Local Sides Problem [Solved]

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Par3210
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Re: Local Sides Problem

Post by Par3210 »

Thanks FragMe. Seriously, what would I do without this awesome website...? :D
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Re: Local Sides Problem

Post by Fierfek »

FragMe! wrote:This:

Code: Select all

ReadDataFile("SIDE\\des.lvl",
"des_inf_jawa")
should be this

Code: Select all

ReadDataFile("SIDE\\des.lvl",
"tat_inf_jawa")
It's wierd how some of the actual unit names are different from the side ones. Why isn't it just des_inf_jawa, instead of changing the side name halfway through?
Par3210 wrote:Thanks FragMe. Seriously, what would I do without this awesome website...?
Not Much. :wink:
Last edited by Fierfek on Mon Jul 13, 2009 1:57 pm, edited 1 time in total.
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Re: Local Sides Problem

Post by Par3210 »

true.
So, I'll just munge n test. Thanks again to all of you for help. I'll be sure to include you in the credits of my readme.
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Re: Local Sides Problem

Post by Fierfek »

Par3210 wrote:true.
So, I'll just munge n test. Thanks again to all of you for help. I'll be sure to include you in the credits of my readme.
I always get so tense waiting for a report on whether it is working or not.....
I am refreshing the page every 3 seconds....
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Re: Local Sides Problem

Post by Par3210 »

lol, Fierfek. Also your modding guide was very useful, well done.
EDIT2: Wa-wa-wa-wa-wait! Uh oh! This has popped up in the munglelog. Will it affect gameplay?
Hidden/Spoiler:
WARNING[PC_modelmunge msh\tat_inf_jawa.msh]:tat_inf_jawa has 1338 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\tat_inf_tusken.msh]:tat_inf_tusken has 1463 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 2 Warnings
Last edited by Par3210 on Mon Jul 13, 2009 2:01 pm, edited 3 times in total.
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Re: Local Sides Problem

Post by FragMe! »

Your welcome, also read my edit I made to my post while you were typing in responses.
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Re: Local Sides Problem

Post by Fierfek »

Par3210 wrote:lol, Fierfek. Also your modding guide was very useful, well done.
Thanks. I am planning on expanding it.
And yeah, you need to change des_inf_jawa to tat_inf_jawa in both locations, like FragMe said.
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Re: Local Sides Problem

Post by FragMe! »

Those errors are normal, don't worry about them.
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Re: Local Sides Problem

Post by Par3210 »

I changed that thanks.
Offtopic: How would I get names to appear at the start of a quote? For instance Fierfek's post has my name at the start saying "Par3210 wrote:". How would I make this appear in my messages?
EDIT2: IT WORKED! MY JAWAZ ARE APPEARING IN GAME! One thing though, I would have liked them to be Jedi instead of Jawas. Could I change them?
Last edited by Par3210 on Mon Jul 13, 2009 2:05 pm, edited 1 time in total.
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Re: Local Sides Problem

Post by Fierfek »

FragMe! wrote:Those errors are normal, don't worry about them.
The chunk errors are normal? I've had maps crash because of them before.
Par3210 wrote:I changed that thanks.
Offtopic: How would I get names to appear at the start of a quote? For instance Fierfek's post has my name at the start saying "Par3210 wrote:". How would I make this appear in my messages?
At the bottom of each message, there are 2 buttons: report and quote. Hit quote.
Par3210 wrote:lol, Fierfek. Also your modding guide was very useful, well done.
EDIT2: Wa-wa-wa-wa-wait! Uh oh! This has popped up in the munglelog. Will it affect gameplay?
Hidden/Spoiler:
WARNING[PC_modelmunge msh\tat_inf_jawa.msh]:tat_inf_jawa has 1338 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\tat_inf_tusken.msh]:tat_inf_tusken has 1463 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 2 Warnings
No, those shouldn't do anything, except maybe make things slower.
Last edited by Fierfek on Mon Jul 13, 2009 2:06 pm, edited 1 time in total.
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Re: Local Sides Problem

Post by Par3210 »

Could I make another side too with Jedi on it?
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Re: Local Sides Problem

Post by Fierfek »

Par3210 wrote:Could I make another side too with Jedi on it?
You could, but it takes more work. If you read the tutorial in the FAQ/Everything Need to Know guide, you will see that having multiple teams complicates things, because you have to set up who is hostile/friendly to who.
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Re: Local Sides Problem

Post by Frisbeetarian »

Par3210 wrote: So should I take the things away that you said to add to my lua, Fierfek? Should I delete the line you said to put in:
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"}
cp4 = CommandPost:New{name = "local_cp"} <--- Should I trash this line?
Yes you should, especially since, as you have it, "cp4" is no longer able to be captured.
Fierfek wrote:
Par3210 wrote:Could I make another side too with Jedi on it?
You could, but it takes more work. If you read the tutorial in the FAQ/Everything Need to Know guide, you will see that having multiple teams complicates things, because you have to set up who is hostile/friendly to who.
Those are just a few extra lines, and as you said, it's covered in the local sides tutorial.
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Re: Local Sides Problem

Post by Par3210 »

i am prepared to work. All my other maps have been mostly trash and I want to make this map the best I have done yet.
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Re: Local Sides Problem

Post by Fierfek »

Frisbeetarian wrote:
Par3210 wrote: So should I take the things away that you said to add to my lua, Fierfek? Should I delete the line you said to put in:
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"}
cp4 = CommandPost:New{name = "local_cp"} <--- Should I trash this line?
Yes you should, especially since, as you have it, "cp4" is no longer able to be captured.
Fierfek wrote:
Par3210 wrote:Could I make another side too with Jedi on it?
You could, but it takes more work. If you read the tutorial in the FAQ/Everything Need to Know guide, you will see that having multiple teams complicates things, because you have to set up who is hostile/friendly to who.
Those are just a few extra lines, and as you said, it's covered in the local sides tutorial.
Oh right, I forgot to tell Par3210 to change the cp4 to cp5. Oops!
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Re: Local Sides Problem

Post by Par3210 »

It's ok Fierfek. Anyway what is the 3 letter name for the local team? I have made the jedi side (already :D ) and this is what it looks like:
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("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(400)
SetMaxPlayerFlyHeight (400)

SetMemoryPoolSize("SoldierAnimation",400)
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\\\\des.lvl",
"tat_inf_jawa")
ReadDataFile("SIDE\\\\jed.lvl",
"jed_inf_jedi")


ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_jettrooper_training",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep3_jettrooper",
"rep_hero_cloakedanakin",
"rep_hover_fightertank",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_urban",
"all_inf_rocketeer_jungle",
"all_inf_engineer",
"all_inf_sniper_jungle",
"all_hero_hansolo_tat")


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

SetupTeams{
rep = {
team = REP,
units = 4,
reinforcements = 375,
soldier = { "rep_inf_ep2_jettrooper_training",9, 25},
assault = { "rep_inf_ep2_jettrooper_sniper",1, 4},
sniper = { "rep_inf_ep2_jettrooper_rifleman",1, 4},
officer = { "rep_inf_ep2_rockeeter_chaingun",1, 4},
special = { "rep_inf_ep3_jettrooper",1 ,4},
},

cis = {
team = CIS,
units = 10,
reinforcements = 300,
soldier = { "all_inf_rifleman_urban",9, 25},
assault = { "all_inf_rocketeer_jungle",1, 4},
sniper = { "all_inf_sniper_jungle",1, 4},
engineer = { "all_inf_engineer",1, 4},
},
}
SetTeamName (3, "jawas")
AddUnitClass (3, "tat_inf_jawa", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)

SetTeamName (4, "jedis")
AddUnitClass (4, "tat_inf_jawa", 10,15)
SetUnitCount (3, 15)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsEnemy(DEF,4)
SetTeamAsEnemy(4,DEF)
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(4,ATT)


SetHeroClass(REP, "rep_hero_cloakedanakin")
SetHeroClass(CIS, "all_hero_hansolo_tat")

-- 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:EM1\\EM1.lvl", "EM1_conquest")
ReadDataFile("dc:EM1\\EM1.lvl", "EM1_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
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Fierfek
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Re: Local Sides Problem

Post by Fierfek »

Par3210 wrote:It's ok Fierfek. Anyway what is the 3 letter name for the local team? I have made the jedi side (already :D ) and this is what it looks like:
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("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(400)
SetMaxPlayerFlyHeight (400)

SetMemoryPoolSize("SoldierAnimation",400)
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\\\\des.lvl",
"tat_inf_jawa")
ReadDataFile("SIDE\\\\jed.lvl",
"jed_inf_jedi")


ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_jettrooper_training",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep3_jettrooper",
"rep_hero_cloakedanakin",
"rep_hover_fightertank",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_urban",
"all_inf_rocketeer_jungle",
"all_inf_engineer",
"all_inf_sniper_jungle",
"all_hero_hansolo_tat")


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

SetupTeams{
rep = {
team = REP,
units = 4,
reinforcements = 375,
soldier = { "rep_inf_ep2_jettrooper_training",9, 25},
assault = { "rep_inf_ep2_jettrooper_sniper",1, 4},
sniper = { "rep_inf_ep2_jettrooper_rifleman",1, 4},
officer = { "rep_inf_ep2_rockeeter_chaingun",1, 4},
special = { "rep_inf_ep3_jettrooper",1 ,4},
},

cis = {
team = CIS,
units = 10,
reinforcements = 300,
soldier = { "all_inf_rifleman_urban",9, 25},
assault = { "all_inf_rocketeer_jungle",1, 4},
sniper = { "all_inf_sniper_jungle",1, 4},
engineer = { "all_inf_engineer",1, 4},
},
}
SetTeamName (3, "jawas")
AddUnitClass (3, "tat_inf_jawa", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)

SetTeamName (4, "jedis")
AddUnitClass (4, "tat_inf_jawa", 10,15)
SetUnitCount (3, 15)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsEnemy(DEF,4)
SetTeamAsEnemy(4,DEF)
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(4,ATT)


SetHeroClass(REP, "rep_hero_cloakedanakin")
SetHeroClass(CIS, "all_hero_hansolo_tat")

-- 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:EM1\\EM1.lvl", "EM1_conquest")
ReadDataFile("dc:EM1\\EM1.lvl", "EM1_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
First, you need to change the tat_inf_jawa in the "jedis" section to jed_inf_jedi.
You also need to add lines for the new team in the jawa section, which specifies if it is hostile or friendly with the Jawas. Read the tutorial in the FAQ/Everything Need Know Guide again to get that part.
And what do you mean by the 3-letter initials? Do you mean JED?
And I'm assuming the Jawas worked?
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Local Sides Problem

Post by Frisbeetarian »

Fierfek wrote:Oh right, I forgot to tell Par3210 to change the cp4 to cp5. Oops!
Or just remove the line in the first place. Remember, if you capture the local's last CP, then they will never spawn again. This is why stock maps make use of invisible, uncaptureable, CPs for locals.

@Par3210
What do you mean by 3 letter name? You can just do

Code: Select all

SetTeamAsEnemy(3,4)
SetTeamAsEnemy(4,3)
Also, this

Code: Select all

ReadDataFile("SIDE\\\\des.lvl",
ReadDataFile("SIDE\\\\jed.lvl",
can be this

Code: Select all

ReadDataFile("SIDE\\des.lvl",
ReadDataFile("SIDE\\jed.lvl",
though I suppose it doesn't matter.
You also need to add lines for the new team in the jawa section, which specifies if it is hostile or friendly with the Jawas.
Ignore this, as it makes no sense, anyways. You can just do what I said and it should work.
User avatar
Fierfek
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Re: Local Sides Problem

Post by Fierfek »

Right, you should delete that line.
Last edited by Fierfek on Mon Jul 13, 2009 2:23 pm, edited 4 times in total.
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Local Sides Problem

Post by Frisbeetarian »

Fierfek wrote:Right, you should delete that line.
He already did.
Last edited by Frisbeetarian on Mon Jul 13, 2009 2:25 pm, edited 2 times in total.
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