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Changing the playable teams...

Posted: Fri Mar 23, 2007 11:47 pm
by Hunted_One
Ok, pretty simple. I have no idea how to work this. Exactly how would I go about changing the playable teams on a map I'm working on? I would like to make it Gungans vs. Ewoks. I tried editing the LUA, but it crashed while loading. How am I supposed to do this correctly? Thanks.

-Penguin_Unit

Posted: Sat Mar 24, 2007 4:52 am
by DarthD.U.C.K.
view topic: how to make hunt mode 8) if you want to make a new mode with these sides or compy the gun, ewk and common folders from assets/sides to your data_ModID/sides and edit the lua.
8)

Posted: Sat Mar 24, 2007 12:35 pm
by Hunted_One
Dude, I don't want hunt. I need to make it fix for conquest. Where did I mention hunt?

Posted: Sat Mar 24, 2007 1:06 pm
by Jawa_Killer
in your nickname :P and dude don't be so rude ok? look in the "everything you need thread" for help editing sides.........

Posted: Sat Mar 24, 2007 1:40 pm
by Hebes24
Do you need help with the sides? or do you have the sides and just want to change the name?

Posted: Sat Mar 24, 2007 1:44 pm
by Caleb1117
The everything you need thred did not help me with side problems at all, there is no tut for setting up a side. However the hunt mode tut could be used to accomplish what you disire Hunted One, Anyway it should be simple, copy the gun, ewk, and common folders from assets\sides into ABC_dat\sides.
then change the side related lua call to ReadDataFile("dc:SIDE\\ewk.lvl", etc

SetupTeams{
ewk = {
team = ewk,
units = 25,
reinforcements = 200,

and... not sure but maybe change this too.
-- REP Attacking (attacker is always #1)
ewk = 1;
gun = 2;
-- These variables do not change
ATT = ewk;
DEF = gun;

Posted: Sat Mar 24, 2007 4:30 pm
by Hunted_One
Sorry. I got a bit angry cause D.U.C.K. didn't answer my question at all. Forgive me :(

Hebes:What I need to do it make it where for conquest the sides are Ewoks and Gungans against each other.

Would any of you know what folders is for Jawas? I would like to use Jawas instead of Gungans, if possible, but I can't find the side folder for it. I hope I didn't accidentally delete it...

Posted: Sat Mar 24, 2007 4:38 pm
by Caleb1117
The jawas and tuskens are in the des folder

Posted: Sat Mar 24, 2007 4:59 pm
by Hunted_One
New error plaguing me. I won't post the whole thing, just the severity 3 errors that cause a crash-on-load:

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk EWK_inf_trooper in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\AST\Data\_lvl_pc\SIDE\EWK.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk EWK_inf_repair in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\AST\Data\_lvl_pc\SIDE\EWK.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk EWK_inf_scout in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\AST\Data\_lvl_pc\SIDE\EWK.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk EWK_inf in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\AST\Data\_lvl_pc\SIDE\EWK.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\EWK.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk cis_hover_aat in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\AST\Data\_lvl_pc\SIDE\GUN.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\GUN.lvl

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #1 to `SetBleedingVoiceOver' (number expected, got nil)
stack traceback:
[C]: in function `SetBleedingVoiceOver'
(none): in function `ScriptInit'

-------

What could this mean?

Posted: Sun Mar 25, 2007 12:45 am
by fat_walrus
you dont need to edit sides, just change the LUA. If this makes absolutely no sense, use the search engine. seriously, I made about 5 tuts for this in different topics.

Posted: Sun Mar 25, 2007 3:45 pm
by Hunted_One
...I did try editing the LUA. I think the LUA is fine. Look above though. Do you guys have any idea what that error is doing? It's starting to do it on any map I munge...must reinstall the game. It seems to have happened after I installed the GameToast mappack 1.8.1.

Posted: Sun Mar 25, 2007 5:51 pm
by authraw
It still looks like a lua problem to me. Post your LUA and that might shed a little light on the situation. ;)

Posted: Sun Mar 25, 2007 8:16 pm
by Hunted_One
This is strange...I can't find it now? I think, when it didn't work, before I posted that, I must have replaced it with a backup. It still doesn't work though. Oh well. This is my conquest LUA, which must be the original:
--
-- 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("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

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\\rep.lvl",
"rep_inf_commando",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"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_darthmaul",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 400,
soldier = { "rep_inf_commando",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 500,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_yoda")


-- 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:AST\\AST.lvl", "AST_conquest")
ReadDataFile("dc:AST\\AST.lvl", "AST_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