Page 1 of 1
Custom sides in map
Posted: Tue Jul 03, 2007 3:44 pm
by Master Fionwë
The title kinda says it. How do I add a side to a map? I know that I need to put dc in front of the rep.lvl in the scripts, but it doesn't work.
RE: Custom sides in map
Posted: Tue Jul 03, 2007 4:01 pm
by -_-
Jedi Creation. doc
RE: Custom sides in map
Posted: Tue Jul 03, 2007 4:04 pm
by The_Emperor
What exactly did you do? There could be many things you forgot...
Check out the modtool docs -> costum jedi creation, and scroll down to 6 – Final Notes
RE: Custom sides in map
Posted: Tue Jul 03, 2007 4:18 pm
by Master Fionwë
Okay, thanks. Doing so now.
Edit: Something that I've never really thought about until now. When you munge and create a world, there are multiple scripts in the script folder. Like, for example, I have VATc_con, and then there's a VATc_con.lua.bak. What is that? The .bak file, and could that be keeping a side from showing up in the map, an edited side?
Re: Custom sides in map
Posted: Tue Jul 03, 2007 4:27 pm
by Challenger33
Master Fionwë wrote:The title kinda says it. How do I add a side to a map? I know that I need to put dc in front of the rep.lvl in the scripts, but it doesn't work.
Just a side note-you probably
did do this, but it needs to be
dc: in the lua before the line SIDE=rep.lvl (it's something similar to that).
-:royal:
EDIT: I am quite sure that the BAK files are merely backup files-in case you edit something accidentally in the real LUA, you can just look at the BAK file to fix it. So I don't think that editing the BAK files can cause any errors. I hope this helped.
-:royal:
RE: Re: Custom sides in map
Posted: Tue Jul 03, 2007 4:33 pm
by Snork
What is that? The .bak file, and could that be keeping a side from showing up in the map, an edited side?
.bak files are backup LUAs. Say you totally screw your LUA up. Erase everything in the LUA file. Just open the corresponing .bak with notepad and copy it into your empty LUA. It usually solves all side glitches.
RE: Re: Custom sides in map
Posted: Tue Jul 03, 2007 4:35 pm
by Master Fionwë
Ah, I see. Well then, I've done the dc thing before, but it doesn't work, so I'll try it again. If it doesn't work this time, I'll post the script.
RE: Re: Custom sides in map
Posted: Tue Jul 03, 2007 4:41 pm
by Snork
Just post the script right now. might as well.
Me and my "Associates" will fix that Lua buddy of yours up reeaal nice...
Hehhe....
Posted: Tue Jul 03, 2007 4:45 pm
by Challenger33
Off-Topic: I finally beat someone to a post (be it by 6 minutes)-sorry Snork. Usually everyone beats me to a post.
On-Topic: Yes, post your LUA. As of now, I am one of Snorks "associates" :twisted: .
-:royal:
Posted: Tue Jul 03, 2007 6:44 pm
by Master Fionwë
Okay, I got it. I did it in the wrong place the first time. My own side showed up in the map. Thanks guys!
Posted: Sat Jul 07, 2007 8:39 pm
by battlwfrontfreak
I am not a master or anything, but a mod i am making involves this.
If you take the sides out of your map(in the addon folder which you should know where it is) and then put them where your whole battlefront sides are, you never have to edit the lua script. i prefer this method =)
Posted: Sat Jul 07, 2007 9:53 pm
by VF501
You could do that but you invite a whole host of problems.
1. Game crash because unit ODF names do not match those that the Shipped misson.lvl calls for.
2. Game Crash because the custom side lacks things that certain maps need, ie, vehicles, or specific units.
3. If you have custom weapon odfs with custom names a 0x appears because those names are not localized in the common.lvl that comes with the game.
4. Calling custom sides for a custom map via dc: allows for more game variety. Not just the same sides for every map.
5. If you have a custom map added that uses (and calls) custom sides and pull the sides for global use with out replacing them, the game will crash because it can't find the specified sides.
So unless a side is intentionally created to be used globally, that method of putting it in Data/_LVL_PC/SIDE is too hit or miss.
Posted: Sat Jul 07, 2007 11:16 pm
by battlwfrontfreak
like i said, not a master. But how do i use the localize tool to change names of units, and then i have to do somthing in the common script?
Posted: Sun Jul 08, 2007 5:54 am
by VF501
LocalizeMunge.exe is the localize tool. As for it's structure I dont know it well because I'm used to SWBF1. Check around for some tutorials in the forums, there should be a few.