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How to create a side? [Solved]

Posted: Fri Dec 14, 2007 6:37 am
by Eagle Eye
I want to create a own side so i dont have to copy a whole side from the assets to my data_ABC/sides map cause thats to big. I have already created a side map with the odf, msh, req and munge folders in it. What i need to do more?

Is there a tut for making sides?

Re: how to create a side?

Posted: Fri Dec 14, 2007 1:50 pm
by MandeRek
I'm a side maker and the thing i do is take a small side, like the wampa, and then just copy/paste/modify/add/subtract files around... The .req in the side and the soldiers .req in the req folder are most important i think, because they load the unit/thing/whatever so you could see what's wrong ingame (or something it just crashes during loading :P )

Re: how to create a side?

Posted: Fri Dec 14, 2007 8:37 pm
by AceMastermind
To learn how to set up a side whether it be for a unit or vehicle, you can either follow the Jedi_creation.doc or follow along with this post made by schizo, just replace the sith trooper parts with whatever you are using.
Hidden/Spoiler:
[quote][quote="Schizo"]TUTORIAL ON HOW TO GET SITH TROOPER WORKING IN-GAME

This is fairly simple really. If you know how to set up sides, then you know how to get the Sith Trooper working in-game correctly.

First step, of course, is to create your mod world, if you haven't done so already. Let's use data_ABC as an example for the tutorial.

Now, second, is to set up your side. So, go into your data_ABC/sides folder, and the create a folder, and name it whatever you want (I recommend using a quick three-letter name for the side, but you can name it whatever). Let's say our new side's name is "sth".

Now go into your newly-created sth folder, and create the following folders: ODF, MSH, and REQ. Once you're done, then go to your assets. Copy the Common folder from your Assets/Sides and paste it into your data_ABC/Sides folder.

Now go to any side in the assets (such as the Rep side, or Imp side... doesn't really matter either way). And copy the REQ file you find in the folder (so for Rep, it'd be the Rep.req you find in your Assets/Sides/Rep folder).

Take that file, and paste the copy into your data_ABC/Sides/sth folder (alternatively, you could just create a new notepad document and save it as an REQ, but it's easier to use an REQ from the assets, since it's basically all set up for you).

Now open the file. If you used the Rep.req file, it should look something like this:

Image


Now, delete all the lines referencing to the units, vehicles, etc. Then, in the space where the Republic units were, type in the name of your unit (let's just call him sth_inf_sithtrooper).

Your REQ should now look something like this:

Image


Now, save the REQ, and exit out. Rename the REQ to sth, or whatever you named your side. Now go into the REQ folder you made in your side. You'll want to make an REQ for your unit. Either make one from scratch, or copy one from the assets to use as a template. Name this REQ "sth_inf_sithtrooper", the same thing you had put in your sth REQ.

Now inside this REQ, you want to call for the ODF of your unit. So type in these lines:

[code]ucft
{
REQN
{
"class"
"sth_inf_sithtrooper"
}
}[/code]


So now your REQ should look like this:

Image


Now that your REQ is calling for your ODF, you'll need to make one in the ODF folder. I recommend copying one from the assets to use as a template. I'm going to use the "rep_inf_default_rifleman" ODF. Name your new ODF "sth_inf_sithtrooper".

So now that you have your ODF in your side's ODF folder, open it up. If you're using the rep_inf_default_rifleman ODF, it should look like this:

Image


(It might also be a good idea to copy the rep_inf_default to your ODF folder as well, since your ODF is calling for it as the base class.)

Now we want to tell it to use the Sith Trooper MSH. So at the top of your ODF, under Properties, type these lines:

GeometryName = "sth_inf_sithtrooper"
GeometryLowRes = "sth_inf_sithtrooper"
FirstPerson = "REP\reptroop;rep_1st_trooper" --note: this line calls for the First Person geometry; I'm not sure whether you definitely need it or not, but it might be a good idea to copy the "rep_1st"trooper" files from the Rep side into your side's MSH folder, just to be safe.

So your ODF should now look something like this:

Image


As for the weapons, I'm not going to tell you how to go about changing them, but if you're using the rep_inf_default_rifleman ODF, search through the Assets/Sides/Rep folder for all the weapons that the ODF is calling for (don't forget to copy the MSH files as well as the ODF files for the weapons).

Now, take your sth_inf_sithtrooper MSH and TGA files, and paste them into your data_ABC/Sides/sth/MSH folder.

Now go to data_ABC\_BUILD\Sides and create a new folder and name it STH.
Then copy the munge.bat and clean.bat from the ALL folder and paste them in your STH folder and you're done.

And now, your side should be all set up. Now we need to go call for it in the LUA. I'm not going to go into too much depth here, but your LUA should look something like this:

Image


Now munge your map (remember to munge your new side as well), and test. Hope this helps.[/quote][/quote]

Re: how to create a side?

Posted: Sat Dec 15, 2007 10:41 am
by Eagle Eye
Thanks for the guide Acemastermind. I folowed ur guide, but when I munge, he fails munging my side "REB". If i play on my map the edited engineer is missing and the game doesn't crash.

Is my lua script correct?
Hidden/Spoiler:
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_luke_pilot")


ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett")



ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser",
"tur_bldg_chaingun_tripod")



ReadDataFile("dc:SIDE\\reb.lvl",
"reb_inf_engineer")


SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "reb_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
}
}

SetHeroClass(ALL, "all_hero_luke_pilot")
SetHeroClass(IMP, "imp_hero_bobafett")


This is the munge error that i get when i munge:
Hidden/Spoiler:
Sides\munge PC
munge_side Common PC
0 bestand(en) gekopieerd
Done
"
"Error (Invalid Parameter): REB
"
"Usage: munge [PC|PS2|XBOX] [<side1> <side2> ...]
Worlds\munge PC
munge_world Common PC
Done
And this is the odf of my reb_inf_engineer.odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "all_inf_default"


[Properties]
UnitType = "pilot"
GeometryName = "all_inf_engineer"
GeometryLowRes = "all_inf_engineer_low1"
FirstPerson = "all\alleng;all_1st_engineer"

ImmuneToMines = "1"

WEAPONSECTION = 1
WeaponName = "all_weap_inf_shotgun"
WeaponAmmo = 6

WEAPONSECTION = 2
WeaponName = "all_weap_inf_fusioncutter"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "all_weap_inf_detpack"
WeaponAmmo = 3
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "all_weap_inf_powerup_dispenser"
WeaponAmmo = 5
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "all_weap_award_shotgun"
WeaponAmmo = 4

VOUnitType = 1

VOSound = "all_command_follow SC_Follow"
VOSound = "all_command_stopFollow SC_StopFollow"
VOSound = "all_command_stopVehicle SC_VehicleWaitUp"
VOSound = "all_command_getIn SC_GetIn"
VOSound = "all_command_getOut SC_GetOut"
VOSound = "all_response_follow SC_FollowResponse"
VOSound = "all_response_stopFollow SC_StopFollowResponse"
VOSound = "all_response_stopVehicle SC_VehicleWaitUpResponse"
VOSound = "all_response_getIn SC_GetInResponse"
VOSound = "all_response_getOut SC_GetOutResponse"

VOSound = "all1_inf_pc_com_hostile SpottedVO"
VOSound = "all1_inf_pc_com_bacta NeedMedicVO"
VOSound = "all1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "all1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "all1_inf_pc_com_transport NeedPickupVO"
VOSound = "all1_inf_pc_com_backup NeedBackupVO"
VOSound = "all1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "all1_inf_pc_com_defend DefendPositionVO"

VOSound = "all1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "all1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "all1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "all1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "all1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "all1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "all1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "all1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"

VOSound = "all1_inf_chatter_AcquiredTarget_Above_VOUnitNum41 AcquiredTarget +Above +VOUnitNum41"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum42 AcquiredTarget +VOUnitNum42"
VOSound = "all1_inf_chatter_AcquiredTarget_left AcquiredTarget +left"
VOSound = "all1_inf_chatter_AcquiredTarget_right AcquiredTarget +right"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum43 AcquiredTarget +VOUnitNum43"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum191 AcquiredTarget +VOUnitNum191"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum192 AcquiredTarget +VOUnitNum192"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum193 AcquiredTarget +VOUnitNum193"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum194 AcquiredTarget +VOUnitNum194"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum49 NotShootingCriticalHit +VOUnitNum49"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum49 AcquiredTarget +VOUnitNum49"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum50 NotShootingCriticalHit +VOUnitNum50"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum50 AcquiredTarget +VOUnitNum50"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum51 NotShootingCriticalHit +VOUnitNum51"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum51 AcquiredTarget +VOUnitNum51"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum52 AcquiredTarget +VOUnitNum52"
VOSound = "all1_inf_chatter_NearbyEnemySlaughter NearbyEnemySlaughter"
VOSound = "all1_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
VOSound = "all1_inf_chatter_KillingSpree4 KillingSpree4"
VOSound = "all1_inf_chatter_KillingSpree8 KillingSpree8"
VOSound = "all1_inf_chatter_HeadshotKill HeadshotKill"
VOSound = "all1_inf_chatter_Grenade Grenade"
VOSound = "all1_inf_chatter_MissileIncoming MissileIncoming"
VOSound = "all1_inf_chatter_AcquiredTarget_IsSniper_VOUnitNum44 AcquiredTarget +IsSniper +VOUnitNum44"
VOSound = "all1_inf_chatter_FriendlyFire FriendlyFire"
VOSound = "all1_inf_chatter_RebelsShootDeadBody RebelsShootDeadBody"
VOSound = "all1_inf_chatter_RebelsShootDeadBody_VOUnitNum42 RebelsShootDeadBody +VOUnitNum42"
VOSound = "all1_inf_chatter_GivePowerup GivePowerup"
VOSound = "all1_inf_chatter_AcquiredTarget_IsTurret AcquiredTarget +IsTurret"
VOSound = "all1_inf_chatter_RepairStart_IsHover RepairStart +IsHover"
VOSound = "all1_inf_chatter_RepairStart_IsWalker RepairStart +IsWalker"
VOSound = "all1_inf_chatter_RepairStart_IsFlyer RepairStart +IsFlyer"
VOSound = "all1_inf_chatter_RepairEnd_IsHover RepairEnd +IsHover"
VOSound = "all1_inf_chatter_RepairEnd_IsWalker RepairEnd +IsWalker"
VOSound = "all1_inf_chatter_RepairEnd_IsFlyer RepairEnd +IsFlyer"
VOSound = "all1_inf_chatter_RepairStart_IsTurret RepairStart +IsTurret"
VOSound = "all1_inf_chatter_RepairEnd_IsTurret RepairEnd +IsTurret"
VOSound = "all1_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum176 AcquiredTarget +VOUnitNum176"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum175 AcquiredTarget +VOUnitNum175"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum177 AcquiredTarget +VOUnitNum177"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum2 AcquiredTarget +VOUnitNum2"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum172 AcquiredTarget +VOUnitNum172"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum174 AcquiredTarget +VOUnitNum174"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum173 AcquiredTarget +VOUnitNum173"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum171 AcquiredTarget +VOUnitNum171"
VOSound = "all1_inf_chatter_AcquiredTarget_Above_VOUnitNum41_InHover AcquiredTarget +Above +VOUnitNum41 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum42_InHover AcquiredTarget +VOUnitNum42 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_left_InHover AcquiredTarget +left +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_right_InHover AcquiredTarget +right +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum43_InHover AcquiredTarget +VOUnitNum43 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum191_InHover AcquiredTarget +VOUnitNum191 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum192_InHover AcquiredTarget +VOUnitNum192 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum193_InHover AcquiredTarget +VOUnitNum193 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum194_InHover AcquiredTarget +VOUnitNum194 +InHover"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum194_InHover NotShootingCriticalHit +VOUnitNum194 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum49_InHover AcquiredTarget +VOUnitNum49 +InHover"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum49_InHover NotShootingCriticalHit +VOUnitNum49 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum50_InHover AcquiredTarget +VOUnitNum50 +InHover"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum51_InHover NotShootingCriticalHit +VOUnitNum51 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum51_InHover AcquiredTarget +VOUnitNum51 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum52_InHover AcquiredTarget +VOUnitNum52 +InHover"
VOSound = "all1_inf_chatter_NearbyEnemySlaughter_InHover NearbyEnemySlaughter +InHover"
VOSound = "all1_inf_chatter_NearbyFriendlySlaughter_InHover NearbyFriendlySlaughter +InHover"
VOSound = "all1_inf_chatter_KillingSpree4_InHover KillingSpree4 +InHover"
VOSound = "all1_inf_chatter_KillingSpree8_InHover KillingSpree8 +InHover"
VOSound = "all1_inf_chatter_HeadshotKill_InHover HeadshotKill +InHover"
VOSound = "all1_inf_chatter_Grenade_InHover Grenade +InHover"
VOSound = "all1_inf_chatter_MissileIncoming_InHover MissileIncoming +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_IsSniper_VOUnitNum44_InHover AcquiredTarget +IsSniper +VOUnitNum44 +InHover"
VOSound = "all1_inf_chatter_FriendlyFire_InHover FriendlyFire +InHover"
VOSound = "all1_inf_chatter_RebelsShootDeadBody_InHover RebelsShootDeadBody +InHover"
VOSound = "all1_inf_chatter_RebelsShootDeadBody_VOUnitNum42_InHover RebelsShootDeadBody +VOUnitNum42 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_IsTurret_InHover AcquiredTarget +IsTurret +InHover"
VOSound = "all1_inf_chatter_RepairStart_IsHover_InHover RepairStart +IsHover +InHover"
VOSound = "all1_inf_chatter_RepairStart_IsWalker_InHover RepairStart +IsWalker +InHover"
VOSound = "all1_inf_chatter_RepairStart_IsFlyer_InHover RepairStart +IsFlyer +InHover"
VOSound = "all1_inf_chatter_RepairEnd_IsHover_InHover RepairEnd +IsHover +InHover"
VOSound = "all1_inf_chatter_RepairEnd_IsWalker_InHover RepairEnd +IsWalker +InHover"
VOSound = "all1_inf_chatter_RepairEnd_IsFlyer_InHover RepairEnd +IsFlyer +InHover"
VOSound = "all1_inf_chatter_RepairStart_IsTurret_InHover RepairStart +IsTurret +InHover"
VOSound = "all1_inf_chatter_RepairEnd_IsTurret_InHover RepairEnd +IsTurret +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_InHover AcquiredTarget +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum176_InHover AcquiredTarget +VOUnitNum176 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum175_InHover AcquiredTarget +VOUnitNum175 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum177_InHover AcquiredTarget +VOUnitNum177 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum2_InHover AcquiredTarget +VOUnitNum2 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum172_InHover AcquiredTarget +VOUnitNum172 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum174_InHover AcquiredTarget +VOUnitNum174 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum173_InHover AcquiredTarget +VOUnitNum173 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum171_InHover AcquiredTarget +VOUnitNum171 +InHover"
VOSound = "all1_inf_chatter_AcquiredTarget_Above_VOUnitNum41_InWalker AcquiredTarget +Above +VOUnitNum41 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum42_InWalker AcquiredTarget +VOUnitNum42 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_left_InWalker AcquiredTarget +left +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_right_InWalker AcquiredTarget +right +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum43_InWalker AcquiredTarget +VOUnitNum43 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum191_InWalker AcquiredTarget +VOUnitNum191 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum192_InWalker AcquiredTarget +VOUnitNum192 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum193_InWalker AcquiredTarget +VOUnitNum193 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum194_InWalker AcquiredTarget +VOUnitNum194 +InWalker"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum194_InWalker NotShootingCriticalHit +VOUnitNum194 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum49_InWalker AcquiredTarget +VOUnitNum49 +InWalker"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum49_InWalker NotShootingCriticalHit +VOUnitNum49 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum50_InWalker AcquiredTarget +VOUnitNum50 +InWalker"
VOSound = "all1_inf_chatter_NotShootingCriticalHit_VOUnitNum51_InWalker NotShootingCriticalHit +VOUnitNum51 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum51_InWalker AcquiredTarget +VOUnitNum51 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum52_InWalker AcquiredTarget +VOUnitNum52 +InWalker"
VOSound = "all1_inf_chatter_NearbyEnemySlaughter_InWalker NearbyEnemySlaughter +InWalker"
VOSound = "all1_inf_chatter_NearbyFriendlySlaughter_InWalker NearbyFriendlySlaughter +InWalker"
VOSound = "all1_inf_chatter_KillingSpree4_InWalker KillingSpree4 +InWalker"
VOSound = "all1_inf_chatter_KillingSpree8_InWalker KillingSpree8 +InWalker"
VOSound = "all1_inf_chatter_HeadshotKill_InWalker HeadshotKill +InWalker"
VOSound = "all1_inf_chatter_Grenade_InWalker Grenade +InWalker"
VOSound = "all1_inf_chatter_MissileIncoming_InWalker MissileIncoming +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_IsSniper_VOUnitNum44_InWalker AcquiredTarget +IsSniper +VOUnitNum44 +InWalker"
VOSound = "all1_inf_chatter_FriendlyFire_InWalker FriendlyFire +InWalker"
VOSound = "all1_inf_chatter_RebelsShootDeadBody_InWalker RebelsShootDeadBody +InWalker"
VOSound = "all1_inf_chatter_RebelsShootDeadBody_VOUnitNum42_InWalker RebelsShootDeadBody +VOUnitNum42 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_IsTurret_InWalker AcquiredTarget +IsTurret +InWalker"
VOSound = "all1_inf_chatter_RepairStart_IsHover_InWalker RepairStart +IsHover +InWalker"
VOSound = "all1_inf_chatter_RepairStart_IsWalker_InWalker RepairStart +IsWalker +InWalker"
VOSound = "all1_inf_chatter_RepairStart_IsFlyer_InWalker RepairStart +IsFlyer +InWalker"
VOSound = "all1_inf_chatter_RepairEnd_IsHover_InWalker RepairEnd +IsHover +InWalker"
VOSound = "all1_inf_chatter_RepairEnd_IsWalker_InWalker RepairEnd +IsWalker +InWalker"
VOSound = "all1_inf_chatter_RepairEnd_IsFlyer_InWalker RepairEnd +IsFlyer +InWalker"
VOSound = "all1_inf_chatter_RepairStart_IsTurret_InWalker RepairStart +IsTurret +InWalker"
VOSound = "all1_inf_chatter_RepairEnd_IsTurret_InWalker RepairEnd +IsTurret +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_InWalker AcquiredTarget +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum176_InWalker AcquiredTarget +VOUnitNum176 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum175_InWalker AcquiredTarget +VOUnitNum175 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum177_InWalker AcquiredTarget +VOUnitNum177 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum2_InWalker AcquiredTarget +VOUnitNum2 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum172_InWalker AcquiredTarget +VOUnitNum172 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum174_InWalker AcquiredTarget +VOUnitNum174 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum173_InWalker AcquiredTarget +VOUnitNum173 +InWalker"
VOSound = "all1_inf_chatter_AcquiredTarget_VOUnitNum171_InWalker AcquiredTarget +VOUnitNum171 +InWalker"

Re: how to create a side?

Posted: Sat Dec 15, 2007 2:06 pm
by MandeRek
Do make sure the all_inf_default etc is in your side... Make sure the folder is same named as the .req... And with the error with PS2 and Xbox, I've never had that! Are you trying to bring this into XBox? :P

Re: how to create a side?

Posted: Sat Dec 15, 2007 2:09 pm
by Maveritchell
Assuming you named the folder in the sides folder "REB," did you remember to add a "REB" folder to your BUILD_\Sides folder (and to put a clean.bat and munge.bat in there)?

Re: how to create a side?

Posted: Sat Dec 15, 2007 2:21 pm
by Eagle Eye
Maveritchell wrote:Assuming you named the folder in the sides folder "REB," did you remember to add a "REB" folder to your BUILD_\Sides folder (and to put a clean.bat and munge.bat in there)?
I didnt do that, cause i overlooked that step in the guide
thanks, it works now