Page 1 of 2

Nighttime for another mode / crazy special weapon

Posted: Fri Sep 01, 2006 7:18 pm
by jangoisbaddest
I'm working on Kashyyyk, and it occured to me that it would be great if I could have it the same (daytime, slightly misty) for XL mode, then have it a clear nighttime for Hunt mode (complete with Republic walkers :P ). I hope it's possible.

Also, another smaller thing: is there any way to have a special weapon that spawns rienforcements at your position? Like a rallying call?

RE: Nighttime for another mode / crazy special weapon

Posted: Fri Sep 01, 2006 9:57 pm
by xwingguy
you can have 2 different skys and then call it in lua depending on the mode. You would also need 2 separate lighting layers.

you can't make things spawn just anywhere, there must be a spawn path. but you can make ai spawn on call with a weapon

Re: RE: Nighttime for another mode / crazy special weapon

Posted: Sat Sep 02, 2006 1:22 am
by jangoisbaddest
xwingguy wrote:you can have 2 different skys and then call it in lua depending on the mode. You would also need 2 separate lighting layers.
Cool! Thanks.
xwingguy wrote:you can't make things spawn just anywhere, there must be a spawn path. but you can make ai spawn on call with a weapon
Okay, how about this: can you have spawn paths FOLLOW you, like a command vehicle? I wouldn't want the AI to use them regularly - only for when one would use the weapon. Anyway, the point is, could I do that for an actual unit instead of vehicle? Oh, and then how would one go about calling AI to spawn on those paths with a weapon (assuming this is possible).

Posted: Sat Sep 02, 2006 2:46 am
by Adreniline
If you plan on calling separate units within the same side (one for day, one for night) I have some Night Time based clone skins, if you would like...

Posted: Sat Sep 02, 2006 11:44 am
by xwingguy
Ironically I don't even know how to force units to spawn at a command vehicle. I need the name of a spawn path to spawn them.

Posted: Sat Sep 02, 2006 3:25 pm
by jangoisbaddest
I looked over a mobile command post ODF, namely the AT - TE, and unfortunately, it has no name for the spawns. This is what I found:

SpawnPointCount = "6"
SpawnPointLocation = "-6.0 0.0 4.0 0"
SpawnPointLocation = "6.0 0.0 4.0 0"
SpawnPointLocation = "-7.0 0.0 0.0 0"
SpawnPointLocation = "7.0 0.0 0.0 0"
SpawnPointLocation = "-6.0 0.0 -4.0 0"
SpawnPointLocation = "6.0 0.0 -4.0 0"
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 0
Value_DEF_Alliance = 0
Value_DEF_CIS = 0
Value_DEF_Empire = 0
Value_DEF_Republic = 0
Value_DEF_Locals = 0
HUDIndexDisplay = 0

So I guess a special weapon to call rienforcements is out, but I might try just having the hero be a mobile spawn point rofl!

Posted: Sun Sep 03, 2006 1:17 am
by jangoisbaddest
Okay, adding this into the classe's ODF didn't work. Are there any special requirements that I have to satisfy before it can be a mobile spawn point? Or is it just not possible?

Posted: Sun Sep 03, 2006 1:24 am
by Karnage
ClassLabel = "commandflyer"
ClassLabel = "commandarmedanimatedbuilding"
ClassLabel ="commandhover"
ClassLabel ="commandpost"
ClassLabel ="commandwalker"
Are the only mobile and stationary command class labels I could find.

Posted: Sun Sep 03, 2006 1:25 am
by darthtrogsasea
just use walker (i think cuz yur hero has legs rigth)

Posted: Sun Sep 03, 2006 1:35 am
by Karnage
A unit cannot have any other class label other than "Soldier".

Posted: Sun Sep 03, 2006 2:49 am
by Penguin
not currect, the droideka's class is walkerdroid

Posted: Tue Sep 05, 2006 7:49 pm
by jangoisbaddest
Sorry to bump this, but just where is the sky file refrenced by the game? I can't seem to find it to change it.

Posted: Wed Sep 06, 2006 10:28 pm
by Big_rich
so has anyone tried putting command in front of soldier? I might just have to try that, of course you'd need the spawn stuff in the odf..

And as far as commandwalkers it's pretty simple. The stuff in red control how many ai spawn and at what location they spawn at. And for that matter allows you to spawn at it also. Notice it has six spawnpointlocation and 6 spawnpoints. SO if you need more you will need to add both locations and counts. Bleed amount are how fast this will take down the enimies reinforcements if spawned. Also you will have to set a memory pool for command walker in your lua or it wont work. You can also make buildings spawnable, with commandbuilding, again need the spawn stuff and a memory pool.


SpawnPointCount = "6"
SpawnPointLocation = "-6.0 0.0 4.0 0"
SpawnPointLocation = "6.0 0.0 4.0 0"
SpawnPointLocation = "-7.0 0.0 0.0 0"
SpawnPointLocation = "7.0 0.0 0.0 0"
SpawnPointLocation = "-6.0 0.0 -4.0 0"
SpawnPointLocation = "6.0 0.0 -4.0 0"

AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 0
Value_DEF_Alliance = 0
Value_DEF_CIS = 0
Value_DEF_Empire = 0
Value_DEF_Republic = 0
Value_DEF_Locals = 0
HUDIndexDisplay = 0

also need to add "legs" to your lua, it kinda shows you how in the lua itself.

Wanna bet?

Posted: Wed Sep 06, 2006 10:44 pm
by xwingguy
yeah you can have different skies, you just have to set the sky system up like a space map.

in space maps, you call the the sky in the lua like so:

Code: Select all

ReadDataFile("dc:TST\\spa_sky.lvl", "fel")
basically what ya got to do is take all the msh, .msh.option, .tga, and .tga.option that has to do with the sky in the world1 folder and pour it into the msh folder.

copy the sky folder in the space_template and put it in the world1 folder.

replace the contents of one of the sky files in the sky folder with the information of one of your skys and do the same with the other

call it in the lua

RE: Wanna bet?

Posted: Thu Sep 07, 2006 1:55 am
by [RDH]Zerted
This is how you force spawn a unit:

Code: Select all

SpawnCharacter(player, GetPathPoint(path, node))
You need a player object and a path point. To get a path point, you need a path name and the number of a node on the path.

RE: Wanna bet?

Posted: Thu Sep 07, 2006 5:38 pm
by xwingguy
My question:

HOW THE **** DOES ONE FORCE A SPAWN ON A MOBILE COMMANDPOST SINCE THE PATH NAME DOESN'T SEEM TO BE DIRECTLY MENTIONED ANYWHERE?

sorry about that....it's just been bothering me for weeks.

RE: Wanna bet?

Posted: Thu Sep 07, 2006 6:00 pm
by jangoisbaddest
Yay! It worked xwingguy! Thanks! Oh, and btw, you put the sky folder in the ABC folder, not the world 1 folder ;).

And to zerted, that's awsome, but not for mobile spawn points. And I don't think there is any way to make a soldier a commandsoldier lol (unless someone knows how).

Edit: Heh, good question, xwingguy. I was just hoping that there was some way to slap on mobile spawn points to a unit. That would be one awsome hero for the CIS (especially when I give him infinate rallies w/cooldown).

Edit2: The stars aren't appearing :evil: . I'm using the Naboo sky file, and there is nothing. I looked under PC of the Stars section, and no file was refrenced....

RE: Wanna bet?

Posted: Thu Sep 07, 2006 6:28 pm
by t551
The name of the path may be the name of the instance of the vehicle that has the spawn points (if different instances of a vehicle have a different name in the engine).

Posted: Thu Sep 07, 2006 8:55 pm
by Syth
You cant make a unit a mobile command post unless you make that unit a vehicle. It has to do with the "ClassLabel". To make a unit spawn guys it must have a class label that allows that, like the "commandwalker" label.

Posted: Fri Sep 08, 2006 1:15 am
by jangoisbaddest
Syth wrote:You cant make a unit a mobile command post unless you make that unit a vehicle. It has to do with the "ClassLabel". To make a unit spawn guys it must have a class label that allows that, like the "commandwalker" label.
I figured as much. I wonder if there's a way to create a new class label from scratch that could support playable units...?