Changing the playable teams...

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Hunted_One

Changing the playable teams...

Post 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.

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Post 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)
Hunted_One

Post by Hunted_One »

Dude, I don't want hunt. I need to make it fix for conquest. Where did I mention hunt?
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Post 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.........
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Post by Hebes24 »

Do you need help with the sides? or do you have the sides and just want to change the name?
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Post 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;
Hunted_One

Post 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...
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Post by Caleb1117 »

The jawas and tuskens are in the des folder
Hunted_One

Post 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?
fat_walrus

Post 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.
Hunted_One

Post 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.
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Post by authraw »

It still looks like a lua problem to me. Post your LUA and that might shed a little light on the situation. ;)
Hunted_One

Post 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
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