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Unit and hero list? [Solved]

Posted: Mon Dec 11, 2006 6:05 pm
by EGG_GUTS
I'm sure there's a forum about this already but does anybody have a list of the units and heroes etc
for LUA
ex: ep3_rep_rifleman
thanks

Character Spawn list

Posted: Mon Dec 11, 2006 6:12 pm
by AceMastermind
Character Spawn list:
Republic
Hidden/Spoiler:
rep_inf_ep2_rifleman = Ep2-style armour (Geonosis)
rep_inf_ep2_rocketeer
rep_inf_ep2_rocketeer_chaingun
rep_inf_ep2_engineer
rep_inf_ep2_sniper
rep_inf_ep2_jettrooper
rep_inf_ep2_rifleman
rep_inf_ep2_sniper
rep_inf_ep2_training
rep_inf_ep2_marine
rep_inf_ep2_pilot
rep_inf_ep2_officer
rep_inf_ep2_training
rep_inf_ep2_jettrooper_rifleman = "Original" clones from Kamino
rep_inf_ep2_jettrooper_sniper
rep_inf_ep2_rocketeer_chaingun

rep_inf_ep3_rifleman = Ep3-style armour (all other maps by default)
rep_inf_ep3_rocketeer
rep_inf_ep3_engineer
rep_inf_ep3_sniper
rep_inf_ep3_sniper_felucia = "Biker Scout" armour type
rep_inf_ep3_jettrooper
rep_inf_ep3_officer = Commander
rep_inf_ep3_marine
rep_inf_ep3_pilot
CIS
Hidden/Spoiler:
cis_inf_rifleman = SBD
cis_inf_rocketeer
cis_inf_engineer
cis_inf_pilot
cis_inf_marine
cis_inf_sniper
cis_inf_droideka
cis_inf_officer = Magna Guard
cis_inf_officer_hunt = same as above but no need to unlock
Rebel
Hidden/Spoiler:
all_inf_rifleman
all_inf_rifleman_urban
all_inf_rifleman_snow = Winter uniform (Hoth)
all_inf_rifleman_fleet = Fleet Trooper uniform (dark w/large helmet)
all_inf_rocketeer
all_inf_rocketeer_snow
all_inf_rocketeer_fleet
all_inf_engineer
all_inf_engineer_snow
all_inf_engineer_fleet
all_inf_pilot
all_inf_marine
all_inf_sniper
all_inf_sniper_snow
all_inf_sniper_fleet
all_inf_wookiee
all_inf_wookiee_snow
all_inf_officer = Bothan spy
all_inf_officer_snow
Imperial
Hidden/Spoiler:
imp_inf_rifleman
imp_inf_rifleman_snow = Snowtrooper uniform (Hoth)
imp_inf_rocketeer
imp_inf_rocketeer_snow
imp_inf_engineer
imp_inf_engineer_snow
imp_inf_pilot
imp_inf_marine
imp_inf_sniper
imp_inf_sniper_snow
imp_inf_dark_trooper
imp_inf_officer


Hero/Jedi
Hidden/Spoiler:
rep_hero_obiwan
rep_hero_anakin
rep_hero_cloakedanakin
rep_hero_macewindu
rep_hero_yoda
rep_hero_aalya = note spelling
rep_hero_kiyadimundi = note spelling
cis_hero_countdooku
cis_hero_darthmaul
cis_hero_grievous
cis_hero_jangofett
all_hero_luke_jedi
all_hero_luke_pilot
all_hero_luke_storm
all_hero_hansolo_storm
all_hero_hansolo_tat
all_hero_leia
all_hero_chewbacca
imp_hero_emperor
imp_hero_darthvader
imp_hero_bobafett


Other
Hidden/Spoiler:
ewk_inf_basic = Loads all Ewok classes in the LUA
ewk_inf_repair = Ewok carries Fusion Cutter
ewk_inf_scout
ewk_inf_trooper
gar_inf_naboo_queen
gar_inf_soldier = Naboo royal guard
gar_inf_temple_soldier = Jedi Temple guard
gar_inf_temple_vanguard
geo_inf_agro_geonosian
geo_inf_geonosian
geo_inf_acklay
gun_inf_basic = Loads all Gungan classes in the LUA
gun_inf_defender = Gungans
gun_inf_rider
gun_inf_soldier
jed_knight_01
jed_knight_02
jed_knight_03
jed_knight_04
jed_master_01
jed_master_02
jed_master_03
jed_runner
jed_sith_01
snw_inf_wampa
tat_inf_jawa
tat_inf_tuskenraider
tat_inf_tuskenhunter
wok_inf_basic = Loads all Wookiee types in the LUA
wok_inf_rocketeer = Wookie carries Rocket
wok_inf_mechanic = Wookie carries Fusion Cutter
wok_inf_warrior

Posted: Mon Dec 11, 2006 6:22 pm
by Elmo
Ace, if i want to change the hero on the map, do i just add that name into my LUA?
And delete the other one?

Posted: Mon Dec 11, 2006 6:33 pm
by EGG_GUTS
ok I replaced the jettrooper with jed_knight_01-04 and it won't show up it just deletes the jettrooper
what's the problem
and it did the same thing when i switched maul with grievous (again) what's the problem?

thanks

Posted: Mon Dec 11, 2006 6:36 pm
by Hebes24
Post your LUA, EGG_GUTS, and I'll show you how to do it.

Posted: Mon Dec 11, 2006 7:40 pm
by EGG_GUTS
I switched it around some more i switched the SBDs to marienes and the snipers to genosions and the jedi master to the jettrtooper ep2 eliminated the droieka and made grievous the cis hero well here it is...

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_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_ep2_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_marine",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "geo_inf_geonosian",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "",1, 4},
}
}

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



thanks

Posted: Mon Dec 11, 2006 7:58 pm
by fat_walrus
delete the special ={...... line, it is uneccessary

Posted: Mon Dec 11, 2006 8:13 pm
by EGG_GUTS
no the droieka is gone here are the problems

-instead of grievous for a hero there is no hero for cis
-marine droid geonosian and ep2 jettrooper won't show up

that's it

thanks again

Posted: Mon Dec 11, 2006 8:14 pm
by Penguin
have you loaded the units from their side lvl?

Posted: Mon Dec 11, 2006 8:35 pm
by Bac-Talan
That's the problem.
Your code there looks fine, but you have to put in the readdatafile bit (which I'm too busy to go look up now.)

Posted: Mon Dec 11, 2006 11:01 pm
by fat_walrus
make it like this: (I'm typing it from scratch not copying it so there might be a mistake)

ReadDataFile("SIDE\\rep.lvl",
"rep......whatever"
WHEN YOU GET TO THIS LINE
|
"rep_hero_anakin")
THEN ADD A COMMA AND THE CORRECT ENTRY SO IT LOOKS LIKE THIS
|
"rep_hero_anakin",
"rep_inf_ep2_jettrooper")

and do that same thing for the geonosian and marine droid (under the ReadDataFile("SIDE\\cis".lvl,

Just to clarify the character list

Posted: Mon Dec 11, 2006 11:18 pm
by AceMastermind
EGG_GUTS wrote:ok I replaced the jettrooper with jed_knight_01-04 and it won't show up
Just to clarify the character list, it is actually:
jed_knight_01
jed_knight_02
jed_knight_03
jed_knight_04

not "jed_knight_01-04"

Elmo wrote:Ace, if i want to change the hero on the map, do i just add that name into my LUA?
And delete the other one?
Yes

Posted: Tue Dec 12, 2006 8:21 am
by EGG_GUTS
Penguin wrote:have you loaded the units from their side lvl?
no I didn't but do i get them from C :/BF2_Modtools/assets/sides

and where do I put them?

Posted: Tue Dec 12, 2006 10:16 am
by Teancum
post the whole lua

Posted: Tue Dec 12, 2006 10:46 am
by EGG_GUTS
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("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("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"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 = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_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_ep2_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_marine",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "geo_inf_geonosian",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "",1, 4},
}
}

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


-- 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:AHZ\\AHZ.lvl", "AHZ_conquest")
ReadDataFile("dc:AHZ\\AHZ.lvl", "AHZ_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


well there it is

Posted: Tue Dec 12, 2006 11:46 am
by MasterSaitek009
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")
Change that to line to: "cis_hero_grievous", Everything else seems to be in order though. Happy Modding!
*****MasterSaitek009*****

Posted: Tue Dec 12, 2006 12:35 pm
by EGG_GUTS
Would i have to change

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper", to rep_inf_ep2_jettrooper
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman", to cis_inf_marine
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper", to geo_inf_geonosian
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")

Posted: Tue Dec 12, 2006 1:19 pm
by Teancum
geo_inf_geonosian would need to be loaded from geo.lvl

Posted: Tue Dec 12, 2006 1:39 pm
by EGG_GUTS
Ok where would I get geo.lvl

and i still have these problems:
my cis marine won't show up

problems I've fixed (thanks to you guys):
Droieka gone
Grievous works now
ep2 jettrooper works now

thanks

EDIT: Ok i fixed the marines (typing problem)
well here's another question for a hero like cis_hero_jangofett would you switch it with say SBDs to play with him with out getting certain amount of points

Posted: Tue Dec 12, 2006 2:32 pm
by Teancum
ReadDataFile("SIDE\\geo.lvl",
"geo_inf_geonosian")