[WIP] }{unters assault on temple complex 66

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jango232

[WIP] }{unters assault on temple complex 66

Post by jango232 »

hey just a sneek peek on the map im makin was intended to be the first 1 anyway heres some screen shots of it so far
Image
Image
Image
few bugs need ironing out plus ineed help on the cp's and vechile spawns
ive placed the cp and its showing up a catchable but just cant spawn from it and vechile spawns have no idea hot to work lol can anyone help me XD.
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Hero_Unit
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RE: [WIP] }{unters assault on temple complex 66

Post by Hero_Unit »

The plain black DC-15S carbine looks quite distracting. If you want, I can send you a version with the texture. Other then that though, it looks good, especially the clone trooper.
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RE: [WIP] }{unters assault on temple complex 66

Post by Darth_Z13 »

Doesn't look like a texture to me. It looks like he's having trouble getting the texture to show up.... Looks cool though. Please change the ground.
jango232

Re: RE: [WIP] }{unters assault on temple complex 66

Post by jango232 »

Hero_Unit wrote:The plain black DC-15S carbine looks quite distracting. If you want, I can send you a version with the texture. Other then that though, it looks good, especially the clone trooper.
yeah plz
jango232

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by jango232 »

cheers for the skin for the carbine but can some pz help with te cp's and vechile spawns
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RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by Hero_Unit »

Did you add a spawn path to it(the cp)?
jango232

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by jango232 »

yeah i added a new cp the named it cp5
then in capue zone i wrote
cp5_capture
and in spawn path cp5_spawn
just like other cp's
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RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by Xavious »

Did you create the corresponding regions and spawn paths?
jango232

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by jango232 »

i created a region thats like the others you know ina cyinder shape
dunno about sapwn path dont think have plus i have no idea on how to
clonecommand

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by clonecommand »

I just love those skins! On all the }{unter maps!
If you have a bunch of temples with rooms and whatnot, this could be quite fun.
jango232

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by jango232 »

the rep have layed down an enitre artilary barrage (LOL geo blast effects sounds well good suds like bonfire night or for amreicasn like the 4th of july)
but still havein probs with vechile spawn and cp's need help then i can get to work with customizing the sides for the map
gagain gettin rid of jet trooper
: cos its pants
: and he skin for its pants lol
i need to add a extra unit on too for both sides
have jedis on rep side
and dark jedi cultist on the other main iea for the entire map is a imense assult the sort you see on clone wars the cartoon where ani and obi ride on horse thingys and fight the ceps
so i need some 1 to help with my probs
shant tell to much or spoil it lol
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Image
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RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by Epena »

Looks good so far, but you might want to turn down that blue fog.
jango232

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by jango232 »

would if i new how to lol havnt got blinken clue how to
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RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by Xavious »

Open up the sky file in notepad.
jango232

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by jango232 »

yeah done it olny prob is that it makes the under sideof therep assult ship tally black along with the cis core ships at a distance
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RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by Epena »

Well, I don't understand why it would do that. You must be editing the wrong line. Paste what you changed?
jango232

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by jango232 »

SkyInfo()
{
Enable(1);
FogColor();
jango232

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by jango232 »

---update----
need help on 2 things
1. hw do i increase the playable units on c_con like on g_eli
ive tried just copying the added bits from the g_eli.lua but clearlly dousnt work can some one post a lua that has had it done and works ( really need this done planning n addin 2 more units maybe 3 Medic being 1 of them)

2.Whats the deal with foliage cant get it workin i add it in but no show in map when i play it plz help
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Post by Caleb1117 »

Heres a simple one.

Code: Select all

--
-- 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"}
    cp5 = CommandPost:New{name = "cp5"}
    cp6 = CommandPost:New{name = "cp6"}
    
    --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:AddCommandPost(cp5)
    conquest:AddCommandPost(cp6)
    
    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(300)
    SetMaxPlayerFlyHeight (300)
    SetUberMode(1)
    
    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\\dc:rep.lvl",
                             "rep_inf_ep2_rifleman",
                             "rep_inf_ep2_rocketeer",
                             "rep_inf_ep2_engineer",
                             "rep_inf_ep2_sniper",
                             "rep_inf_ep2_marine",
                             "rep_inf_ep2_jettrooper",
                             "rep_hero_cloakedanakin", 
                             "rep_hover_fightertank",
	             "rep_fly_gunship",
	             "rep_fly_gunship_dome")

    ReadDataFile("SIDE\\dc:rep.lvl",
                             "rep_inf_ep2_rocketeer_chaingun")

    ReadDataFile("SIDE\\dc:cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_marine",
                             "cis_inf_droideka",
                             "cis_hero_grievous",
                             "cis_hover_HAG",
	             "cis_hover_stap",
	             "cis_fly_gunship_dome")

    ReadDataFile("SIDE\\dc:all.lvl,
                            "all_inf_rifleman_snow")
                         
    ReadDataFile("SIDE\\tur.lvl", 
    		"tur_bldg_laser",
    		"tur_bldg_tower",          
		"tur_bldg_beam",
		"tur_bldg_chaingun_roof")
     
	SetupTeams{
		rep = {
		team = REP,
		units = 60,
		reinforcements = 400,
		soldier  = { "rep_inf_ep2_rifleman",5, 25},
		assault  = { "rep_inf_ep2_rocketeer",5, 15},
		engineer = { "rep_inf_ep2_engineer",5, 15},
		sniper   = { "rep_inf_ep2_sniper",4, 15},
		officer = {"rep_inf_ep2_marine",5, 25},
		special = { "rep_inf_ep2_jettrooper",5, 7},
	        
	AddUnitClass(REP, "rep_inf_ep2_rocketeer_chaingun",1,7)

		},
		cis = {
		team = CIS,
		units = 60,
		reinforcements = 400,
		soldier  = { "cis_inf_rifleman",5, 25},
		assault  = { "cis_inf_rocketeer",5, 15},
		engineer = { "cis_inf_engineer",5, 15},
		sniper   = { "cis_inf_sniper",5, 15},
		officer = {"cis_inf_marine",5, 25},
		special = { "cis_inf_droideka",5, 7},
		}
	}
	AddUnitClass(CIS, "all_inf_rifleman_snow",1,7)     

    SetHeroClass(CIS, "cis_hero_grievous")
    SetHeroClass(REP, "rep_hero_cloakedanakin")
   

    --  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:PM2\\PM2.lvl", "PM2_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

Common mess-ups when makeing a custom side:
1) Did you stick dc in the lua before the side? as in
ReadDataFile("SIDE\\dc:all.lvl",

2) did your custom side(s) in your map_data, side folder?

3) did you munge the side?
jango232

Post by jango232 »

yeah thats how i got the skins workin on main page :P
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