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Adding BFX

Posted: Wed Feb 10, 2010 5:52 pm
by Filipinio
Could someone please tell me how to add BFX to my map ( i already have got the assets ). if it helps, i am going to use Galactic Marines

Re: Adding BFX

Posted: Wed Feb 10, 2010 6:30 pm
by impspy
Don't use the assets. Unless you are editing the sides you don't need them. Instead, put these lines in your addme.lua

Code: Select all

--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
	for i, mission in missionList do
		if mission.mapluafile == mapName then
			for flag, value in pairs(newFlags) do
				mission[flag] = value
			end
		end
	end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "ABC%s_%s", era_g = 1, era_c = 1, era_a = 1, mode_con_a = 1, mode_con_g = 1, mode_con_c  = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier.  the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("ABC","ABCg_con",4)
AddDownloadableContent("ABC","ABCc_con",4)
AddDownloadableContent("ABC","ABCa_con",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\ABC\\data\\_LVL_PC\\core.lvl")


Replacing "ABC" with your 3 letter map name.

go to Common/mission.REQ and add this:

Code: Select all

ucft
{
    REQN
    {
        "config"
        "ingame_movies"	
    }

    REQN
    {
        "script"
        "setup_teams"
        "gametype_conquest"
        "gametype_capture"
        "Objective"
        "MultiObjectiveContainer"
        "ObjectiveCTF"
        "ObjectiveAssault"
        "ObjectiveSpaceAssault"
        "ObjectiveConquest" 
        "ObjectiveTDM"
        "ObjectiveOneFlagCTF"
	"SoundEvent_ctf"
        "ObjectiveGoto"        
        "LinkedShields"
        "LinkedDestroyables"
        "LinkedTurrets"
        "Ambush"
        "PlayMovieWithTransition"
    }

    REQN
    {
        "lvl"
        "ABCg_con"
        "ABCc_con"
        [color=#004000]"ABCa_con"[/color] ---this line
    }
}
Again replacing ABC with your map name.

Than create a req in common/mission (the folder, not the text document)

Name: ABCa_con

contents:

Code: Select all

ucft
{
	REQN
    	{

        "config"
        "cor_movies"	

    	}

	REQN
	{
		"script"
		"ABCa_con"
	}
}
Copy your Clone Wars lua in common/scripts/ABC, rename it to "3lettername"a_con and put these lines in

replace:

Code: Select all

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_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")
with:

Code: Select all

ReadDataFile("SIDE\\BFX\\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_inf_commando",
							 "rep_inf_barc",
							 "rep_inf_ep2_commander",
			                 "rep_walk_atte",
							 "rep_walk_atxt",
			                 "rep_hero_kiyadimundi")

    ReadDataFile("SIDE\\BFX\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_pilot",
                             "cis_inf_sniper",
                             "cis_hover_stap",
                             "cis_fly_dsf",
                             "cis_inf_officer",
                             "cis_inf_droideka",
							 "cis_inf_recon",
							 "cis_inf_droideka",
							 "cis_inf_magnaguard",
							 "cis_inf_commander",
                             "cis_hero_countdooku")

    ReadDataFile("SIDE\\BFX\\snow.lvl",
                "rep_inf_mar_rifleman",
                "rep_inf_mar_rocketeer",
                "rep_inf_mar_engineer",
                "rep_inf_mar_sniper", 
                "rep_inf_mar_officer",
                "rep_inf_mar_jettrooper",
				"rep_inf_mar_commander")

    ReadDataFile("SIDE\\BFX\\jungle.lvl",
                "cis_inf_kas_rifleman",
                "cis_inf_kas_rocketeer",
                "cis_inf_kas_sniper")

    ReadDataFile("SIDE\\BFX\\tur.lvl",
						     "tur_bldg_hoth_dishturret",
						     "tur_bldg_hoth_lasermortar")
							 
    ReadDataFile("SIDE\\cis.lvl",
                             "cis_fly_droidfighter_DOME")
							 
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_fly_assault_DOME",
							 "rep_fly_jedifighter_dome")

    SetupTeams{

        rep={
            team = REP,
            units = 32,
            reinforcements = 400,
            soldier = {"rep_inf_mar_rifleman", 20, 40},
            assault = {"rep_inf_mar_rocketeer",2,5},
            engineer = {"rep_inf_mar_engineer",2,5},
            sniper  = {"rep_inf_ep3_sniper",2,5},
            officer = {"rep_inf_mar_officer",2, 4},
            special = {"rep_inf_ep3_jettrooper",2, 4},
            
            
        },
        
        cis={
            team = CIS,
            units = 32,
            reinforcements = 400,
            soldier = {"cis_inf_rifleman", 20, 40},
            assault = {"cis_inf_rocketeer",2,5},
            engineer = {"cis_inf_pilot",2,5},
            sniper  = {"cis_inf_sniper",2,5},
            officer   = {"cis_inf_officer",2, 4},
            special = {"cis_inf_droideka",2, 4},
        }
    }

      AddUnitClass(REP, "rep_inf_barc",1,2)
      AddUnitClass(REP, "rep_inf_commando",1,2)
      AddUnitClass(REP, "rep_inf_mar_commander",0,1)
      AddUnitClass(CIS, "cis_inf_recon",1,2)
      AddUnitClass(CIS, "cis_inf_magnaguard",1,2)
      AddUnitClass(CIS, "cis_inf_commander",0,1)


        --  Hero Setup Section  --

		SetHeroClass(REP, "rep_hero_kiyadimundi")
		SetHeroClass(CIS, "cis_hero_countdooku")
That should add bfx as a separate era :D

Re: Adding BFX

Posted: Thu Feb 11, 2010 4:36 am
by Filipinio
:eek: ok, ill try, is this galactic marines?

Re: Adding BFX

Posted: Thu Feb 11, 2010 5:41 am
by Coley
I think it´s with-in, but I did´nt look exactly if it´s just....
ReadDataFile("SIDE\\BFX\\snow.lvl",
"rep_inf_mar_rifleman",
"rep_inf_mar_rocketeer",
"rep_inf_mar_engineer",
"rep_inf_mar_sniper",
"rep_inf_mar_officer",
"rep_inf_mar_jettrooper",
"rep_inf_mar_commander")
EDIT
Is there in the FAQ something about this?
If it was not, I would be for insert that topic...

Re: Adding BFX

Posted: Thu Feb 11, 2010 7:38 am
by Filipinio
it does say snow next to the REP side, so it is probally GM

Re: Adding BFX

Posted: Thu Feb 11, 2010 8:52 am
by impspy
Filipinio wrote::eek: ok, ill try, is this galactic marines?
Yes, I copied it from the bfx Mygeeto lua :)

Re: Adding BFX

Posted: Sat Feb 13, 2010 6:45 pm
by Filipinio
but the annoying thing is ( after i munge and load SWB2 ) it frezzes when i click on conqest and BFX Clone Wars, and then when i close SWB2, it says "fatal, could not open MYE....."

Re: Adding BFX

Posted: Sat Feb 13, 2010 6:47 pm
by genaral_mitch
Filipinio wrote:but the annoying thing is ( after i munge and load SWB2 ) it frezzes when i click on conqest and BFX Clone Wars, and then when i close SWB2, it says "fatal, could not open MYE(tell me what this is. I can tell you what is wrong if I know what to tell you to post it."

Re: Adding BFX

Posted: Sat Feb 13, 2010 6:52 pm
by Filipinio
Does anybody know what the problem would be?

Re: Adding BFX

Posted: Sat Feb 13, 2010 7:14 pm
by genaral_mitch
Post what it would say in your fatal arror and I can help!

Re: Adding BFX

Posted: Sat Feb 13, 2010 7:55 pm
by Filipinio
ok, the game frezzes, i open task manager and i see
FATAL
Could not open MISSION/MYEa_con.lvl

p.s MYE is my map name.

Re: Adding BFX

Posted: Sat Feb 13, 2010 8:36 pm
by impspy
Did you make a MYEa_con.req? Also, post your mission.req.

Re: Adding BFX

Posted: Sat Feb 13, 2010 10:21 pm
by genaral_mitch

Code: Select all

ReadDataFile("dc:TAO\\TAO.lvl", "TAO_conquest")
Make sure this area calls for MYE.

Code: Select all

ReadDataFile("dc:MYE\\MYE.lvl", "MYE_conquest")
Assuming your mode is conquest I put that. But change it to whatever your mode is.

Re: Adding BFX

Posted: Sun Feb 14, 2010 7:03 am
by Filipinio
i am using a shipped map with my name if that helps

Re: Adding BFX

Posted: Sun Feb 14, 2010 6:35 pm
by genaral_mitch
Then it should look like this:

Code: Select all

ReadDataFile("dc:MYE\\fel1.lvl", "fel1_conquest")
But change the fel1 to the name of the map your editing.

Re: Adding BFX

Posted: Tue Feb 16, 2010 2:17 pm
by Filipinio
ok ill try, in my other map the BFX still didnt work :( is still crashed

Re: Adding BFX

Posted: Tue Feb 16, 2010 2:26 pm
by mswf
You do know that only the first part is the .req and the part after

Code: Select all

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
Is all part of a conquest .lua?

Re: Adding BFX

Posted: Tue Feb 16, 2010 3:58 pm
by Filipinio
ok this is my addme.lua
Hidden/Spoiler:
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "TES%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("TES","TESg_con",4)
AddDownloadableContent("TES","TESc_con",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\TES\\data\\_LVL_PC\\core.lvl")

-Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "TES%s_%s", era_g = 1, era_c = 1, era_a = 1, mode_con_a = 1, mode_con_g = 1, mode_con_c = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("TES","TESg_con",4)
AddDownloadableContent("TES","TESc_con",4)
AddDownloadableContent("TES","TESa_con",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\TES\\data\\_LVL_PC\\core.lvl")
this is my mission.REQ:
Hidden/Spoiler:
ucft
{
REQN
{
"config"
"ingame_movies"
}

REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
}

REQN
{
"lvl"
"TESg_con"
"TESc_con"
}
}

ucft
{
REQN
{
"config"
"ingame_movies"
}

REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
}

REQN
{
"lvl"
"TESg_con"
"TESc_con"
"TESa_con"
}
}
this is my mission (TESa_con) in my mission folder:
Hidden/Spoiler:
ucft
{
REQN
{

"config"
"cor_movies"

}

REQN
{
"script"
"TESa_con"
}
}
and this is my clonewars.lua:
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("SIDE\\BFX\\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_inf_commando",
"rep_inf_barc",
"rep_inf_ep2_commander",
"rep_walk_atte",
"rep_walk_atxt",
"rep_hero_kiyadimundi")

ReadDataFile("SIDE\\BFX\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_pilot",
"cis_inf_sniper",
"cis_hover_stap",
"cis_fly_dsf",
"cis_inf_officer",
"cis_inf_droideka",
"cis_inf_recon",
"cis_inf_droideka",
"cis_inf_magnaguard",
"cis_inf_commander",
"cis_hero_countdooku")

ReadDataFile("SIDE\\BFX\\snow.lvl",
"rep_inf_mar_rifleman",
"rep_inf_mar_rocketeer",
"rep_inf_mar_engineer",
"rep_inf_mar_sniper",
"rep_inf_mar_officer",
"rep_inf_mar_jettrooper",
"rep_inf_mar_commander")

ReadDataFile("SIDE\\BFX\\jungle.lvl",
"cis_inf_kas_rifleman",
"cis_inf_kas_rocketeer",
"cis_inf_kas_sniper")

ReadDataFile("SIDE\\BFX\\tur.lvl",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_DOME")

ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_DOME",
"rep_fly_jedifighter_dome")

SetupTeams{

rep={
team = REP,
units = 32,
reinforcements = 400,
soldier = {"rep_inf_mar_rifleman", 20, 40},
assault = {"rep_inf_mar_rocketeer",2,5},
engineer = {"rep_inf_mar_engineer",2,5},
sniper = {"rep_inf_ep3_sniper",2,5},
officer = {"rep_inf_mar_officer",2, 4},
special = {"rep_inf_ep3_jettrooper",2, 4},


},

cis={
team = CIS,
units = 32,
reinforcements = 400,
soldier = {"cis_inf_rifleman", 20, 40},
assault = {"cis_inf_rocketeer",2,5},
engineer = {"cis_inf_pilot",2,5},
sniper = {"cis_inf_sniper",2,5},
officer = {"cis_inf_officer",2, 4},
special = {"cis_inf_droideka",2, 4},
}
}

AddUnitClass(REP, "rep_inf_barc",1,2)
AddUnitClass(REP, "rep_inf_commando",1,2)
AddUnitClass(REP, "rep_inf_mar_commander",0,1)
AddUnitClass(CIS, "cis_inf_recon",1,2)
AddUnitClass(CIS, "cis_inf_magnaguard",1,2)
AddUnitClass(CIS, "cis_inf_commander",0,1)


-- Hero Setup Section --

SetHeroClass(REP, "rep_hero_kiyadimundi")
SetHeroClass(CIS, "cis_hero_countdooku")

-- 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:TES\\TES.lvl", "TES_conquest")
ReadDataFile("dc:TES\\TES.lvl", "TES_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
can someone tell me if it is wrong and tell me what to do, if its wrong :oops:

Re: Adding BFX

Posted: Tue Feb 16, 2010 4:54 pm
by Darth_Spiderpig
Why are you loading so much side levels in your lua?

Re: Adding BFX

Posted: Tue Feb 16, 2010 5:03 pm
by sampip
Your addme is very messed up. You seem to have duplicated the whole thing and put the modifications in the second duplication. It should look like this:
Hidden/Spoiler:
-Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "TES%s_%s", era_g = 1, era_c = 1, era_a = 1, mode_con_a = 1, mode_con_g = 1, mode_con_c = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("TES","TESg_con",4)
AddDownloadableContent("TES","TESc_con",4)
AddDownloadableContent("TES","TESa_con",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\TES\\data\\_LVL_PC\\core.lvl")
Where did you find that it was necessary to duplicate the whole thing and paste it right after?
EDIT: Ah, a misunderstanding of impspy's post. You were supposed to edit the addme.lua instead of add the whole thing again right on the end, although I'm not sure if that was made perfectly clear.