Hall of Mirrors/Turrets/AIGoals/miscellaneous
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Master Fionwë
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Hall of Mirrors/Turrets/AIGoals/miscellaneous
1. I have an issue now with the map. I don't know why, because it's not a certain model, unless maybe the lander. But anyways, the Hall of Mirrors effect appears ingame, while I'm looking at different places in the map.
Anyone know how to fix that effect?
2. How do you get auto turrets to look around and seek out an enemy to shoot at?
3. I just forgot it, but I'll post it when I remember again, sorry.
Oh, yeah. Not only does the icon appear twice for the vibrosword, but also for the disruptor rifle, and the icon is missing for the emp mines.
Help with that please?
4. How does the offset work? For firepoints.
I'm going to use this thread to ask a few more questions that will help me polish up a few things in BOG, before the final release. So please don't ignore it.
Thanks in advance to all who may help me here.
Anyone know how to fix that effect?
2. How do you get auto turrets to look around and seek out an enemy to shoot at?
3. I just forgot it, but I'll post it when I remember again, sorry.
Oh, yeah. Not only does the icon appear twice for the vibrosword, but also for the disruptor rifle, and the icon is missing for the emp mines.
Help with that please?
4. How does the offset work? For firepoints.
I'm going to use this thread to ask a few more questions that will help me polish up a few things in BOG, before the final release. So please don't ignore it.
Thanks in advance to all who may help me here.
Last edited by Master Fionwë on Wed Sep 05, 2007 8:49 am, edited 2 times in total.
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Hunted_One
Re: Hall of Mirrors
I'm not sure, because if there's nothing to block the void outside of a map, it happens in JKA, but maybe this is an error with the skydome. Is it actually in the map? If not, that's probably your problem.
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Master Fionwë
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Re: Hall of Mirrors/Turrets/miscellaneous
Yes, the effect isn't there all the time, mostly when I'm just doing something which moves quickly in one direction, or flying in a certain direction. Example, I was running up a hill, and it happened, and another time I was flying down towards the ground for a bombing strike when it happened again. It appears to be the texture from the upright technounion ship wrecks that I have around.
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MercuryNoodles
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Re: Hall of Mirrors/Turrets/miscellaneous
1) I think some specific info would be helpful. So far as I know, SWBF2 shouldn't have a problem with the HOM effect when it comes to lacking textures on the models, because it's given a solid color in place of the missing texture, and when you're looking from within geometry, you see through it. So, I think Hunted_One is onto something.
Come to think of it, what are your system specs, namely the graphics card? If the origin of the HOM effect is inconsistent, then I'd suspect you have a hardware/driver issue.
2) Don't the autoturrets do that on their own? Is there some specific behavior you're looking for?
3) The HUD icon appears twice? What are the odfs like?
4) I don't really know the answer. It should either be using the coordinate system to place the offset at that point, or it moves the offset point from the fire point by whatever values are set.
Come to think of it, what are your system specs, namely the graphics card? If the origin of the HOM effect is inconsistent, then I'd suspect you have a hardware/driver issue.
2) Don't the autoturrets do that on their own? Is there some specific behavior you're looking for?
3) The HUD icon appears twice? What are the odfs like?
4) I don't really know the answer. It should either be using the coordinate system to place the offset at that point, or it moves the offset point from the fire point by whatever values are set.
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Master Fionwë
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Re: Hall of Mirrors/Turrets/miscellaneous
It must be the card, because it's only recently that it started happening. The texture that I'm talking about is this: it appears to be dragging the technounion wreck texture across the screen, most of the time. Until I removed a few of the wrecks, it did it everytime I looked in that direction, once I removed about four of the 8 wrecks, it stopped appearing as much. Now it's started again. This might have somethign to do with that, but after a munge one time, I found many of the objects that I placed were moved, some only up a little bit, but that still shouldn't happen. I've already fixed that, but maybe whatever caused that to happen also is creating this effect. Anyone know what can make objects move like that?
Okay, here's the odfs:
EDIT: Okay, 2. Yes, they do turn and fire at others, but only if you get really close to it. They aren't acting like the turrets inside capital ships, where they will actually turn and start shooting at you the moment you enterthe room. Instead, they only turn and shoot if they are hit by you, and then only sometimes, or if you stand right in front of it, again, then only sometimes. I was standing in front of one for five minutes, I left my unit there while I went away and did something, and I came back to find my guy just fine, and still standing there. I was wondering how to get it to always be aggressive in it's firing.
Thanks in advance.
Okay, here's the odfs:
Code: Select all
[quote][WeaponClass]
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"
[Properties]
GeometryName = "rep_weap_inf_vibroblade"
ComboAnimationBank = "human_sabre melee rep_hero_aalya"
FirePointName = "hp_fire"
LightSaberLength = "1.5"
LightSaberWidth = "0.85"
LightSaberTrailColor = "189 7 255 128"
//LightSaberTexture = "gam_guard" // invalid texture to get trail to show up
//LightSaberGlowTexture = "gam_guard"
HUDTag = "rep_weap_inf_vibroblade"
RoundsPerClip = "0"
ReloadTime = "0.0"
LockOnRange = "60.0"
LockTime = "0.4"
AutoAimSize = "1.0"
MinRange = "0"
OptimalRange = "1.5"
MaxRange = "3"
HitEffect = "com_sfx_sabrehit"
//AddHitEffect = "com_sfx_bif" // hooya
//AddHitEffect = "com_sfx_zap"
//AddHitEffect = "com_sfx_blammo"
//AddHitEffect = "com_sfx_pow"
HitSound = "com_weap_inf_grenade_bounce"
DeflectEffect = "com_sfx_sabredeflect"
DeflectSound = "imp_weap_lightsabre_deflect"
MuzzleFlash = "arccaster"
Discharge = "arccaster"
AutoTurnScreenDist = 0.05
AutoPitchScreenDist = 0.2
ShieldScale = "1.0"
HealthScale = "5.0"
PersonScale = "3.0"
AnimalScale = "1.2"
DroidScale = "3.0"
ArmorScale = "1.0"
VehicleScale = "1.0"
BuildingScale = "1.0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
CanDeflect = 0
OnSound = "overrideparentsound"
TurnOnSound = "overrideparentsound"
TurnOffSound = "overrideparentsound"
AttachODF = "whitelight"
AttachToHardPoint = "hp_fire"
[/quote]
The disruptor rifle:
[quote]
[WeaponClass]
ClassLabel = "cannon"
GeometryName = "rep_weap_inf_disruptor.msh"
[Properties]
GeometryName = "rep_weap_inf_disruptor"
HighResGeometry = "rep_weap_inf_disruptor"
hudtag = "rep_weap_inf_disruptor"
OrdnanceName = "rep_weap_inf_disruptor_rifle_ord"
FirePointName = "hp_fire"
AnimationBank = "rifle"
AttachODF = "whitelight"
AttachToHardPoint = "hp_fire"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
MinRange = "0"
OptimalRange = "24"
MaxRange = "64"
LockOnRange = "40.0"
LockTime = "0.4"
lockOnAngle = "1.0"
ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"
YawSpread = "0.225"
PitchSpread = "0.225"
SpreadPerShot = "0.75"
SpreadRecoverRate = "2.0"
SpreadThreshold = "3.0"
SpreadLimit = "1.25"
StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "50"
ReloadTime = "1.5"
ShotDelay = "0.1"
TriggerSingle = "0"
DisplayRefire = "1"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "1.0"
RecoilStrengthHeavy = "0.2"
RecoilDecayLight = "0.0"
RecoilDecayHeavy = "0.0"
//******************************************************
//*************** SOUND ****************
//******************************************************
FireSound = "rep_weap_inf_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
[/quote]
And the extraweapons.hud:
[quote]Code:
ViewPort("Transforms")
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("rep_weap_inf_lascannon", "com_inv_mesh")
NameMesh("rep_weap_inf_lascannon2", "com_inv_mesh")
NameMesh("rep_weap_inf_gun_pistol", "com_inv_mesh")
NameMesh("rep_weap_inf_dc15carbine", "com_inv_mesh")
NameMesh("rep_weap_inf_repairkit", "com_inv_mesh")
NameMesh("rep_weap_inf_medkit", "com_inv_mesh")
NameMesh("arc_weap_gun", "com_inv_mesh")
NameMesh("rep_weap_inf_dh17", "com_inv_mesh")
NameMesh("rep_weap_inf_vibroblade", "com_inv_mesh")
NameMesh("rep_weap_inf_pistol", "com_inv_mesh")
NameMesh("rep_weap_inf_disruptor", "com_inv_mesh")
NameMesh("rep_weap_inf_binoculars", "com_inv_mesh")
EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
//change position, rotation and scale of first weapon here, remove unused lines
MeshInfo("rep_weap_inf_gun_pistol")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.750000, 0.750000, 0.750000)
}
MeshInfo("rep_weap_inf_dc15carbine")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("rep_weap_inf_lascannon")
{
Position(-0.204363, 0.367216, 0.000847, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("rep_weap_inf_vibroblade")
{
Position(-0.204363, 0.367216, 0.000847, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.820000, 0.820000, 0.820000)
}
MeshInfo("rep_weap_inf_lascannon2")
{
Position(-0.204363, 0.367216, 0.000947, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("rep_weap_inf_repairkit")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("rep_weap_inf_medkit")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("arc_weap_gun")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("rep_weap_inf_pistol")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.750000, 0.750000, 0.750000)
}
MeshInfo("rep_weap_inf_dh17")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.750000, 0.750000, 0.750000)
}
MeshInfo("rep_weap_inf_binoculars")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.125000, 1.125000, 1.125000)
}
MeshInfo("rep_weap_inf_disruptor")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
}
}
}
// Second Weapons Section
TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("rep_weap_inf_thermaldetonator", "com_inv_mesh")
NameMesh("rep_weap_inf_landmine", "com_inv_mesh")
NameMesh("rep_weap_inf_rep_item_powerup_health100", "com_inv_mesh")
EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
// adjust position, rotation and scale of second weapon here
MeshInfo("rep_weap_inf_thermaldetonator")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
MeshInfo("rep_weap_inf_landmine")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.000000)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("rep_weap_inf_rep_item_powerup_health100")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
}
}
}
[/quote] EDIT: Okay, 2. Yes, they do turn and fire at others, but only if you get really close to it. They aren't acting like the turrets inside capital ships, where they will actually turn and start shooting at you the moment you enterthe room. Instead, they only turn and shoot if they are hit by you, and then only sometimes, or if you stand right in front of it, again, then only sometimes. I was standing in front of one for five minutes, I left my unit there while I went away and did something, and I came back to find my guy just fine, and still standing there. I was wondering how to get it to always be aggressive in it's firing.
Thanks in advance.
-
FragMe!
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Re: Hall of Mirrors/Turrets/AIGoals/miscellaneous
for # 2 have you assigned the turrets to a team in ZE? You can also adjust the lock on range in the odf.
for the HUD what happens if you remove the HUD line in the ODF do both go away? Has the weapon name been added to the REQ file in the HUD section if not try that.
for the HUD what happens if you remove the HUD line in the ODF do both go away? Has the weapon name been added to the REQ file in the HUD section if not try that.
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Master Fionwë
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Re: Hall of Mirrors/Turrets/AIGoals/miscellaneous
Yes, the turret has been assigned a team. I'll try the lock on thing. Thanks. No, I haven't tested to see if they go away, I'll do that though. And I'm not sure what you mean by the HUD section.
EDIT: Okay, the HM effect has for the most part disappeared. I'm glad of that. I only saw it once in my last twenty minute battle.
EDIT: Okay, the HM effect has for the most part disappeared. I'm glad of that. I only saw it once in my last twenty minute battle.
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Master Fionwë
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Re: Hall of Mirrors/Turrets/AIGoals/miscellaneous
Crash!!!! The map has begun crashing, only in conquest though. I don know what could be wrong, but I know it's something from the lua. I'll post it in a little bit.
EDIT: Conquest is the only mode with a regular and steady crash. I'm able to choose mys side, unit, and move for five seconds before the crash. I have no idea what the issue is, and I'm sick and tired of all the bugs. Here's the lua:
EDIT: Conquest is the only mode with a regular and steady crash. I'm able to choose mys side, unit, and move for five seconds before the crash. I have no idea what the issue is, and I'm sick and tired of all the bugs. Here's the lua:
@ A really good modder, if this does not get fixed, and you wish to help me, please pm me. I am about to give up on the map, because I've got a lot of better things to do than figure out the stupid glitches this map has. So if you would be interested in getting a major share in the credits, let me know. Thanks in advance.--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- 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()
AddAIGoal(3, "Deathmatch", 100)
AddAIGoal(4, "Deathmatch", 100)
AddAIGoal(5, "Deathmatch", 100)
AddAIGoal(6, "Deathmatch", 100)
AddAIGoal(7, "Deathmatch", 100)
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"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}
cp12 = CommandPost:New{name = "cp12"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:AddCommandPost(cp12)
conquest:Start()
SetUberMode(1);
EnableSPHeroRules()
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
end
function ScriptInit()
ReadDataFile("dc:Load\\common.lvl")
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")
SetMemoryPoolSize ("Combo",200) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",2400) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",2500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",2500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",2000) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",20000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",200) -- should be ~1x #combo
-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
SetMemoryPoolSize("Music", 45)
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
"rep_fly_command",
"rep_fly_commandship",
"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_sc",
"rep_inf_ep2_commander",
"rep_inf_ep3_arctrooper",
"rep_inf_ep3_pilot",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_engineer",
"rep_hero_macewindu",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan",
"rep_hero_anakin",
"rep_hero_shaakti",
"rep_hero_keira",
"rep_hero_luminara",
"rep_hero_plokoon",
"rep_hover_barcspeeder",
"rep_walk_sphat",
"rep_walk_atte")
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_hover_fightertank",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_marine",
"cis_inf_engineer",
"cis_inf_officer",
"cis_hero_acusa",
"cis_hero_countdooku",
"cis_hero_IG",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_walk_dwarfspider",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\geo.lvl",
"geo_fly_geofighter_sc",
"geo_inf_acklay",
"geo_inf_geonosian")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_geoturret_auto",
"tur_bldg_geoturret")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", 15)
AddWalkerType(0, 40) -- 40 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 13) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 2) -- 2 attes with 3 leg pairs each
local weaponcnt = 300
SetMemoryPoolSize("Aimer", 450)
SetMemoryPoolSize("AmmoCounter", 2265)
SetMemoryPoolSize("AcklayData", 30)
SetMemoryPoolSize("BaseHint", 480)
SetMemoryPoolSize("ClothData",100)
SetMemoryPoolSize("CommandFlyer", 0)
SetMemoryPoolSize("CommandHover", 1)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", 2265)
SetMemoryPoolSize("EntityCloth",90)
SetMemoryPoolSize("EntityFlyer", 16)
SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("EntityLight", 125)
SetMemoryPoolSize("EntitySoundStream", 10)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 200)
SetMemoryPoolSize("MountedTurret", 80)
SetMemoryPoolSize("Navigator", 495)
SetMemoryPoolSize("Obstacle", 900)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2275)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1850)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1450)
SetMemoryPoolSize("ParticleEmitter", 550)
SetMemoryPoolSize("ParticleEmitterInfoData", 550)
SetMemoryPoolSize("PassengerSlot", 18)
SetMemoryPoolSize("PathFollower", 490)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("RedOmniLight", 160)
SetMemoryPoolSize("RedShadingState", 25)
SetMemoryPoolSize("TreeGridStack", 1200)
SetMemoryPoolSize("UnitAgent", 550)
SetMemoryPoolSize("UnitController", 550)
SetMemoryPoolSize("WalkerBlend", 65)
SetMemoryPoolSize("WalkerBlendUnit", 190)
SetMemoryPoolSize("WalkerLegPair", 45)
SetMemoryPoolSize("Weapon", 2265)
SetMemoryPoolSize("WeaponDispenser", 180)
SetMemoryPoolSize("SoldierAnimation", 2000)
SetSpawnDelay(5.0, 0.25)
SetupTeams{
rep = {
team = REP,
units = 80,
reinforcements = 500,
soldier = { "rep_inf_ep3_rocketeer",6, 11},
pilot = { "rep_inf_ep3_sniper",6, 11},
assault = {"rep_inf_ep3_engineer",6, 11},
sniper = { "rep_inf_ep3_pilot",6, 10},
marine = { "rep_inf_ep3_officer",4, 8},
engineer = { "rep_inf_ep3_jettrooper",5, 8},
officer = {"rep_inf_ep2_commander",3, 7},
special = { "rep_inf_ep3_arctrooper",1, 4},
AddUnitClass(1, "rep_inf_ep3_rifleman",15, 30)
},
cis = {
team = CIS,
units = 140,
reinforcements = 700,
soldier = { "cis_inf_rifleman",20, 35},
pilot = { "cis_inf_rocketeer",5, 14},
assault = { "cis_inf_sniper",8, 15},
sniper = { "cis_inf_engineer",8, 15},
marine = { "cis_inf_officer",8, 15},
engineer = { "cis_inf_droideka",6, 10},
officer = {"cis_hero_IG",1, 5},
special = { "cis_hero_acusa",0, 1},
AddUnitClass(2, "cis_inf_marine",20, 35)
}
}
SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")
-- Local Stats
SetTeamName(3, "local")
SetUnitCount(3, 90)
AddUnitClass(3, "geo_inf_geonosian", 85)
AddUnitClass(3, "geo_inf_acklay", 5)
SetTeamAsFriend(3, DEF)
-- Local Stats
SetTeamName(4, "clone")
SetUnitCount(4, 80)
AddUnitClass(4, "rep_inf_ep2_rifleman",70)
AddUnitClass(4, "rep_inf_ep2_jettrooper",10)
SetTeamAsFriend(4, ATT)
-- Local Stats
SetTeamName(5, "locals")
SetUnitCount(5, 10)
AddUnitClass(5, "geo_inf_acklay_2", 10)
-- Local Stats
SetTeamName(6, "droids")
SetUnitCount(6, 80)
AddUnitClass(6, "cis_inf_droideka", 20)
AddUnitClass(6, "cis_inf_rifleman", 30)
AddUnitClass(6, "cis_inf_marine", 30)
SetTeamAsFriend(6, DEF)
-- Local Stats
SetTeamName(7, "jedi")
SetUnitCount(7,
AddUnitClass(7, "rep_hero_aalya",1)
AddUnitClass(7, "rep_hero_anakin",1)
AddUnitClass(7, "rep_hero_kiyadimundi",1)
AddUnitClass(7, "rep_hero_luminara",1)
AddUnitClass(7, "rep_hero_keira",1)
AddUnitClass(7, "rep_hero_obiwan",1)
AddUnitClass(7, "rep_hero_plokoon",1)
AddUnitClass(7, "rep_hero_shaakti",1)
SetTeamAsFriend(7, ATT)
SetTeamAsFriend(ATT, 4)
SetTeamAsFriend(4, ATT)
SetTeamAsFriend(4, 7)
SetTeamAsFriend(7, 4)
SetTeamAsFriend(7, ATT)
SetTeamAsFriend(ATT, 7)
SetTeamAsFriend(DEF, 3)
SetTeamAsFriend(3, DEF)
SetTeamAsFriend(3, 6)
SetTeamAsFriend(6, 3)
SetTeamAsFriend(DEF, 6)
SetTeamAsFriend(6, DEF)
SetTeamAsEnemy(ATT, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsEnemy(ATT, 5)
SetTeamAsEnemy(ATT, 6)
SetTeamAsEnemy(DEF, ATT)
SetTeamAsEnemy(DEF, 4)
SetTeamAsEnemy(DEF, 5)
SetTeamAsEnemy(DEF, 7)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, 4)
SetTeamAsEnemy(3, 5)
SetTeamAsEnemy(3, 7)
SetTeamAsEnemy(4, DEF)
SetTeamAsEnemy(4, 3)
SetTeamAsEnemy(4, 5)
SetTeamAsEnemy(4, 6)
SetTeamAsEnemy(5, ATT)
SetTeamAsEnemy(5, DEF)
SetTeamAsEnemy(5, 3)
SetTeamAsEnemy(5, 4)
SetTeamAsEnemy(5, 6)
SetTeamAsEnemy(5, 7)
SetTeamAsEnemy(6, ATT)
SetTeamAsEnemy(6, 4)
SetTeamAsEnemy(6, 5)
SetTeamAsEnemy(6, 7)
SetTeamAsEnemy(7, DEF)
SetTeamAsEnemy(7, 3)
SetTeamAsEnemy(7, 5)
SetTeamAsEnemy(7, 6)
ReadDataFile("dc:BOG\\geo1.lvl", "geo1_conquest")
SetDenseEnvironment("false")
SetMinFlyHeight(-100)
SetMaxFlyHeight(125)
SetMaxPlayerFlyHeight(175)
-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)
-- Sound
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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
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_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)
SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")
--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end
-
MetalcoreRancor
- Brigadier General

- Posts: 628
- Joined: Thu Jun 07, 2007 11:13 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Hall of Mirrors/Turrets/AIGoals/miscellaneous
To answer your turret question, simply put Pilottype = "self" in the Buildingsection = "body" as well as in the turret sections, and in Zero Editor, make the turret's side 3 for killing anyone, or 1, 2 for killing the other team but not you.
-
Master Fionwë
- Rebel Colonel

- Posts: 598
- Joined: Wed May 30, 2007 3:33 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: At RCTC
- Contact:
Re: Hall of Mirrors/Turrets/AIGoals/miscellaneous
Sorry about that outburst in my last post. I was in a bad mood.
I have the pilot = self in the odf, and it shoots at people, but only if they shoot at it first. I want it to be where it fires at anyone friendly to the republic as soon as it sees them, like the turrets on Hoth and on Kamino, and in the capital ships. Aggressive fire. Mine don't do that.
I have the pilot = self in the odf, and it shoots at people, but only if they shoot at it first. I want it to be where it fires at anyone friendly to the republic as soon as it sees them, like the turrets on Hoth and on Kamino, and in the capital ships. Aggressive fire. Mine don't do that.
