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Kit Fisto/Asajj Ventress animation [Solved]

Posted: Sun Sep 28, 2014 5:52 am
by Indytotof
Hello modders and mappers, here is Indytotof !

I want to use Kit Fisto/Asajj Ventress DLC animations to my future Asajj Ventress and Kit Fisto units but I don't know how do that...

Did anyone have an idea how to do that ?

Last question: Did I can used Asajj's starblades (I've the .msh and .tga files who comes with the Conversion Pack assets) simply by editing a Force Power ?

Re: Kit Fisto/Asajj Ventress animation

Posted: Sun Sep 28, 2014 12:58 pm
by commanderawesome
They weren't released. And probably never will be. Sorry. Though one thing you can try is making child classes of those units.

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Sun Sep 28, 2014 1:25 pm
by Indytotof
Errr... what that ?

Re: Kit Fisto/Asajj Ventress animation

Posted: Sun Sep 28, 2014 1:59 pm
by Anakin
Make the unreleased odf file, loaded by the lvl file, to be the default odf of your new odf. Overwrite all you want to change, but do nothing with the animation name.

Re: Kit Fisto/Asajj Ventress animation

Posted: Sun Sep 28, 2014 3:50 pm
by commanderawesome
Basically, add this line to your unit's odf at the very top beneath ClassLabel = "soldier":

ClassParent = "cis_hero_ventress"

Then remove any reference to animations in the odf. Essentially, what this command does is tell the game to use that class as a base. Be sure to load ventress and fisto in your mission script.

Re: Kit Fisto/Asajj Ventress animation

Posted: Sun Sep 28, 2014 3:51 pm
by Kingpin
Or, you could do what I did, and load the animations and weapons through a character's ODF after loading the original lvl.

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Mon Sep 29, 2014 1:05 pm
by Indytotof
commanderawesome wrote:Basically, add this line to your unit's odf at the very top beneath ClassLabel = "soldier":

ClassParent = "cis_hero_ventress"

Then remove any reference to animations in the odf. Essentially, what this command does is tell the game to use that class as a base. Be sure to load ventress and fisto in your mission script.
Done it but there this error:

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Entity.cpp(218)
Entity base class "rep_hero_fisto" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Entity.cpp(218)
Entity base class "cis_hero_ventress" not found
There is an exemple of the .lua file of my Hero Assault Coruscant (Barriss Offee is the child unit of the DLC Ventress):
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
ReadDataFile("..\\..\\addon\\TES\\data\\_LVL_PC\\core.lvl")

-- Empire Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

function ScriptPostLoad()

SetProperty("cp1", "Team", "1")
SetProperty("cp2", "Team", "2")
SetProperty("cp3", "Team", "1")
SetProperty("cp4", "Team", "2")
SetProperty("cp5", "Team", "1")
SetProperty("cp6", "Team", "2")
SetProperty("cp1", "CaptureRegion", "nil")
SetProperty("cp2", "CaptureRegion", "nil")
SetProperty("cp3", "CaptureRegion", "nil")
SetProperty("cp4", "CaptureRegion", "nil")
SetProperty("cp5", "CaptureRegion", "nil")
SetProperty("cp6", "CaptureRegion", "nil")
SetProperty("cp1", "HUDIndexDisplay", "")
SetProperty("cp2", "HUDIndexDisplay", "")
SetProperty("cp3", "HUDIndexDisplay", "")
SetProperty("cp4", "HUDIndexDisplay", "")
SetProperty("cp5", "HUDIndexDisplay", "")
SetProperty("cp6", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)
SetClassProperty("com_inv_col_8", "SoldierCollision", "none")
SetClassProperty("com_inv_col_16", "SoldierCollision", "none")
SetClassProperty("com_inv_col_32", "SoldierCollision", "none")
SetClassProperty("com_inv_col_64", "SoldierCollision", "none")

EnableSPHeroRules()

SetClassProperty("rep_inf_assassin", "PointsToUnlock", "0")
SetClassProperty("imp_inf_royalguard", "PointsToUnlock", "0")
SetClassProperty("imp_inf_royalguard", "AddHealth", "20")
SetClassProperty("rep_inf_assassin", "AddHealth", "20")

-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)

-- AddDeathRegion("Death")
AddDeathRegion("Death1")
AddDeathRegion("Death2")
-- AddDeathRegion("Death3")
-- AddDeathRegion("Death4")

SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)

SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)

EnableSPHeroRules()
DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")

-- KillObject("CP1")
-- KillObject("CP2")
-- KillObject("CP3")
-- KillObject("CP4")
-- KillObject("CP5")
-- KillObject("CP6")

end

function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4030000)

SetMemoryPoolSize ("ClothData",30)
SetMemoryPoolSize ("Combo",40) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",600) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",800) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",800) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",500) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",5000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
SetMemoryPoolSize("SoldierAnimation", 888)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2113)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2388)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1541)
SetMemoryPoolSize("EntitySoundStream", 12)

ReadDataFile("ingame.lvl")

SetMapNorthAngle(180, 1)
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight (40)
AISnipeSuitabilityDist(30)

ReadDataFile("sound\\tat.lvl;tat2gcw")


ReadDataFile("SIDE\\tcw.lvl","imp_inf_royalguard",
"rep_inf_assassin",
"rep_hero_kitfisto",
"cis_hero_CadBane",
"cis_hero_darthsidious",
"rep_hero_macewindu",
"cis_hero_barriss",
"rep_hero_koon",
"cis_hero_vizsla",
"rep_hero_aalya")

ReadDataFile("SIDE\\gcw.lvl","all_hero_ackbar",
"imp_hero_ig88",
"all_hero_marek",
"all_hero_juno",
"all_hero_lando",
"imp_hero_sith_stalker",
"imp_hero_mara_jade",
"imp_hero_bossk",
"imp_hero_dengar")

ReadDataFile("SIDE\\all.lvl","all_hero_luke_jedi")

ReadDataFile("SIDE\\kit.lvl","rep_hero_fisto")

ReadDataFile("SIDE\\asj.lvl","cis_hero_ventress")

SetupTeams{
hero = {
team = ALL,
units = 12,
reinforcements = -1,
soldier = { "all_hero_marek",1,2},
assault = { "all_hero_lando", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_kitfisto", 1,2},
officer = { "rep_hero_koon", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}

AddUnitClass(ALL,"all_hero_juno", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"all_hero_ackbar",1,2)

SetupTeams{
villain = {
team = IMP,
units = 12,
reinforcements = -1,
soldier = { "imp_hero_sith_stalker", 1,2},
assault = { "cis_hero_barriss",1,2},
engineer= { "imp_hero_dengar", 1,2},
sniper = { "imp_hero_bossk", 1,2},
officer = { "cis_hero_darthsidious", 1,2},
special = { "imp_hero_mara_jade", 1,2},

},
}
AddUnitClass(IMP, "cis_hero_CadBane",1,2)
AddUnitClass(IMP, "cis_hero_vizsla",1,2)
AddUnitClass(IMP, "imp_hero_ig88",1,2)


-- SetTeamAsEnemy(DEF, 3)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)

AddDeathRegion("DeathRegion1")
SetSpawnDelay(10.0, 0.25)
-- ReadDataFile("dc:cor\\cor1.lvl","cor1_eli")
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)

-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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")

SetAttackingTeam(ATT)

AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end[/code]
What did I do wrong ?

Re: Kit Fisto/Asajj Ventress animation

Posted: Mon Sep 29, 2014 1:47 pm
by Anakin
Read the kit.lvl and asj.lvl before the tcw and gcw lvl files. At the time you load your custom lvl files the parent class isn't known. If you put the ReadDataFile("kit.lvl/asj.lvl") lines before the ReadDataFile("tcw.lvl/gcw.lvl") lines it shouls work

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Mon Sep 29, 2014 3:35 pm
by Indytotof
Problem solved.

Did I can simply used this to add the starblades to a future Asajj Ventress unit ?

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Mon Sep 29, 2014 4:39 pm
by Anakin
Give it a try i see no reason why this shouldn't work.

But please notice that there may is a reason why the modder don't wanted to release his source ;)

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Mon Sep 29, 2014 5:38 pm
by Teancum
Anakin wrote:. . .there may is a reason why the modder don't wanted to release his source ;)
Actually, when I got the files from Pandemic they were already munged, and we were asked not to release the source files in any form (so as to not compete with the Xbox DLC). I'm sure at this point nobody cares, but then again I doubt anyone has the original files.

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Mon Sep 29, 2014 5:47 pm
by Kingpin
Teancum wrote:
Anakin wrote:. . .there may is a reason why the modder don't wanted to release his source ;)
Actually, when I got the files from Pandemic they were already munged, and we were asked not to release the source files in any form (so as to not compete with the Xbox DLC). I'm sure at this point nobody cares, but then again I doubt anyone has the original files.
Does that mean we can release mods using those animations on other characters? If so, that'd be awesome!

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Mon Sep 29, 2014 9:52 pm
by Teancum
Yeah. I doubt anyone cares at this point what we do with the files.

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Mon Sep 29, 2014 10:07 pm
by Marth8880
Teancum wrote:Yeah. I doubt anyone cares at this point what we do with the files.
He said, before he was quickly arrested for conspiracy, treason, and copyright infringement. :funny2:

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Tue Sep 30, 2014 3:43 am
by Anakin
I thougth these files where made by an gt member :/

Kit.lvl / Asj.lvl question

Posted: Tue Sep 30, 2014 11:53 am
by Indytotof
It worked.

But I remember that it's impossible to load asj.lvl and kit.lvl on the same level.

Is there a way that let me load these two .lvl files on the same level ? Because I really want to.

Thanks

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Tue Sep 30, 2014 1:28 pm
by commanderawesome
It's a memory issue. The game simply cannot handle both animation sets. So if you want kit fisto, you're gunna have to change his animations, one thing you can try is adding this line after he loads in the mission lua:
SetClassProperty("rep_hero_fisto", "AnimationName", "mace")

Re: Kit Fisto/Asajj Ventress animation question

Posted: Tue Sep 30, 2014 2:05 pm
by Indytotof
Not working.

Here is the exemple of error I had on my BF2 Log related to that:

Code: Select all

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[ba944832]::Animation[stand_attack1b]::BlendTimeTo: unknown anim 'stand_attack1c_upper' [c877aedf]
I've a plenty of this one in different versions

And here is the lua:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
ReadDataFile("..\\..\\addon\\TES\\data\\_LVL_PC\\core.lvl")

-- Empire Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

function ScriptPostLoad()

SetProperty("cp1", "Team", "1")
SetProperty("cp2", "Team", "2")
SetProperty("cp3", "Team", "1")
SetProperty("cp4", "Team", "2")
SetProperty("cp5", "Team", "1")
SetProperty("cp6", "Team", "2")
SetProperty("cp1", "CaptureRegion", "nil")
SetProperty("cp2", "CaptureRegion", "nil")
SetProperty("cp3", "CaptureRegion", "nil")
SetProperty("cp4", "CaptureRegion", "nil")
SetProperty("cp5", "CaptureRegion", "nil")
SetProperty("cp6", "CaptureRegion", "nil")
SetProperty("cp1", "HUDIndexDisplay", "")
SetProperty("cp2", "HUDIndexDisplay", "")
SetProperty("cp3", "HUDIndexDisplay", "")
SetProperty("cp4", "HUDIndexDisplay", "")
SetProperty("cp5", "HUDIndexDisplay", "")
SetProperty("cp6", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)
SetClassProperty("com_inv_col_8", "SoldierCollision", "none")
SetClassProperty("com_inv_col_16", "SoldierCollision", "none")
SetClassProperty("com_inv_col_32", "SoldierCollision", "none")
SetClassProperty("com_inv_col_64", "SoldierCollision", "none")

EnableSPHeroRules()

SetClassProperty("rep_inf_assassin", "PointsToUnlock", "0")
SetClassProperty("imp_inf_royalguard", "PointsToUnlock", "0")
SetClassProperty("imp_inf_royalguard", "AddHealth", "20")
SetClassProperty("rep_inf_assassin", "AddHealth", "20")

-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)

-- AddDeathRegion("Death")
AddDeathRegion("Death1")
AddDeathRegion("Death2")
-- AddDeathRegion("Death3")
-- AddDeathRegion("Death4")

SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)

SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)

EnableSPHeroRules()
DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")

-- KillObject("CP1")
-- KillObject("CP2")
-- KillObject("CP3")
-- KillObject("CP4")
-- KillObject("CP5")
-- KillObject("CP6")

end

function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4030000)

SetMemoryPoolSize ("ClothData",30)
SetMemoryPoolSize ("Combo",40) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",600) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",800) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",800) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",500) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",5000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
SetMemoryPoolSize("SoldierAnimation", 888)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2113)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2388)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1541)
SetMemoryPoolSize("EntitySoundStream", 12)

ReadDataFile("ingame.lvl")

SetMapNorthAngle(180, 1)
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight (40)
AISnipeSuitabilityDist(30)

ReadDataFile("sound\\tat.lvl;tat2gcw")

ReadDataFile("SIDE\\kit.lvl","rep_hero_fisto")


ReadDataFile("SIDE\\asj.lvl","cis_hero_ventress")


ReadDataFile("SIDE\\tcw.lvl","imp_inf_royalguard",
"rep_inf_assassin",
"rep_hero_kitfisto",
"cis_hero_CadBane",
"cis_hero_darthsidious",
"rep_hero_macewindu",
"cis_hero_barriss",
"rep_hero_koon",
"cis_hero_vizsla",
"rep_hero_aalya")

SetClassProperty("rep_hero_kitfisto", "AnimationName", "mace")

ReadDataFile("SIDE\\gcw.lvl","all_hero_ackbar",
"imp_hero_ig88",
"all_hero_marek",
"all_hero_juno",
"all_hero_lando",
"imp_hero_sith_stalker",
"imp_hero_mara_jade",
"imp_hero_bossk",
"imp_hero_dengar")

ReadDataFile("SIDE\\all.lvl","all_hero_luke_jedi")


SetupTeams{
hero = {
team = ALL,
units = 12,
reinforcements = -1,
soldier = { "all_hero_marek",1,2},
assault = { "all_hero_lando", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_kitfisto", 1,2},
officer = { "rep_hero_koon", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}

AddUnitClass(ALL,"all_hero_juno", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"all_hero_ackbar",1,2)

SetupTeams{
villain = {
team = IMP,
units = 12,
reinforcements = -1,
soldier = { "imp_hero_sith_stalker", 1,2},
assault = { "cis_hero_barriss",1,2},
engineer= { "imp_hero_dengar", 1,2},
sniper = { "imp_hero_bossk", 1,2},
officer = { "cis_hero_darthsidious", 1,2},
special = { "imp_hero_mara_jade", 1,2},

},
}
AddUnitClass(IMP, "cis_hero_CadBane",1,2)
AddUnitClass(IMP, "cis_hero_vizsla",1,2)
AddUnitClass(IMP, "imp_hero_ig88",1,2)


-- SetTeamAsEnemy(DEF, 3)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)

AddDeathRegion("DeathRegion1")
SetSpawnDelay(10.0, 0.25)
-- ReadDataFile("dc:cor\\cor1.lvl","cor1_eli")
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)

-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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")

SetAttackingTeam(ATT)

AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end[/code]
Note: When used seperatly in other maps (Felucia and Polis Massa for this case), the heroes (cis_hero_barriss and rep_hero_kitfisto) are fully fonctionnable.

Any idea how to fix that ?

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Tue Sep 30, 2014 4:27 pm
by commanderawesome
Do you happen to know what kit's lightsaber is called? Basically, I'm seeing if we can change Kit Fisto's animations to mace windu's.

Re: Kit Fisto/Asajj Ventress animation [Solved]

Posted: Wed Oct 01, 2014 12:48 am
by Indytotof
commanderawesome wrote:Do you happen to know what kit's lightsaber is called? Basically, I'm seeing if we can change Kit Fisto's animations to mace windu's.
It's "rep_weap_fisto_saber".