Battle of Geonosis map (postponed unitl further notice)

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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obiboba3po
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Re: Battle of Geonosis map

Post by obiboba3po »

here is a picture of the ep2 clones. Thanks!

Umm, yeah, something like that. They kinda looked like completley new soldiers though.

Stop doubleposting. There's an edit button there for a reason. -Staff
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Re: Battle of Geonosis map

Post by Delta 47 »

To get custom sides go into Modtools/assets and copy whatever sides your modding for to your AAA/sides but you need common in there too don't mess anything up in assets though just copy the files...look through the files and you will figure things out :wink:
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Re: Battle of Geonosis map

Post by obiboba3po »

ok thanks for the advice. I shall work on it :google:

Ok so say that i want to add a geonosian to the cis side but remove the magna guard. How would i go about doing this?
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Re: Battle of Geonosis map

Post by SilvaDalek »

Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveOneFlagCTF")
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()

SoundEvent_SetupTeams( REP, 'rep', CIS, 'cis' )

ctf = ObjectiveOneFlagCTF:New{teamATT = REP, teamDEF = CIS,
textATT = "game.modes.1flag", textDEF = "game.modes.1flag2",
captureLimit = 5, flag = "flag", flagIcon = "flag_icon",
flagIconScale = 3.0, homeRegion = "homeregion",
captureRegionATT = "team1_capture", captureRegionDEF = "team2_capture",
capRegionMarkerATT = "hud_objective_icon_circle", capRegionMarkerDEF = "hud_objective_icon_circle",
capRegionMarkerScaleATT = 3.0, capRegionMarkerScaleDEF = 3.0, multiplayerRules = true}

ctf: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_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")

ReadDataFile("Side\\geo.lvl",
"geo_inf_geonosian")


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},
special = { "cis_inf_droideka",1, 4},
}
}

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

AddUnitClass(CIS, "geo_inf_geonosian")


-- 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 = 240
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1000)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 22)
SetMemoryPoolSize("EntityFlyer", 7)
SetMemoryPoolSize("EntityHover", 8)
SetMemoryPoolSize("EntityLight", 50)
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("FlagItem", 1)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TPG\\TPG.lvl", "TPG_conquest")
ReadDataFile("dc:TPG\\TPG.lvl", "TPG_1flag")
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

[/code]
obiboba3po
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Re: Battle of Geonosis map

Post by obiboba3po »

ok, here is the battledroids that are in the kashyk map that i downloaded. Can someone please show me how to do this? (if anyone wants this map, they can find it here:http://starwarsbattlefront.filefront.co ... _Map;79424)
mutedrancor
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Re: Battle of Geonosis map

Post by mutedrancor »

obiboba3po wrote:ok, here is the battledroids that are in the kashyk map that i downloaded. Can someone please show me how to do this?
What do you want to be show? :?
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Re: Battle of Geonosis map

Post by Grev »

those are normal droids just changed in order in the lua and renamed....
=AOX=Durge
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Re: Battle of Geonosis map

Post by =AOX=Durge »

No- there are new skinsss
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Re: Battle of Geonosis map

Post by The_Emperor »

Are there? :|

Not trying to be rude here but you should at least read a doc about sides, if you're gonna ask everything it'll take a long time, and these are basic questions.
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Re: Battle of Geonosis map

Post by obiboba3po »

=AOX=Durge wrote:No- there are new skinsss
yes i am pretty sure thats what this is. how do you change skins?
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Re: Battle of Geonosis map

Post by The_Emperor »

I don't think that's a new skin, it's the plain battedroid skin as far as I can tell :P I've replied to your pm on how to change skins
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Re: Battle of Geonosis map

Post by obiboba3po »

Ok now im getting somewhere: I have the gunships for both sides. Here are some screenies. However, im realizing some major glitches: first, the battlefield is tiny from the air. Second, I can not speed up the flyers. Third, is it possible for soldiers to walk through shields like that of a star destroyer? Lastly, I still cannot get the geonosian starfighter to work!
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Re: Battle of Geonosis map

Post by JPI Dictator4life »

Your doing good for a first map(this is your first, right). Keep the screens coming. This map is a 6/10 so far.
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Re: Battle of Geonosis map

Post by obiboba3po »

ok thanks, this is my first map. I am planning on making an uber original map. I you would like to know about it, pm me. :)
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Re: Battle of Geonosis map

Post by elfie »

looks ok. would recommend skinning...
obiboba3po
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Re: Battle of Geonosis map

Post by obiboba3po »

Ok time for a screenshot update!
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Re: Battle of Geonosis map

Post by JPI Dictator4life »

Your moving up to a 7/10. Put in some new skins for everything, and you'd get a 8 or 9/10
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Re: Battle of Geonosis map

Post by The_Emperor »

Dude you've barely seen anything, how can you rate something unfinished?

Personally, I wouldn't reskin anything. If you do, you lose the Episode II Geonosis feeling. I mean the standard skins are as movielike as you can get

Looking good btw, keep it up! :thumbs:
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Re: Battle of Geonosis map

Post by obiboba3po »

=Pocmin= wrote:
=AOX=Durge wrote:Advice:
3:Remove the Snail Tank-they were not on Geonosis
Yes there were. Look up the Battle of Geonosis on Wookieepedia. Or look up "Snail Tank".
Thank you, I needed somebody to proove that point. I want to redo the skins of the droid marine to make ti just like all tan. How do you do this?
commanderalan

Re: Battle of Geonosis map

Post by commanderalan »

obiboba3po wrote:
=Pocmin= wrote:
=AOX=Durge wrote:Advice:
3:Remove the Snail Tank-they were not on Geonosis
Yes there were. Look up the Battle of Geonosis on Wookieepedia. Or look up "Snail Tank".
Thank you, I needed somebody to proove that point. I want to redo the skins of the droid marine to make ti just like all tan. How do you do this?
for watch your models:
3d object converter

for paint:
photoshop
gimp :clone:
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