Re: Some questions about Mapping
Posted: Tue Jul 28, 2009 3:52 pm
you mean rep_bldg_forwardcenter? That won't be in sides, it will be in the msh/odf folders.
Ok now you can replace a unit with your phase one trooper - for instance rep_inf_ep2_rifleman is the normal phase 1 clone.SetupTeams{
hero = {
team = ALL,
units = 12,
reinforcements = -1,
soldier = { "all_hero_hansolo_tat",1,2},
assault = { "all_hero_chewbacca", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}
AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)
SetupTeams{
villain = {
team = IMP,
units = 12,
reinforcements = -1,
soldier = { "imp_hero_bobafett", 1,2},
assault = { "imp_hero_darthvader",1,2},
engineer= { "cis_hero_darthmaul", 1,2},
sniper = { "cis_hero_jangofett", 1,2},
officer = { "cis_hero_grievous", 1,2},
special = { "imp_hero_emperor", 1,2},
},
}
AddUnitClass(IMP, "rep_hero_anakin",1,2)
AddUnitClass(IMP, "cis_hero_countdooku",1,2)
This shows you all the units you are loading into the game when it starts up.ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hero_emperor",
"imp_hero_bobafett")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_anakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan")
ReadDataFile("SIDE\\cis.lvl",
"cis_hero_grievous",
"cis_hero_darthmaul",
"cis_hero_countdooku",
"cis_hero_jangofett")
I don't know if it's required, but I thought it was. You have to add you vehicles to both of a maps lua files for it to work.IronJaw wrote: Also the building will appear, but no vehicles. (Come to think of it, I had two different vehicles. I only added on to the .lau. But then the other didn't appear ether.)
*EDIT: It seems that that the "conquest" layer was selected when I put the K-Wing and V-Wings down.*
lua.bak files are only backups of the normal .lua file - they serve no function in game. In fact, you can delete the backups if you don't want them.JediJalepinio wrote:I don't know if it's required, but I thought it was. You have to add you vehicles to both of a maps lua files for it to work.IronJaw wrote: Also the building will appear, but no vehicles. (Come to think of it, I had two different vehicles. I only added on to the .lau. But then the other didn't appear ether.)
*EDIT: It seems that that the "conquest" layer was selected when I put the K-Wing and V-Wings down.*
e.g.
Under C:\BF2_ModTools\data_PGS\Common\scripts\PGS
for conquest there are two luas for clone wars conquest: PGSc_con.lua and PGSc_con.lua.bak
they both have to have the new vehicles added into them. If not, you might not have all the required assets in the right place, but then again, maybe you do.
To:ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_fly_vwing",
"all_fly_kwing")
*edit*I changed the "rep_ep3_engineer" to "rep_inf_ep2_pilot." I'm Munging as I type.ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_fly_vwing",
"all_fly_kwing")
There. All fixed. Change the line I highlighted in red from what it was to what it is now.IronJaw wrote:Hidden/Spoiler:
*note* ep2 trooper problem has been fixed.IronJaw wrote: Also I changed some skins, and added vehicle spawns like so:And Munged it like so: (no error file popped up)Hidden/Spoiler:But,Hidden/Spoiler:
1) No Ep2 unite.
2)No vehiclesHidden/Spoiler:
Any thoughts?