Questions needing answers! [Solved]

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Par3210
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Questions needing answers! [Solved]

Post by Par3210 »

Hi! It's me again, Par3210, Ownage, whatever you wanna call me.
I got some more questions.
First how do you make it so you can only play as one team like in the campaigns?
Second can someone direct me on a good tutorial on how to make campaigns?
Third, you know the jet troopers in the kamino campaign? Is it possible to make it so you can use them as I saw them in the req folder in "rep". Well, is it possible? I added them to my lua but it was too long so it took up more than one line. Is this okay?
Here, see for yourself.
Hidden/Spoiler:
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep2_jettrooper_training",9, 25}, <---- this one goes down to the next line.
assault = { "rep_inf_ep2_jettrooper_sniper",1, 4},
sniper = { "rep_inf_ep2_jettrooper_rifleman",1, 4}, <---- so does this one
special = { "rep_inf_ep2_jettrooper",1, 4},
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Frisbeetarian
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Re: Questions needing answers!

Post by Frisbeetarian »

1) Look at a stock script: ScriptCB_SetGameRules("campaign"). Since this will do more than what you asked, you can also use ForceHumansOntoTeam1().
2) The stock scripts.
3)
Par3210 wrote:it was too long so it took up more than one line.
What? Loading a unit that is included in the stock .req files is just like loading any other unit. I don't see where you are having a problem.
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Re: Questions needing answers!

Post by Par3210 »

my two units that i displayed above that have arrows next to them take up 2 lines in the lua. Will this affect loading or anything?
EDIT: where should I add the ForceHumansOntoTeam1 in my lua?
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Re: Questions needing answers!

Post by Frisbeetarian »

Par3210 wrote:my two units that i displayed above that have arrows next to them take up 2 lines in the lua.
You still make no sense. Post your Lua script.
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Re: Questions needing answers!

Post by Par3210 »

aaargh... fine
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()

SetClassProperty("rep_inf_ep2_jettrooper", "WeaponName2", "all_weap_inf_lightsabre")

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_ep2_jettrooper",
"rep_inf_ep2_jettrooper_training",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_jettrooper_rifleman",
"rep_hover_fightertank",
"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_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep2_jettrooper_training",9,
25}, <----- THIS PART goes onto the next line in my lua
assault = { "rep_inf_ep2_jettrooper_sniper",1, 4},
sniper = { "rep_inf_ep2_jettrooper_rifleman",1,
4}, <----- THIS PART goes onto the next line in my lua
special = { "rep_inf_ep2_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}


-- 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:EM1\\EM1.lvl", "EM1_conquest")
ReadDataFile("dc:EM1\\EM1.lvl", "EM1_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
I'm just saying that where the units are displayed, in SetupTeams, two of my units take up two lines to put in. Geez, not hard to understand..
Last edited by Par3210 on Sun Jul 12, 2009 8:04 am, edited 2 times in total.
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Frisbeetarian
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Re: Questions needing answers!

Post by Frisbeetarian »

This is why I say that you make no sense. Everything looks fine, what's your problem?
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Par3210
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Re: Questions needing answers!

Post by Par3210 »

when i post my lua on gametoast it makes everything go over to the side.
These two units take up TWO LINES OF MY LUA. Like so;

soldier = { "rep_inf_ep2_jettrooper_training",9,
25},
assault = { "rep_inf_ep2_jettrooper_sniper",1, 4},
sniper = { "rep_inf_ep2_jettrooper_rifleman",1,
4},
special = { "rep_inf_ep2_jettrooper",1, 4},

That is what my REP SetupTeams bit of the lua looks like. I want to know that if it looks like this, will it affect munging and playing in any way?
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Re: Questions needing answers!

Post by Frisbeetarian »

Oh. I didn't realize that is what you were asking, sorry. It affects nothing if it's split up like that.

On the other hand, you could have munged and found out for yourself by now.
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Par3210
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Re: Questions needing answers!

Post by Par3210 »

true. And sorry if i was being harsh to you. Can you tell me one more answer? Where do I put ForceHumansOntoTeam{1} in my lua that you said about on your first post to this thread?


Also, I'm munging, and it's stuck on this part, been on it for about 5 mins now:
eddie_prop_grass01 has 264 vertices and no collision geometery, using default geometery

Should I stop it and clean, then get rid of that object and munge again?
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Re: Questions needing answers!

Post by Frisbeetarian »

Whenever anyone refers to "Lua scripting" in this sense (that is, modifying a mission Lua script), they are generally talking about code that goes at the end of the function ScriptPostLoad() before the "end" that closes out that function. This is the case with ForceHumansOntoTeam1().

Read the first of Teancum's tips in the Tips, Tricks and advice from the Gametoast Staff sticky as to whether or not you should stop a munge.
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Re: Questions needing answers!

Post by Par3210 »

okay done that thanks WAIT it's running again! :D thanks a lot dude
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Re: Questions needing answers! [Solved]

Post by [RDH]Zerted »

Code: Select all

SetClassProperty("rep_inf_ep2_jettrooper", "WeaponName2", "all_weap_inf_lightsabre")
That line in your ScriptPostLoad will cause crashes for people playing online.
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