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Is a third team possible?
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- brant777
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Is a third team possible?
hi again, as you all know in bf2 there are two sides to pick, usually alliance (side 1) vs. empire (side 2) or cis (side 1) vs. republic (side 2). but i was wandering if it is possible to add a third side to my map (right now it is hero and villains), but i would like to add a third side called "Jensaarai". i have a few ideas how to do so such as
that is my main idea so if anyone can help me out i would be very appreciative
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CressAlbane
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Re: Is a third team possible?
You can make a third local side, but you can't make a 3rd playable team.
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ARCTroopaNate
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Re: Is a third team possible?
This is not possible. You can add up to nine teams but only TWO can be playable at any time. There are third party teams such as Jawas on Tatooine and Geonosians on Geonosis. This tutorial will help you set up locals.
http://www.gametoast.com/forums/viewtop ... =27&t=6088
EDIT: Ninja'd by Cress.
http://www.gametoast.com/forums/viewtop ... =27&t=6088
EDIT: Ninja'd by Cress.
- brant777
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Re: Is a third team possible?
thanks but i already have locals. thanks for both of yalls help, i guess ill change one of the sides to jensaarai (probably heros since they suck anyways) but thanks.ARCTroopaNate wrote:This is not possible. You can add up to nine teams but only TWO can be playable at any time. There are third party teams such as Jawas on Tatooine and Geonosians on Geonosis. This tutorial will help you set up locals.
http://www.gametoast.com/forums/viewtop ... =27&t=6088
EDIT: Ninja'd by Cress.
- Fiodis
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Re: Is a third team possible?
You can only have two teams selectable at the start of a round, but it's possible through LUA to put any unit (including the player's) on a third team. See this post. It requires some knowledge of LUA coding, though, so it's probably best if you go with the stock two-team setup and rename one of them.
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Garuda95
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Re: Is a third team possible?
brant, ive been on the map, but bfor u want to put locals, plz giv teh AI some movements (they just stand there until you attack them), then u kno how to use the locals effectively
- [RDH]Zerted
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Re: Is a third team possible?
Possible, yes. Easy, no. Doable by a mid-skilled in Lua modder, yes.
You can hack in support for as many teams as the game will let you create (check the limits topic for the max local team #). However, there can only be 18 human playable units (9 per real team).
Look at the Multi-Team Support (2nd listed Mod) source+demo here: http://zerted.getmyip.com/swbf2.xhtml It was my hacky attempt at supporting 3+ playable teams. It works, but I didn't polish it or update the stats screen for the extra teams (can be done if you really want to).
To clean the mod up into a general/common usable form for multiple modders, it needs logic to force spawn (or remake the CP spawn selection code) the 3+ teams' units near their team CPs. You aren't on a 3+ team until the unit spawns, so you can only select the CPs of the original team (1 or 2) you joined the game on. For personal use, you can simple hard-code where you want the extra teams to spawn and ignore the CP issue. Just make sure to handle when all the CPs are no longer controlled by teams 1 or 2 (or prevent the 3+ teams from being able to capture CPs).
@Fiodis' reference to an eariler post of mine: I got around not being able to disable sections of the unit selection screen by upping the unlock points on every unit not linked to your playable team. This works client side, so every player has different units locked out depending on which team they selected.
I wanted to fix this up and build it in for v1.4, but I haven't worked on that in months.
You can hack in support for as many teams as the game will let you create (check the limits topic for the max local team #). However, there can only be 18 human playable units (9 per real team).
Look at the Multi-Team Support (2nd listed Mod) source+demo here: http://zerted.getmyip.com/swbf2.xhtml It was my hacky attempt at supporting 3+ playable teams. It works, but I didn't polish it or update the stats screen for the extra teams (can be done if you really want to).
To clean the mod up into a general/common usable form for multiple modders, it needs logic to force spawn (or remake the CP spawn selection code) the 3+ teams' units near their team CPs. You aren't on a 3+ team until the unit spawns, so you can only select the CPs of the original team (1 or 2) you joined the game on. For personal use, you can simple hard-code where you want the extra teams to spawn and ignore the CP issue. Just make sure to handle when all the CPs are no longer controlled by teams 1 or 2 (or prevent the 3+ teams from being able to capture CPs).
@Fiodis' reference to an eariler post of mine: I got around not being able to disable sections of the unit selection screen by upping the unlock points on every unit not linked to your playable team. This works client side, so every player has different units locked out depending on which team they selected.
I wanted to fix this up and build it in for v1.4, but I haven't worked on that in months.
