Unit Count
Moderator: Moderators
-
MartinK
Unit Count
The map I'm making is pretty big, so I need tons of units to be in the map, can somebody tell me how to raise the unit count?
I tried changing something in the .lua but my result was being alone in the map with no units.
Thanks
I tried changing something in the .lua but my result was being alone in the map with no units.
Thanks
-
Guest
RE: Unit Count
Thats happened to me before! I'm not sure what I did but I think its you put 2 much. How much did you put?
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Lollilo
RE: Unit Count
i just know how to do this in Conquest:
Open your CW and GCW, if u want to increase the unitcount in these two Eras.
Then look in your MapIDg_con.lua/MapIDc_con.lua
to after this lines(they are in the near of the top):
--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}
and change the told lines to this:
--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",
isUberMode = true,
uberScoreLimit = 350,
multiplayerRules = true}
Open your CW and GCW, if u want to increase the unitcount in these two Eras.
Then look in your MapIDg_con.lua/MapIDc_con.lua
to after this lines(they are in the near of the top):
--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}
and change the told lines to this:
--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",
isUberMode = true,
uberScoreLimit = 350,
multiplayerRules = true}
Last edited by Lollilo on Mon Jul 31, 2006 11:31 am, edited 1 time in total.
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MartinK
RE: Unit Count
Can'r remember. As soon as I realized there where no units I changed it again...
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Lollilo
RE: Unit Count
sry i send the unfinished post. now it must work.
after the told steps u must increase your unitcount there:
cis = {
team = CIS,
units = 20,
e.g. to this
cis = {
team = CIS,
units = 120,
And the same with the republic, empire or rebells.
after the told steps u must increase your unitcount there:
cis = {
team = CIS,
units = 20,
e.g. to this
cis = {
team = CIS,
units = 120,
And the same with the republic, empire or rebells.
-
MartinK
RE: Unit Count
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
Do I have to change the reinforcements too?
rep = {
team = REP,
units = 20,
reinforcements = 150,
Do I have to change the reinforcements too?
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
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RE: Unit Count
The game has a set limit that it will allow unless you activate UberMode. What that does is tell the game to allow for tons of units (Maximum of 200 per side playing, 2000 reinforcements total). The only thing you have to do to enable UberMode is put this right above SetMaxFlyHeight():
SetUberMode(1)
Then under your SetupTeams section, units == number of soldiers on the field, and reinforcements == reinforcements. The last thing you need to do is raise the number of each unit. You will see two numbers after each unit in this area, which will look something like this:
sniper = {"rep_inf_ep3_sniper", 1, 4}
The first number is the minimum number in play, and the second is the max number (for that class). So if you want 200 guys on the field, most guys up the numbers of each class so that the second numbers add up to 200.
You do not need to add these two lines unless you are making XL mode:
isUberMode = true,
uberScoreLimit = 350,
SetUberMode(1)
Then under your SetupTeams section, units == number of soldiers on the field, and reinforcements == reinforcements. The last thing you need to do is raise the number of each unit. You will see two numbers after each unit in this area, which will look something like this:
sniper = {"rep_inf_ep3_sniper", 1, 4}
The first number is the minimum number in play, and the second is the max number (for that class). So if you want 200 guys on the field, most guys up the numbers of each class so that the second numbers add up to 200.
You do not need to add these two lines unless you are making XL mode:
isUberMode = true,
uberScoreLimit = 350,
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Hebes24
- Sith Master

- Posts: 2594
- Joined: Sat Jun 03, 2006 5:15 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: In An Epic Space Battle!
- Contact:
RE: Unit Count
What is the maximum you can have without Uber mode?
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
RE: Unit Count
I'm not sure about men on the field, but reinforcements is 350.
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OGEB1103
RE: Unit Count
32 men on the field i think cos thats the limit in the game selection part.
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MartinK
RE: Unit Count
This doesn't seem to work, the units and reinforcements are still the same, maybe I did something wrong. Here's the .lua:
--
-- 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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
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)
SetUberMode(1)
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_walk_atte")
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")
tur_bldg_laser"
SetupTeams{
rep = {
team = REP,
units = 200,
reinforcements = 350,
soldier = { "rep_inf_ep3_rifleman",9, 100},
assault = { "rep_inf_ep3_rocketeer",4, 25},
engineer = { "rep_inf_ep3_engineer",4, 25},
sniper = { "rep_inf_ep3_sniper",4, 25},
officer = {"rep_inf_ep3_officer",2, 15},
special = { "rep_inf_ep3_jettrooper",2, 10},
},
cis = {
team = CIS,
units = 200,
reinforcements = 350,
soldier = { "cis_inf_rifleman",9, 100},
assault = { "cis_inf_rocketeer",4, 25},
engineer = { "cis_inf_engineer",4, 25},
sniper = { "cis_inf_sniper",4, 25},
officer = {"cis_inf_officer",2, 15},
special = { "cis_inf_droideka",2, 10},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
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)
SetMemoryPoolSize("CommandWalker",1)
local weaponCnt = 240
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 22)
SetMemoryPoolSize("EntityFlyer", 30)
SetMemoryPoolSize("EntityHover", 20)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 20)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Navigator", 49)
SetMemoryPoolSize("Obstacle", 760)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("SoundSpaceRegion", 46)
SetMemoryPoolSize("TreeGridStack", 500)
SetMemoryPoolSize("UnitAgent", 49)
SetMemoryPoolSize("UnitController", 49)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("CommandWalker", 1)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:URD\\URD.lvl", "URD_conquest")
ReadDataFile("dc:URD\\URD.lvl", "URD_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
--
-- 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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
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)
SetUberMode(1)
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_walk_atte")
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")
tur_bldg_laser"
SetupTeams{
rep = {
team = REP,
units = 200,
reinforcements = 350,
soldier = { "rep_inf_ep3_rifleman",9, 100},
assault = { "rep_inf_ep3_rocketeer",4, 25},
engineer = { "rep_inf_ep3_engineer",4, 25},
sniper = { "rep_inf_ep3_sniper",4, 25},
officer = {"rep_inf_ep3_officer",2, 15},
special = { "rep_inf_ep3_jettrooper",2, 10},
},
cis = {
team = CIS,
units = 200,
reinforcements = 350,
soldier = { "cis_inf_rifleman",9, 100},
assault = { "cis_inf_rocketeer",4, 25},
engineer = { "cis_inf_engineer",4, 25},
sniper = { "cis_inf_sniper",4, 25},
officer = {"cis_inf_officer",2, 15},
special = { "cis_inf_droideka",2, 10},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
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)
SetMemoryPoolSize("CommandWalker",1)
local weaponCnt = 240
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 22)
SetMemoryPoolSize("EntityFlyer", 30)
SetMemoryPoolSize("EntityHover", 20)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 20)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Navigator", 49)
SetMemoryPoolSize("Obstacle", 760)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("SoundSpaceRegion", 46)
SetMemoryPoolSize("TreeGridStack", 500)
SetMemoryPoolSize("UnitAgent", 49)
SetMemoryPoolSize("UnitController", 49)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("CommandWalker", 1)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:URD\\URD.lvl", "URD_conquest")
ReadDataFile("dc:URD\\URD.lvl", "URD_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
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
RE: Unit Count
Usually if your characters aren't showing up it means that it can't find a command post.
cp6 = CommandPost:New{name = "cp6"}
"cp6" needs to be the name of your command post. (whatever you named it in ZeroEdit)
cp6 = CommandPost:New{name = "cp6"}
"cp6" needs to be the name of your command post. (whatever you named it in ZeroEdit)
-
MartinK
RE: Unit Count
hehe, that's not the problem, the CPs are there, they are named that way and units spawn from there. My poblem is that there are still few units, not as much as I put in the .lua
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
RE: Unit Count
Are any AI showing up? If not then it can't find the CP. That's the only thing that will cause that.
-
MartinK
RE: Unit Count
Yes. AI are showing up. The problem is this part:
rep = {
team = REP,
units = 200,
reinforcements = 350,
soldier = { "rep_inf_ep3_rifleman",9, 100},
assault = { "rep_inf_ep3_rocketeer",4, 25},
engineer = { "rep_inf_ep3_engineer",4, 25},
sniper = { "rep_inf_ep3_sniper",4, 25},
officer = {"rep_inf_ep3_officer",2, 15},
special = { "rep_inf_ep3_jettrooper",2, 10},
},
cis = {
team = CIS,
units = 200,
reinforcements = 350,
soldier = { "cis_inf_rifleman",9, 100},
assault = { "cis_inf_rocketeer",4, 25},
engineer = { "cis_inf_engineer",4, 25},
sniper = { "cis_inf_sniper",4, 25},
officer = {"cis_inf_officer",2, 15},
special = { "cis_inf_droideka",2, 10},
The problem is that on the map there are not 200 units per team (as I put in the .lua), there are 20, like if nothing was changed
rep = {
team = REP,
units = 200,
reinforcements = 350,
soldier = { "rep_inf_ep3_rifleman",9, 100},
assault = { "rep_inf_ep3_rocketeer",4, 25},
engineer = { "rep_inf_ep3_engineer",4, 25},
sniper = { "rep_inf_ep3_sniper",4, 25},
officer = {"rep_inf_ep3_officer",2, 15},
special = { "rep_inf_ep3_jettrooper",2, 10},
},
cis = {
team = CIS,
units = 200,
reinforcements = 350,
soldier = { "cis_inf_rifleman",9, 100},
assault = { "cis_inf_rocketeer",4, 25},
engineer = { "cis_inf_engineer",4, 25},
sniper = { "cis_inf_sniper",4, 25},
officer = {"cis_inf_officer",2, 15},
special = { "cis_inf_droideka",2, 10},
The problem is that on the map there are not 200 units per team (as I put in the .lua), there are 20, like if nothing was changed
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
RE: Unit Count
well, you *may* have to add
isUberMode = True
up top. I've never tried 200 men on the field, as that will kill a system.
isUberMode = True
up top. I've never tried 200 men on the field, as that will kill a system.
-
MartinK
RE: Unit Count
Technically, there would be 400 units on the field (200 per team), lol... I'll try to decrease the unit count...
-
DarthDaddy
Working Now?
Hey, I'm trying to do the same thing. Did you ever get this working?
