Editing characters
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PvtParts
- Jedi

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MercuryNoodles
- Jedi

- Posts: 1003
- Joined: Sun Mar 12, 2006 7:16 pm
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That's because you're still calling for Republic units under SetupTeams. You need to put the ReadDataFile lines for the rep.lvl back in, or take the lines calling for the stock Republic units out. The ReadDataFile stuff tells the game to load the asset and from which file, and SetupTeams tells the game which units show up on the unit selection screen. Having one without the other doesn't really work.
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PvtParts
- Jedi

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Thrawn
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PvtParts
- Jedi

- Posts: 1001
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in setup teams yeah. But as MercuryNoodles said, if your setup teams calls for a class, that class must be listed in readdata file...so for you, set em up like this:
ReadDataFile("dc:SIDE\\SPC.lvl",
"rep_inf_Spacetrooper")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_hero_anakin",
"rep_inf_ep3_officer")
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_Spacetrooper",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")
ReadDataFile("dc:SIDE\\SPC.lvl",
"rep_inf_Spacetrooper")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_hero_anakin",
"rep_inf_ep3_officer")
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_Spacetrooper",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")
-
Thrawn
I followed that exactly, but now the level dosnt have any sound and my unit dosnt show up, however the jet trooper is gone.....
Ill bold sections i changed:
Heres my characters ODf if that helps:
[GameObjectClass]
ClassParent = "rep_inf_Spacetrooper"
[Properties]
MaxHealth = 4000.0
PointsToUnlock = 25
UnitType = "trooper"
AISizeType = "HOVER"
ControlSpeed = "jet 1.50 1.25 1.25"
JetJump = "10.0" //7 //The initial jump-push given when enabling the jet
JetPush = "10.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "50.0" //Acceleration while hovering.
JetEffect = "rep_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.00" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.00" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.00" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.00" //minimum fuel to perform a jet jump(fuel is 0 to 1)
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "7.5"
//These probably need to be set
//CAMERASECTION = "STANDZOOM"
//EyePointOffset = "0.0 1.8 0.0"
//TrackCenter = "0.0 1.8 0.0
//TrackOffset = "0.4 0.05 2.8"
//TiltValue = "3.5"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "7.5"
//These probably need to be set
//CAMERASECTION = "CROUCHZOOM"
//EyePointOffset = "0.0 1.3 0.0"
//TrackCenter = "0.0 1.3 0.0
//TrackOffset = "0.4 0.2 2.8"
//TiltValue = "3.5"
WEAPONSECTION = 1
WeaponName = "rep_weap_award_rocket_launcher"
WeaponAmmo = 25
WEAPONSECTION = 2
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "com_weap_inf_landmine"
WeaponAmmo = 4
WeaponChannel =7
CollisionScale = "0.0 0.0 0.0"
EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound = "rep_weap_jetpack_turnon"
TurnOffSound = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0
VOUnitType = 121
And heres ODF's I altered (weapons exc.):
com_weap_award_rocket_launcher:
[ExplosionClass]
ClassLabel = "explosion"
[Properties]
Damage = "5000.0"
DamageRadiusInner = "10.0"
DamageRadiusOuter = "10.0"
Push = "10.0"
PushRadiusInner = "10.0"
PushRadiusOuter = "10.0"
Shake = "0.5"
ShakeLength = "0.60"
ShakeRadiusInner = "8.0"
ShakeRadiusOuter = "12.0"
Effect = "com_sfx_weap_flame_exp_md"
WaterEffect = "com_sfx_watersplash_lg"
LightColor = "255 220 100 255"
LightRadius = "7.0"
LightDuration = "1.0"
VehicleScale = "1.0"
PersonScale = "0.0"
DroidScale = "0.0"
AnimalScale = "1.0"
BuildingScale = "0.25"
SoundProperty = "com_weap_rocket_small_exp"
com_weap_inf_landmine:
[GameObjectClass]
ClassLabel = "mine"
[Properties]
GeometryName = "com_weap_inf_landmine_placed"
//HighResGeometry = "com_1st_weap_inf_landmine"
TrailEffect = "com_sfx_weap_grenade_red"
LightColor = "247 56 65 150"
LightRadius = "3.0"
ExplosionTrigger = "com_weap_inf_landmine_exp"
ExplosionDeath = "com_weap_inf_landmine_destroyed_exp"
ExplosionExpire = "com_weap_inf_landmine_destroyed_exp"
TriggerContact = "1"
TriggerRadius = "10.0"
//SuppressRadius = "10.0"
HealthType = "Mine"
LifeSpan = "60.0"
NoLifeSpanDisplay = "1"
MaxHealth = "10"Velocity = "0.0"
Gravity = "0.0"
Rebound = "0.0"
Friction = "1.0"
CollisionOtherSound = "com_weap_mine_land"
Ill bold sections i changed:
Heres my characters ODf if that helps:
[GameObjectClass]
ClassParent = "rep_inf_Spacetrooper"
[Properties]
MaxHealth = 4000.0
PointsToUnlock = 25
UnitType = "trooper"
AISizeType = "HOVER"
ControlSpeed = "jet 1.50 1.25 1.25"
JetJump = "10.0" //7 //The initial jump-push given when enabling the jet
JetPush = "10.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "50.0" //Acceleration while hovering.
JetEffect = "rep_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.00" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.00" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.00" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.00" //minimum fuel to perform a jet jump(fuel is 0 to 1)
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "7.5"
//These probably need to be set
//CAMERASECTION = "STANDZOOM"
//EyePointOffset = "0.0 1.8 0.0"
//TrackCenter = "0.0 1.8 0.0
//TrackOffset = "0.4 0.05 2.8"
//TiltValue = "3.5"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "7.5"
//These probably need to be set
//CAMERASECTION = "CROUCHZOOM"
//EyePointOffset = "0.0 1.3 0.0"
//TrackCenter = "0.0 1.3 0.0
//TrackOffset = "0.4 0.2 2.8"
//TiltValue = "3.5"
WEAPONSECTION = 1
WeaponName = "rep_weap_award_rocket_launcher"
WeaponAmmo = 25
WEAPONSECTION = 2
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "com_weap_inf_landmine"
WeaponAmmo = 4
WeaponChannel =7
CollisionScale = "0.0 0.0 0.0"
EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound = "rep_weap_jetpack_turnon"
TurnOffSound = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0
VOUnitType = 121
And heres ODF's I altered (weapons exc.):
com_weap_award_rocket_launcher:
[ExplosionClass]
ClassLabel = "explosion"
[Properties]
Damage = "5000.0"
DamageRadiusInner = "10.0"
DamageRadiusOuter = "10.0"
Push = "10.0"
PushRadiusInner = "10.0"
PushRadiusOuter = "10.0"
Shake = "0.5"
ShakeLength = "0.60"
ShakeRadiusInner = "8.0"
ShakeRadiusOuter = "12.0"
Effect = "com_sfx_weap_flame_exp_md"
WaterEffect = "com_sfx_watersplash_lg"
LightColor = "255 220 100 255"
LightRadius = "7.0"
LightDuration = "1.0"
VehicleScale = "1.0"
PersonScale = "0.0"
DroidScale = "0.0"
AnimalScale = "1.0"
BuildingScale = "0.25"
SoundProperty = "com_weap_rocket_small_exp"
com_weap_inf_landmine:
[GameObjectClass]
ClassLabel = "mine"
[Properties]
GeometryName = "com_weap_inf_landmine_placed"
//HighResGeometry = "com_1st_weap_inf_landmine"
TrailEffect = "com_sfx_weap_grenade_red"
LightColor = "247 56 65 150"
LightRadius = "3.0"
ExplosionTrigger = "com_weap_inf_landmine_exp"
ExplosionDeath = "com_weap_inf_landmine_destroyed_exp"
ExplosionExpire = "com_weap_inf_landmine_destroyed_exp"
TriggerContact = "1"
TriggerRadius = "10.0"
//SuppressRadius = "10.0"
HealthType = "Mine"
LifeSpan = "60.0"
NoLifeSpanDisplay = "1"
MaxHealth = "10"Velocity = "0.0"
Gravity = "0.0"
Rebound = "0.0"
Friction = "1.0"
CollisionOtherSound = "com_weap_mine_land"
-
PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
does your character have reqs? you must make a rep_inf_Spacetrooper.req in the req folder of the spa side. copy the jettrooper.req from the republic side, and rename it to rep_inf_Spacetrooper.req
then open it up and rename the jettrooper line to your spacetrooper.
then open up the main .req, which is found in your spa folder. It should be titled spa.req. if you dont have one, make one. Im going to assume you dont have one. so make a new .req named spa.req, and in it paste this:
ucft
{
REQN
{
"lvl"
"rep_inf_Spacetrooper"
}
}
then open it up and rename the jettrooper line to your spacetrooper.
then open up the main .req, which is found in your spa folder. It should be titled spa.req. if you dont have one, make one. Im going to assume you dont have one. so make a new .req named spa.req, and in it paste this:
ucft
{
REQN
{
"lvl"
"rep_inf_Spacetrooper"
}
}
-
Thrawn
-
PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
Okay I have a feeling this isn't going to go anywhere. Im working on a tutorial for you, so you can see the full steps to set up a new side. If anyone knows any tools to record on screen video i could make a video tutorial (fraps only works inside exes or something).
Regardless, just give me sometime, and hopefully you'll have an explanation soon.
If you could, zip up your skin and your odf and send it to me via email ([email protected]) or upload it and give me the link
Regardless, just give me sometime, and hopefully you'll have an explanation soon.
If you could, zip up your skin and your odf and send it to me via email ([email protected]) or upload it and give me the link
-
Thrawn
I followed the steps to creating your own side in the Jedi creation doc, i may as well look over it again.
Ive been putting all the odf and msh files, exc for the weapons im using and every thing in my character do i have to do that (this may be the problem) or is it enough that there in my sides folder under the other sides?
Ive been putting all the odf and msh files, exc for the weapons im using and every thing in my character do i have to do that (this may be the problem) or is it enough that there in my sides folder under the other sides?
-
MercuryNoodles
- Jedi

- Posts: 1003
- Joined: Sun Mar 12, 2006 7:16 pm
- Projects :: Space - Boarding Action
- xbox live or psn: No gamertag set
Wait a minute...why are you saying the spacetrooper's ClassParent is the spacetrooper? Gah...this makes my brain hurt. Infinite loop...NOOOOOOO... Ok, ok. The ClassParent is supposed to be the unit your unit is derived from. I don't know how the game reacts to having the unit listed as it's own parent, but I suspect we're looking at it. It'd be a good idea to set the ClassParent as rep_inf_default or even the jettrooper, depending on which you'd prefer to be the parent.
-
Thrawn
-
Thrawn
Heres the new odf for it:
[GameObjectClass]
ClassParent = "rep_inf_default"
[Properties]
MaxHealth = 900.0
PointsToUnlock = 25
UnitType = "trooper"
AISizeType = "HOVER"
ControlSpeed = "jet 1.50 1.25 1.25"
JetJump = "10.0" //7 //The initial jump-push given when enabling the jet
JetPush = "10.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "50.0" //Acceleration while hovering.
JetEffect = "rep_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.00" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.00" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.00" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.00" //minimum fuel to perform a jet jump(fuel is 0 to 1)
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "7.5"
//These probably need to be set
//CAMERASECTION = "STANDZOOM"
//EyePointOffset = "0.0 1.8 0.0"
//TrackCenter = "0.0 1.8 0.0
//TrackOffset = "0.4 0.05 2.8"
//TiltValue = "3.5"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "7.5"
//These probably need to be set
//CAMERASECTION = "CROUCHZOOM"
//EyePointOffset = "0.0 1.3 0.0"
//TrackCenter = "0.0 1.3 0.0
//TrackOffset = "0.4 0.2 2.8"
//TiltValue = "3.5"
WEAPONSECTION = 1
WeaponName = "rep_weap_award_rocket_launcher"
WeaponAmmo = 25
WEAPONSECTION = 2
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "com_weap_inf_landmine"
WeaponAmmo = 4
WeaponChannel =7
CollisionScale = "0.0 0.0 0.0"
EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound = "rep_weap_jetpack_turnon"
TurnOffSound = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0
VOUnitType = 121
and the new XXXc_Con.Lua
--
-- 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("dc:SIDE\\SPC.lvl",
"rep_inf_Spacetrooper")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_hero_anakin",
"rep_inf_ep3_officer")
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_Spacetrooper",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")
-- 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:TST\\TST.lvl", "TST_conquest")
ReadDataFile("dc:TST\\TST.lvl", "TST_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
[GameObjectClass]
ClassParent = "rep_inf_default"
[Properties]
MaxHealth = 900.0
PointsToUnlock = 25
UnitType = "trooper"
AISizeType = "HOVER"
ControlSpeed = "jet 1.50 1.25 1.25"
JetJump = "10.0" //7 //The initial jump-push given when enabling the jet
JetPush = "10.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "50.0" //Acceleration while hovering.
JetEffect = "rep_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.00" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.00" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.00" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.00" //minimum fuel to perform a jet jump(fuel is 0 to 1)
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "7.5"
//These probably need to be set
//CAMERASECTION = "STANDZOOM"
//EyePointOffset = "0.0 1.8 0.0"
//TrackCenter = "0.0 1.8 0.0
//TrackOffset = "0.4 0.05 2.8"
//TiltValue = "3.5"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "7.5"
//These probably need to be set
//CAMERASECTION = "CROUCHZOOM"
//EyePointOffset = "0.0 1.3 0.0"
//TrackCenter = "0.0 1.3 0.0
//TrackOffset = "0.4 0.2 2.8"
//TiltValue = "3.5"
WEAPONSECTION = 1
WeaponName = "rep_weap_award_rocket_launcher"
WeaponAmmo = 25
WEAPONSECTION = 2
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "com_weap_inf_landmine"
WeaponAmmo = 4
WeaponChannel =7
CollisionScale = "0.0 0.0 0.0"
EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound = "rep_weap_jetpack_turnon"
TurnOffSound = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0
VOUnitType = 121
and the new XXXc_Con.Lua
--
-- 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("dc:SIDE\\SPC.lvl",
"rep_inf_Spacetrooper")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_hero_anakin",
"rep_inf_ep3_officer")
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_Spacetrooper",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")
-- 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:TST\\TST.lvl", "TST_conquest")
ReadDataFile("dc:TST\\TST.lvl", "TST_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
-
MercuryNoodles
- Jedi

- Posts: 1003
- Joined: Sun Mar 12, 2006 7:16 pm
- Projects :: Space - Boarding Action
- xbox live or psn: No gamertag set
If you're using a custom texture, is it a new texture (as in it has a new name), or are you replacing a default texture? A new texture requires hex editing the unit msh, but replacing a default texture doesn't.
I'll need to look at this from a fresh angle. For right now, I can't seem to find anymore errors.
I'll need to look at this from a fresh angle. For right now, I can't seem to find anymore errors.
-
PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
-
MercuryNoodles
- Jedi

- Posts: 1003
- Joined: Sun Mar 12, 2006 7:16 pm
- Projects :: Space - Boarding Action
- xbox live or psn: No gamertag set
-
MercuryNoodles
- Jedi

- Posts: 1003
- Joined: Sun Mar 12, 2006 7:16 pm
- Projects :: Space - Boarding Action
- xbox live or psn: No gamertag set
It's really not all that hard. It's just that you have to be patient and not try to do too much at once when you start out. Make small changes, and see if they work. If you try to load a bunch of changes into one munge, you're more likely to have made an error, and chances are you won't remember what you did wrong. In that case, you can easily waste hours trying to find a problem only to realize something as simple as a comma or something not in numerical order is holding you back.
