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Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 1:54 pm
by vegati
Mine gets stuck on grass too! It's so annoying! :x lol, glad you *potentially* solved the munging problem :D

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 2:00 pm
by Par3210
wWHOOOA! SWEETNESS! I placed one of Thunder's demon units ingame and look at it! Also the sky has activated! WOOT! :faint: :D :faint:
It's gonna be great running in a forest at night being chased by zombies! :runaway: :mrgreen:
Piccies!
Image
Image
Image
Image
Image
Image
Image

Tell me how it looks!
Sadly no zombies have appeared tho... Please help me with this.

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 2:04 pm
by vegati
It may have something to do with your lua. again. Check your CPs and make sure that they are all named correctly. Remember CHECK ALL THREE NAMES!

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 2:05 pm
by Par3210
righty ho. :lol:
I think I know why. There is no all_inf_soilderurban or gam_inf_giantgammoreanguard REQs. Only gam_inf_gammoreanguard. Do I need to make them?

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 2:08 pm
by vegati
I guess so

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 2:11 pm
by Par3210
erm, right.
I made them now I'm munging.

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 2:52 pm
by vegati
Is it working now or is it stuck again?

BTW can I beta? It looks pretty good so far. (It would also be fun to be chased around by zombies :P ) Speaking of zombies, is it going to be wave or survival? Or perhaps both :D

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 3:08 pm
by Par3210
it would be an honour to have you beta!
It's not working, still though.
Should I try replacing the normal gammeroan's skin with mine? It'll be easier.
and it'll be survival. You and your friends if on multiplayer will have to avoid/kill 150 zombies on your own with no help. Be fun :D

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 3:31 pm
by vegati
Can i have your error log? I don't think it has anything to do with the skin.

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 3:32 pm
by Par3210
its the same as before - and besides I have a different idea. I'm going to use the stock sides and add the gammeroan texture to the gammeroean and replace the old one - backing it up of course, and also for the urban rifleman. For the rifleman - yes i won't have the axe. I don't know how to make him have the axe. He'll have to do without.

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 3:37 pm
by vegati
I believe he already has one. I think I gave one to him.

P.S I like how you're always on so I don't have to wait an hour for a response :D

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 3:39 pm
by Par3210
lol :P
It worked! Although the gammeroean isn't appearing still - which I will fix. I think I know why.
Pic!
Image

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 3:45 pm
by vegati
Wait, the giant gamorrean? He doesn't work for me either. I don't think his ODF references the other one's properly.

P.S What do you think of them. You like 'em? :spam:

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 3:49 pm
by Par3210
i like them :D
The gammorean doesn't seem to be appearing though, and no AI are appearing either. :x
This is the gammorean that I made with the stock side. Any help? Please?

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 3:55 pm
by vegati
Did you check your CPs in your LUA?

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 3:58 pm
by Par3210
yeah.
Dude, could you make this skin bloody like the others?
Image
Wait'a one minute! There's no cps IN my lua!?

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 4:03 pm
by vegati
That could be a problem. Do you want me to add them in for you or can you do it yourself?

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 4:04 pm
by Par3210
i don't know. Can you please?
Where do I add the cps?

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 4:12 pm
by vegati
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("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sharpshooter",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc: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_ep3_jettrooper",1, 4},

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

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)
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:CTM\\CTM.lvl", "CTM_conquest")
ReadDataFile("dc:CTM\\CTM.lvl", "CTM_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

Re: World War 2 Battlefield by Par3210

Posted: Tue Jul 28, 2009 4:19 pm
by Par3210
okeydokey thanks.