code: Select all

@call ..\munge_side.bat ALL %1
to

Code: Select all

@call ..\munge_side.bat rep212th %1
Nah, you don't have to do that.

Re: Adding downloaded sides

Posted: Fri Nov 28, 2008 12:43 pm
by Aman/Pinguin
AceMastermind wrote:
Aman/Pinguin wrote:Did you edit the munge.bat?

You have to change

Code: Select all

@call ..\munge_side.bat ALL %1
to

Code: Select all

@call ..\munge_side.bat rep212th %1
Nah, you don't have to do that.
No? I thought so... :?

Re: Adding downloaded sides

Posted: Fri Nov 28, 2008 2:15 pm
by fiddler_on_the_roof
Xavious wrote:Change this line

Code: Select all

ReadDataFile("SIDE\\rep.lvl",
to

Code: Select all

ReadDataFile("dc:SIDE\\rep212th.lvl",
That will load all your Republic units from the rep212th side.
Can I make it so that I use units from both the 501st and the 212th?

Re: Adding downloaded sides

Posted: Fri Nov 28, 2008 2:54 pm
by Xavious
Yes, just load the 501st troopers from the default rep side.

Re: Adding downloaded sides

Posted: Fri Nov 28, 2008 3:43 pm
by fiddler_on_the_roof
Xavious wrote:Yes, just load the 501st troopers from the default rep side.
Sorry, I'm just a bit clueless here, could someone show me what exctly to change.

Here is the lua, if I change it in here.
Hidden/Spoiler:
[code]function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(100)
SetMaxPlayerFlyHeight (100)

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\\rep212th.lvl",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep2_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_obiwan",
"rep_hover_barcspeeder,")
ReadDataFile("SIDE\\cis.lvl", "dc:SIDE\\geg.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep2_jettrooper_rifleman",9, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep2_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},
}
}

AddUnitClass(REP, "rep_inf_ep3_officer",1,4)
AddUnitClass(REP, "rep_inf_ep3_jettrooper",1,4)
AddUnitClass(REP, "rep_inf_ep3_recon",1,4)
AddUnitClass(REP, "rep_inf_ep3_commander",1,4)

SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(REP, "rep_hero_obiwan")
[/code]
This is just the unit part though. If you need more, please tell me

Re: Adding downloaded sides

Posted: Fri Nov 28, 2008 4:07 pm
by Xavious
Just add

Code: Select all

ReadDataFile("SIDE\\rep.lvl",
underneath

Code: Select all

ReadDataFile("sound\\yav.lvl;yav1cw")
and then add the names of the units you want to load from the defult rep side. For example, if I wanted the engineer and sniper from the rep side, and everything else from the rep212th side, this would be my set up:

Code: Select all

    ReadDataFile("sound\\yav.lvl;yav1cw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep2_engineer",
                             "rep_inf_ep3_sniper")
    ReadDataFile("dc:SIDE\\rep212th.lvl",
                             "rep_inf_ep2_jettrooper_rifleman",
                             "rep_inf_ep2_rocketeer",
                             "rep_inf_ep2_officer",
                             "rep_inf_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_obiwan",
                             "rep_hover_barcspeeder,")
Got it?

Re: Adding downloaded sides

Posted: Fri Nov 28, 2008 5:17 pm
by fiddler_on_the_roof
Ok, thanks alot xavious!!

Edit1: I tried that, and it didn't work. :?
Here again is the lua
Hidden/Spoiler:
[code]function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(100)
SetMaxPlayerFlyHeight (100)

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_ep2_jettrooper_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep2_officer",
"rep_inf_ep3_jettrooper")
ReadDataFile("dc:SIDE\\rep212th.lvl",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_recon",
"rep_inf_ep3_commander",
"rep_hover_fightertank",
"rep_hero_obiwan",
"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_hover_aat")
ReadDataFile("dc:SIDE\\geg.lvl",
"cis_hero_grievous")

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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep2_jettrooper_rifleman",9, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep2_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},
}
}

AddUnitClass(REP, "rep_inf_ep2_jettrooper_rocketeer",1,4)
AddUnitClass(REP, "rep_inf_ep3_officer",1,4)
AddUnitClass(REP, "rep_inf_ep3_jettrooper",1,4)
AddUnitClass(REP, "rep_inf_ep3_recon",1,4)
AddUnitClass(REP, "rep_inf_ep3_commander",1,4)

SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(REP, "rep_hero_obiwan")[/code]
And also, I'd like to use the ep2_officer, I fixed the req, so that it says rep_inf_ep2_officer, but when I add it to the lua, and munge it, nothing shows up in the officer spot. :cpu: