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Re: DEVISS-REX's Released Assets UPDATED 10 December 2009

Posted: Sun Dec 27, 2009 4:19 pm
by Ka-Ching
nice deviss!

Re: DEVISS-REX's Released Assets UPDATED 10 December 2009

Posted: Sun Dec 27, 2009 4:21 pm
by Battlefiler
nice work :thumbs:

say your xfire name :jango:

Re: DEVISS-REX's Released Assets UPDATED 10 December 2009

Posted: Sun Dec 27, 2009 4:26 pm
by Deviss
Ka-Ching wrote:nice deviss!
thanks :D
Battlefiler wrote:nice work :thumbs:

say your xfire name :jango:
thanks, deviss55 :wink:

Re: DEVISS-REX's Released Assets UPDATED 10 December 2009

Posted: Sun Dec 27, 2009 4:28 pm
by Battlefiler
|I have a question| we want to releas commander jet?????????? :D

Re: DEVISS-REX's Released Assets UPDATED 10 December 2009

Posted: Sun Dec 27, 2009 4:31 pm
by Deviss
Battlefiler wrote:|I have a question| we want to releas commander jet?????????? :D
yeah always ready for requets :P

Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Posted: Sun Dec 27, 2009 4:33 pm
by Battlefiler
go off xfire

Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Posted: Tue Dec 29, 2009 7:23 am
by Commander Neyo
wow... they're really awesome.
Well done DEVISS :thumbs:
my favourite is the Improved ARF trooper!
for to get them on mygeeto or jabba's pallace, did you munge it new so that you could change the sides?

Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Posted: Tue Dec 29, 2009 7:34 am
by Delta-1035
Commander Neyo wrote:for to get them on mygeeto or jabba's pallace, did you munge it new so that you could change the sides?
Yes,
The FAQ / Everything You Need Thread wrote:How to edit a shipped map! SUPER EASY!
or
Era/Mode Side Mod Tutorial

Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Posted: Tue Dec 29, 2009 10:14 am
by Deviss
Commander Neyo wrote:wow... they're really awesome.
Well done DEVISS :thumbs:
my favourite is the Improved ARF trooper!
for to get them on mygeeto or jabba's pallace, did you munge it new so that you could change the sides?
many thanks and yeah you need create new side incluiding the model :wink:

Re: DEVISS-REX's Released Assets UPDATED 1 December 2009

Posted: Tue Dec 29, 2009 7:41 pm
by giftheck
Labj wrote:For the people that deslikes the idea of calling the stromtrooper the phase III, well, wikipedia refers the stormtrooper as the phase III armor
Actually, I think, considering the two variants TFU shows, it's more accurate to say that the classic Stormie armour is actually Phase V?

Speaking of which, I cannot remember where the TFU Stormie DEVISS made is. Which page is it on? I might replace my 501st Stormies with them after all.

EDIT: Found it, but does it include the Commander as well, or just the general trooper model? I seem to recall there being commanders too with pauldrons and backpacks.

Re: DEVISS-REX's Released Assets UPDATED 1 December 2009

Posted: Wed Dec 30, 2009 4:07 am
by Delta-1035
ggctuk wrote:EDIT: Found it, but does it include the Commander as well, or just the general trooper model? I seem to recall there being commanders too with pauldrons and backpacks.
Well you can always download and see... anyway there is only the general trooper model.

Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Posted: Wed Dec 30, 2009 11:11 am
by giftheck
All right, thanks.

Perhaps I can instead of using the "Commander", I can use the Clone Stormies as a base for the Heavy Trooper.

Can I make a request? Could you do the TFU Heavy Trooper and Navy Commander?

Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Posted: Wed Jan 06, 2010 7:39 am
by Coley
Well...I´m know that I´m annoying but if someone here has time to read my files and say me what I´ve done wrong, I would be happy...I wanted to put in commander fox.
Hidden/Spoiler:
In the folder sides I have got the folders "tur", "common" and "rep".
I went to sides/rep/odf and copy-pasted in the files "rep_inf_commander_fox" and "rep_inf_commander_fox_cape".
I went to sides/rep/msh and copy-pasted in the files which are in the FOX msh-folder (too many to write).
My LUA:
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()

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\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper_felucia",
"rep_inf_commander_fox",
"rep_inf_ep3_jettrooper",
"rep_hero_aalya",
"rep_hover_fightertank",
"rep_hero_anakin",
"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_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_felucia",1, 4},
officer = { "rep_inf_commander_fox",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
extra1 = { "rep_hero_aalya",1, 1}

},
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:JAM\\JAM.lvl", "JAM_conquest")
ReadDataFile("dc:JAM\\JAM.lvl", "JAM_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
My ODF1 (rep_inf_commander_fox) :
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default_officer"

[Properties]
GeometryName = "rep_inf_commander_fox"
FirstPerson = "REP\reptroop;rep_1st_trooper"
ClothODF = "rep_inf_commander_fox_cape"
My ODF2 (rep_inf_commander_fox_cape) :
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "cloth"

[Properties]
attachedmesh = "rep_inf_commander_fox"
WindSpeed = 15.0
Dampening = 0.5 //Default 0.5. More Stiff 1.0, More Loose/Strechy 0.0.
Drag = -2.0 //Default -2.0
(in "rep_inf_default_officer" isn´t anything changed)

(no errorlog because game doesn´t crash. Just no unit it as the position from the officer)

Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Posted: Wed Jan 06, 2010 9:25 am
by Delta-1035
You should try add this line in your LUA:

Code: Select all

    AddUnitClass(REP, "rep_inf_commander_fox",1,4)
before the "SetHeroClass.."

example:
Hidden/Spoiler:
....
officer = { "cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

AddUnitClass(REP, "rep_inf_commander_fox",1,4)

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
....
Btw, this is a bit of topic. :wink:

Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Posted: Wed Jan 06, 2010 9:46 am
by Coley
Shouldn´t it work on my way, too?
And the addunitclass never worked...(I tried it when I wanted to have more units then six)

EDIT. and have I to write this new unit at the SetupTeams-part, too?

Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Posted: Wed Jan 06, 2010 1:38 pm
by genaral_mitch
You need to make a req for him and put him in the rep req.

Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Posted: Wed Jan 06, 2010 2:00 pm
by Coley
á la
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"rep_inf_commander_fox"
}
}
?

Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Posted: Wed Jan 06, 2010 2:16 pm
by genaral_mitch
Perfect, now you just need to make a line that says "rep_inf_whateveryourunitscalled" (with quotes) in the rep.req.

Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Posted: Thu Jan 07, 2010 11:38 am
by Coley
Doesn´t work =D (at me, I have to say)
maybe I should try it with another one...

Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Posted: Thu Jan 07, 2010 12:20 pm
by Teancum
Please continue this in the SWBF2 Modding forum. Let's not clutter up Rex's topic.