Vehicle spawning problem(no sounds on em)
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- CodaRez
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Vehicle spawning problem(no sounds on em)
The weapon thing, solved, sorta
Finally figured out how to spawn vehicles, thnx for help on that.
But when i put in a line for a walker, like an ATST, nothing spawns. I remember there was a line in the LUA for that, which was it? Or is there something else entirely?
And on a side note, is there anything special needing to be added for command vehicles? i.e AT-TE/AT-AT
And custom vehicles are added into a map through the Custom Sides tut too right?
Finally figured out how to spawn vehicles, thnx for help on that.
But when i put in a line for a walker, like an ATST, nothing spawns. I remember there was a line in the LUA for that, which was it? Or is there something else entirely?
And on a side note, is there anything special needing to be added for command vehicles? i.e AT-TE/AT-AT
And custom vehicles are added into a map through the Custom Sides tut too right?
Last edited by CodaRez on Sun Jun 21, 2009 4:29 am, edited 4 times in total.
- G_M_StYlEr_M
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Re: Adding weapons to units/Vehicle spawning problem
okay hi first you must make a complete new side when you like adding another wepon look after the defolt odf for exaple (rep_commander_defult)
2. you must parst in the 2 lines add it to on the second side too where stand classimpatk
so i hope it help you By
2. you must parst in the 2 lines add it to on the second side too where stand classimpatk
so i hope it help you By
- Fiodis
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Re: Adding weapons to units/Vehicle spawning problem
Following the...I'm looking for a word..."alternate" line of modding promoted by SHOOT ME DEAD! in his recent posts, you could add the weapons you need via LUA.
I do not reccommend this, however. It is much easier and organized if you make a custom side, as G_M_StYlEr_M mentioned. We have tutorials for this in the FAQ thread, as well as the shipped "Jedi Creation.doc" giving you a bit on making custom sides.
As for your second point, yes, you need to fill in both fields. Or so at least I assume, since I've always had the same problem you have, and it's always resolved itself that way.
EDIT - The sides tut you asked for, straight from the FAQ thread:
Link - CLICK ME!
I do not reccommend this, however. It is much easier and organized if you make a custom side, as G_M_StYlEr_M mentioned. We have tutorials for this in the FAQ thread, as well as the shipped "Jedi Creation.doc" giving you a bit on making custom sides.
As for your second point, yes, you need to fill in both fields. Or so at least I assume, since I've always had the same problem you have, and it's always resolved itself that way.
EDIT - The sides tut you asked for, straight from the FAQ thread:
Link - CLICK ME!
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FragMe!
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Re: Adding weapons to units/Vehicle spawning problem
Also since you are trying to add a walker you have to put in the number of 2 leg walkers in your mode script files. You can finder the lines at the top of the memory pools
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Re: Adding weapons to units/Vehicle spawning problem
Weapon changes can't be done through SetClassProperty in ScriptPostLoad. The game will crash in MP (but it works in SP). However, for simple property changes, I would also promote the scripting way of doing custom sides.Fiodis wrote:Following the...I'm looking for a word..."alternate" line of modding promoted by SHOOT ME DEAD! in his recent posts, you could add the weapons you need via LUA...
- CodaRez
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Re: Vehicle spawning problem(walkers(atst))
So that means add "imp_walk_atst" to the ALL side in the LUA?Fiodis wrote:As for your second point, yes, you need to fill in both fields. Or so at least I assume, since I've always had the same problem you have, and it's always resolved itself that way.
or
Add it to another field in the object instance?
Memory pools, where are those? heh sry for being overly blunt hereFragMe! wrote:Also since you are trying to add a walker you have to put in the number of 2 leg walkers in your mode script files. You can finder the lines at the top of the memory pools
On another note, I just discovered I didn't add control regions...... but even when I did they still didn't come, so I guess its the problems quoted above, which I better get right on.
EDIT
Pls read top page(edited)
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AQT
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Re: Vehicle spawning problem(walkers(atst))
This line goes in the memory pool area of the .luaCodaRez wrote:But when i put in a line for a walker, like an ATST, nothing spawns. I remember there was a line in the LUA for that, which was it? Or is there something else entirely?
Code: Select all
AddWalkerType(1, 3) -- ATSTs (1 leg pair)This line also goes in the memory pool area of the .luaAnd on a side note, is there anything special needing to be added for command vehicles? i.e AT-TE/AT-AT
Code: Select all
SetMemoryPoolSize("CommandWalker", x)Yep, in order to make custom vehicles you need to make a custom side.And custom vehicles are added into a map through the Custom Sides tut too right?
EDIT: The memory pool area is labeled
Code: Select all
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Re: Vehicle spawning problem(walkers(atst))
Thnx! that solved it, but another prob...all teh vehicle I spawn don't have sounds 0_o.
How do you fix that?
How do you fix that?
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AQT
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Re: Vehicle spawning problem(no sounds on em)
Ok that helped me get walking sounds on my ATST, but trying to get sounds for when my ATTE and ATAT are firing, can't seem to get those. They are still mute while the ATST can shoot with sound alrdy. Heres my SFX file(and UNIT sounds can be inputed through the same way as in the tut right?):
// AT Walker Common -ATAT ATST ATTE -------------------------
..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample xbox 22050 pc 22050
//------------------------------------------------------------------------------------
// AT Walker Footsteps XBOX and PC ATTE ATAT ATST----------------------------------
..\..\global\effects\fs_walker_layerA01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low03.wav -resample xbox 22050 pc 22050
// ----- ATST Weapons --------------------------------------------------------------------------------------
..\..\gcw\effects\wpn_atat_chinBlaster_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_atst_headBlaster_fire.wav -resample xbox 22050 pc 44100
// ----- AT-AT Weapons -------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\gcw\effects\wpn_atat_chinBlaster_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_atat_headBlaster_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_atat_chinBlaster_fire.wav wpn_atat_chinBlaster_fire -resample ps2 16000
..\..\gcw\effects\wp2_atat_headBlaster_fire.wav wpn_atat_headBlaster_fire -resample ps2 16000
#endifplatform ps2
// ATTE Weapons -----------------------------------------------------------------------------------
..\..\cw\effects\shipGun2a-01.wav vehicle_chaingun_fire -resample ps2 14000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav -resample xbox 16000 pc 44100
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav wpn_ATTE_trtBlaster_fire -resample ps2 12000
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav wpn_ATTE_frontBlaster_fire -resample ps2 18000
#endifplatform ps2
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AQT
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Re: Vehicle spawning problem(no sounds on em)
Yes, you can add missing unit sounds the same way through this tutorial. As for your problem, post your ***cw/gcw.req and also identify which shipped sound .lvl you are referencing in your .lua.
- CodaRez
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Re: Vehicle spawning problem(no sounds on em)
CWucft
{
REQN
{
"bnk"
"align=2048"
"testcw"
}
REQN
{
"config"
"global_world"
"exp_obj"
"testcw"
"cw_vo"
"cw"
}
}
GCW reqs.ucft
{
REQN
{
"bnk"
"align=2048"
"mofgcw"
}
REQN
{
"config"
"global_world"
"exp_obj"
"testgcw"
"gcw_vo"
"gcw"
"imp_walk_atst"
"imp_hover_speederbike"
"cis_hover_stap"
"rep_walk_atte"
"imp_walk_atat"
"rep_inf_ep2_rocketeer_chaingun"
}
}
Shipped sound eh? is it this?
Well the custom one is justReadDataFile("sound\\tat.lvl;tat2gcw")
See anything?ReadDataFile("dc:sound\\***.lvl;***gcw")
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AQT
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Re: Vehicle spawning problem(no sounds on em)
I guess your map's character code is mof, correct? I see a lot of things that are wrong. Your .sfx should be named mof. Your mof.req should look like this
and your mofgcw.req should like this
you won't be needing a mofcw.req.
Hidden/Spoiler:
Hidden/Spoiler:
