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AT-TE

Posted: Sun Jun 22, 2014 6:09 am
by DrDrSheldonLeeCooper
Hey , I added an AT-TE to my Map but if I start the map,the AT-TE isnt ingame.

And how can I load space sounds on my map?Because I added the LAAT Gunship from republic too.

EDIT

It is possible that there are 200 Units per team on the field?

Re: AT-TE

Posted: Sun Jun 22, 2014 7:25 am
by thelegend
1. Add a memorypool line in your lua *CommandWalker*. And a few lines above how many walkers you want in game. The atte has 6 legs or 3 pair of legs.

2. The same way how you add normal sounds ingame

3. In your lua write a 100 to units above the Setup Teams blocks.

Sry if I don't copy the lines but now I am not on my pc.

Re: AT-TE

Posted: Sun Jun 22, 2014 8:40 am
by DrDrSheldonLeeCooper
thelegend wrote:1. Add a memorypool line in your lua *CommandWalker*. And a few lines above how many walkers you want in game. The atte has 6 legs or 3 pair of legs.

2. The same way how you add normal sounds ingame

3. In your lua write a 100 to units above the Setup Teams blocks.

Sry if I don't copy the lines but now I am not on my pc.
I tried it to add the space sounds for my gunship but the sounds arent there,
And I tried to make 100 Units per team but there are still 32

Re: AT-TE

Posted: Sun Jun 22, 2014 8:45 am
by Anakin
@3: was it munged correctly??

@2: have you load the sound lvl in the lua?? (post the line please) and have you changed the names you used in the snd file in the odf file, too??

Re: AT-TE

Posted: Sun Jun 22, 2014 8:49 am
by thelegend
Now I am on my pc.
Here are the lines:

1.To add the atte add this line:
Hidden/Spoiler:
[code]
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 34)
SetMemoryPoolSize("CommandWalker", 2) -- Add this line
SetMemoryPoolSize ("EntityRemoteTerminal", 4)
SetMemoryPoolSize("EntityHover", 4)
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)[/code]
Now change this:

Code: Select all

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)
to this:

Code: Select all

AddWalkerType(0, 4) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)  -- [color=#00BF00]Because your atte has six legs[/color]
2. The gunship sounds are in your sound directory. I know how dto add sounds but I always have problems with it. I hate adding sounds...

3. Change this:
Hidden/Spoiler:
[code]SetupTeams{
rep = {
team = REP,
units = 80,
reinforcements = 2000,
soldier = { "rep_inf_ep3_rifleman",5, 10},
assault = { "rep_inf_ep3_rocketeer",4, 10},
engineer = { "rep_inf_ep3_engineer",4, 10},
sniper = { "rep_inf_ep3_sniper",4, 10},
officer = {"rep_inf_ep3_officer",4, 10},
special = { "rep_inf_ep3_jettrooper",4, 10},

},
cis = {
team = CIS,
units = 80,
reinforcements = 2000,
soldier = { "cis_inf_rifleman",4, 10},
assault = { "cis_inf_rocketeer",4, 10},
engineer = { "cis_inf_engineer",4, 10},
sniper = { "cis_inf_sniper",4, 10},
officer = {"cis_inf_officer",4, 10},
special = { "cis_inf_marine",4, 10},
}
}[/code]
to this:
Hidden/Spoiler:
[code]SetupTeams{
rep = {
team = REP,
units = 100, --100+100 is 200
reinforcements = 2000,
soldier = { "rep_inf_ep3_rifleman",5, 10},
assault = { "rep_inf_ep3_rocketeer",4, 10},
engineer = { "rep_inf_ep3_engineer",4, 10},
sniper = { "rep_inf_ep3_sniper",4, 10},
officer = {"rep_inf_ep3_officer",4, 10},
special = { "rep_inf_ep3_jettrooper",4, 10},

},
cis = {
team = CIS,
units = 100, -- here the same
reinforcements = 2000,
soldier = { "cis_inf_rifleman",4, 10},
assault = { "cis_inf_rocketeer",4, 10},
engineer = { "cis_inf_engineer",4, 10},
sniper = { "cis_inf_sniper",4, 10},
officer = {"cis_inf_officer",4, 10},
special = { "cis_inf_marine",4, 10},
}
}[/code]
Just change the lines. The lines I have used here are by my Coruscant map.
Hope it helps.

Re: AT-TE

Posted: Sun Jun 22, 2014 9:10 am
by Anakin
Ok here an example about the sounds:

I added sound for my snowspeeder on hoth to the cw era:
this is the rcm.req file (rcm is my modID)
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"rcm" // here i tryed sound streams don'T care about it (it doesn't worked for me)

}
REQN
{
"lvl"
"comSnd" // the commando sounds don't care about this
"sspSnd" // The snowspeeder sounds
}
}[/code]
sspSnd.req // remember the name above
Hidden/Spoiler:
[code]
ucft
{
REQN
{
"bnk"
"align=2048"
"rcm"
}

REQN
{
"config"
"snowspeeder" //This is the au file name

}
}
[/code]
snowspeeder.au:
Hidden/Spoiler:
[code]
// all_fly_snowspeeder ----------------------------------

// Forward Cannons
SoundProperties()
{
Name("veh_snowspeeder_cannon_fire");
Group("weapons");
Inherit("veh_weapon_template");
SampleList()
{
Sample("wpn_snowSpder_cannon_fire", 1.0);
}
}


// Rear Chaingun
SoundProperties()
{
Name("veh_snowspeeder_chaingun_fire");
Group("weapons");
Inherit("weapon_template");
Gain(0.9);
Looping(1);
RollOff(2.0);
SampleList()
{
Sample("wpn_snowSpder_chain_fire", 1.0);
}
}

SoundProperties()
{
Name("veh_snowspeeder_chaingun_spin"); //this is the name you call in the odf
Group("weapons");
Inherit("weapon_template");
#ifplatform pc
Gain(0.3);
#endifplatform pc
#ifplatform xbox
Gain(0.2);
#endifplatform xbox
#ifplatform ps2
Gain(0.2);
#endifplatform ps2
MinDistance(15.0);
Pitch(0.75);
Looping(1);
Rolloff(3.0);
SampleList()
{
Sample("wpn_snowSpder_chain_spin", 1.0); // this the wav file you need on the effects folder abd the asfx file
}
}

// ----- End Snowspeeder Weapons ---------------------------------------

SoundProperties()
{
Name("veh_snowspeeder_takeoff"); //odf name
Group("vehicles");
Inherit("vehicle_foley_template");
SampleList()
{
Sample("veh_snowSpder_takeoff", 1.0); // filename!! rember that they 1. can be different, 2. the name can be changed in the asfx file. So you have an a.wav file, named it in the asf file b, so you call at this position b.
}
}

SoundProperties()
{
Name("veh_snowspeeder_land");
Group("vehicles");
Inherit("vehicle_foley_template");
SampleList()
{
Sample("veh_heavy_land", 1.0);
}
}

SoundProperties()
{
Name("snowspeeder_engine_low_idle_property");
Group("vehicles");
Inherit("vehicle_eng_low_template");
MinDistance(25.0);
SampleList()
{
Sample("eng_snowSpder_low_lp", 1.0);

}
}

SoundProperties()
{
Name("snowspeeder_engine_med_idle_property");
Group("vehicles");
Inherit("vehicle_eng_hi-mid_template");
MinDistance(20.0);
RollOff(2.0)
SampleList()
{
Sample("eng_snowSpder_mid_lp", 1.0);

}
}

SoundProperties()
{
Name("snowspeeder_engine_high_idle_property");
Group("vehicles");
Inherit("vehicle_eng_hi-mid_template");
MinDistance(20.0);
SampleList()
{
Sample("eng_snowSpder_hi_lp", 1.0);

}
}

SoundProperties()
{
Name("snowspeeder_engine_damage_idle_property");
Group("vehicles");
Inherit("vehicle_template");
Gain(1.0);
Pitch(1.4);
SampleList()
{
Sample("eng_snowSpder_damage", 1.0);
}
}

ParameterGraph()
{
Name("snowspeeder_engine_health");
ControlPoint(0.1, 0.9);
ControlPoint(0.3, 0.7);
ControlPoint(0.4, 0.6);
ControlPoint(0.5, 0.5);
ControlPoint(0.75, 0.2);
ControlPoint(0.85, 0.05);
ControlPoint(0.86, 0.0);
ControlPoint(1.0, 0.0);
}

ParameterGraph()
{
Name("snowspeeder_engine_low_idle_speed");
ControlPoint(-1.0, 0.8);
ControlPoint(0.0, 0.8);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);

}

ParameterGraph()
{
Name("snowspeeder_engine_low_idle_acceleration");
ControlPoint(-1.0, 0.9);
ControlPoint(0.0, 0.9);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}

ParameterGraph()
{
Name("snowspeeder_engine_med_idle_speed");
ControlPoint(-1.0, 0.8);
ControlPoint(0.0, 0.8);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
ControlPoint(1.2, 1.2);
}

ParameterGraph()
{
Name("snowspeeder_engine_med_idle_acceleration");
ControlPoint(-1.0, 0.9);
ControlPoint(0.0, 0.9);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}

ParameterGraph()
{
Name("snowspeeder_engine_high_idle_speed");
ControlPoint(-1.0, 0.8);
ControlPoint(0.0, 0.8);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}

ParameterGraph()
{
Name("snowspeeder_engine_high_idle_acceleration");
ControlPoint(-1.0, 0.9);
ControlPoint(0.0, 0.9);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}



SoundLayered()
{
Name("snowspeeder_engine_layered");
Layer("snowspeeder_engine_low_idle", "snowspeeder_engine_low_idle_property", 0.0);
Layer("snowspeeder_engine_med_idle", "snowspeeder_engine_med_idle_property", 0.0);
Layer("snowspeeder_engine_high_idle", "snowspeeder_engine_high_idle_property", 0.0);
Layer("snowspeeder_engine_damage", "snowspeeder_engine_damage_idle_property", 0.0);


}
SoundParameterized()
{
Name("veh_snowspeeder_engine_parameterized");
SoundLayered("snowspeeder_engine_layered");

Layer()
{
Name("snowspeeder_engine_low_idle");
ParameterGraph("speed", "snowspeeder_engine_low_idle_speed", "pitch");
ParameterGraph("acceleration", "snowspeeder_engine_low_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
Layer()
{
Name("snowspeeder_engine_med_idle");
ParameterGraph("speed", "snowspeeder_engine_med_idle_speed", "pitch");
ParameterGraph("acceleration", "snowspeeder_engine_med_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
Layer()
{
Name("snowspeeder_engine_high_idle");
ParameterGraph("speed", "snowspeeder_engine_high_idle_speed", "pitch");
ParameterGraph("acceleration", "snowspeeder_engine_high_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
Layer()
{
Name("snowspeeder_engine_damage");
ParameterGraph("health", "snowspeeder_engine_health","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
}
}

[/code]

and don't forget the asfx file like this:
here are a lot of sounds you won't need because they are just some RC weapon sounds. the wav files need to be in the effects subfolder
Hidden/Spoiler:
[code]
effects\dc17_rifle.wav -resample xbox 22050 pc 22050
effects\dc17_antiarmor.wav -resample xbox 22050 pc 22050
effects\dc17_sniper.wav -resample xbox 22050 pc 22050
effects\dc17_rifle_reload.wav -resample xbox 22050 pc 22050
effects\dc17_sniper_reload.wav -resample xbox 22050 pc 22050
effects\dc17_sniper_choose.wav -resample xbox 22050 pc 22050
effects\dc17_aa_reload.wav -resample xbox 22050 pc 22050
effects\dc17_aa_choose.wav -resample xbox 22050 pc 22050
effects\dc17_out_of_ammo.wav -resample xbox 22050 pc 22050
effects\dc15s_side_arm_fire.wav -resample xbox 22050 pc 22050
effects\commando_injured_1.wav -resample xbox 22050 pc 22050
effects\commando_injured_2.wav -resample xbox 22050 pc 22050
effects\commando_injured_3.wav -resample xbox 22050 pc 22050
effects\eng_snowSpder_damage.wav -resample xbox 22050 pc 22050
effects\eng_snowSpder_hi_lp.wav -resample xbox 22050 pc 22050
effects\eng_snowSpder_low_lp.wav -resample xbox 22050 pc 22050
effects\eng_snowSpder_mid_lp.wav -resample xbox 22050 pc 22050
effects\veh_snowSpder_takeoff.wav -resample xbox 22050 pc 22050
effects\wpn_snowSpder_cannon_fire.wav -resample xbox 22050 pc 22050
effects\wpn_snowSpder_chain_fire.wav -resample xbox 22050 pc 22050
effects\wpn_snowSpder_chain_spin.wav -resample xbox 22050 pc 22050
effects\veh_heavy_land.wav -resample xbox 44100 pc 44100

effects\wpn_acp_repeater_fire.wav -resample xbox 44100 pc 44100

effects\wpn_sbd_blaster_fire.wav -resample xbox 44100 pc 44100
effects\wpn_sbd_rocket_fire.wav -resample xbox 44100 pc 44100

effects\wpn_bowcast_fire.wav -resample xbox 44100 pc 44100

effects\wpn_lj50_exp.wav -resample xbox 44100 pc 44100
effects\wpn_lj50_fire.wav -resample xbox 44100 pc 44100

effects\wpn_vibro_hit.wav -resample xbox 44100 pc 44100

effects\fol_GEN_concRflEquip.wav -resample xbox 44100 pc 44100
effects\fol_GEN_dc15Load_01.wav -resample xbox 44100 pc 44100
effects\fol_GEN_shotgunCock_01.wav -resample xbox 44100 pc 44100
effects\fol_GEN_uziReload_01.wav -resample xbox 44100 pc 44100
effects\wep_GEN_tranShotgun_03.wav -resample xbox 44100 pc 44100
effects\wep_GEN_bladeShing_01.wav -resample xbox 44100 pc 44100
effects\wep_GEN_bladeShing_02.wav -resample xbox 44100 pc 44100

effects\hurt_vo_01.wav -resample xbox 44100 pc 44100
effects\hurt_vo_02.wav -resample xbox 44100 pc 44100
effects\hurt_vo_03.wav -resample xbox 44100 pc 44100
effects\hurt_vo_04.wav -resample xbox 44100 pc 44100

effects\folgen_01.wav -resample xbox 44100 pc 44100
effects\folgen_02.wav -resample xbox 44100 pc 44100
effects\folgen_03.wav -resample xbox 44100 pc 44100

effects\achtung_granate_01.wav -resample xbox 44100 pc 44100
effects\achtung_granate_02.wav -resample xbox 44100 pc 44100
effects\achtung_granate_03.wav -resample xbox 44100 pc 44100
effects\achtung_granate_04.wav -resample xbox 44100 pc 44100

effects\low_health.wav -resample xbox 44100 pc 44100

effects\brauche_hilfe.wav -resample xbox 44100 pc 44100
effects\brauche_munition.wav -resample xbox 44100 pc 44100

effects\ruckzug_01.wav -resample xbox 44100 pc 44100
effects\ruckzug_02.wav -resample xbox 44100 pc 44100
effects\ruckzug_03.wav -resample xbox 44100 pc 44100
effects\ruckzug_04.wav -resample xbox 44100 pc 44100
effects\ruckzug_05.wav -resample xbox 44100 pc 44100

effects\hore_feind_01.wav -resample xbox 44100 pc 44100
effects\hore_feind_02.wav -resample xbox 44100 pc 44100
effects\hore_feind_03.wav -resample xbox 44100 pc 44100
effects\hore_feind_04.wav -resample xbox 44100 pc 44100
effects\hore_feind_05.wav -resample xbox 44100 pc 44100
effects\hore_feind_06.wav -resample xbox 44100 pc 44100
effects\hore_feind_07.wav -resample xbox 44100 pc 44100
effects\hore_feind_08.wav -resample xbox 44100 pc 44100
[/code]

the effect's wav files are included in this download: http://www.gametoast.com/viewtopic.php?f=64&t=30282
Also all bat files coming with this are working. You only need to add your world id to the soundmunge.bat file. There is an example line in it.


i hope this helps

Re: AT-TE

Posted: Sun Jun 22, 2014 10:19 am
by DrDrSheldonLeeCooper
Thx,I will try it,and did you know how to use these com_item_vehicle_spawn?Because I dont want that the AT-TE doesnt spawn when it's destroyed

Re: AT-TE

Posted: Sun Jun 22, 2014 10:27 am
by thelegend
Write to spawncunt "1" and on spawntime "999999999999999999999999". I would do it exactly so if your atte is destroyed.

Re: AT-TE

Posted: Sun Jun 22, 2014 10:30 am
by DrDrSheldonLeeCooper
thelegend wrote:Write to spawncunt "1" and on spawntime "999999999999999999999999". I would do it exactly so if your atte is destroyed.
But it doesnt know that it has to spawn an AT-TE

Re: AT-TE

Posted: Sun Jun 22, 2014 11:19 am
by Kingpin
If you want the ATTTE to be ingame only once, and when it is destroyed gone forever, do not use the com_vehicle_spawn. Instead, place it like you would an object. That way it will not respawn when it is destroyed.

Re: AT-TE

Posted: Sun Jun 22, 2014 11:42 am
by DrDrSheldonLeeCooper
Kingpin wrote:If you want the ATTTE to be ingame only once, and when it is destroyed gone forever, do not use the com_vehicle_spawn. Instead, place it like you would an object. That way it will not respawn when it is destroyed.
I want that it spawn again,but how the vehicle spawn know that it has to respawn the atte?
Sry for my english

Re: AT-TE

Posted: Sun Jun 22, 2014 12:07 pm
by Kingpin
Just paste whatever the vehicle odf is in all of the lines.

Re: AT-TE

Posted: Sun Jun 22, 2014 12:53 pm
by DrDrSheldonLeeCooper
Image

What is wrong? Sry for the qualitiy now.

Re: AT-TE

Posted: Sun Jun 22, 2014 1:56 pm
by Kingpin
On your right (left when it is upside down) you are loading, under ClassNeutral, ClassAllAtk, and all of those, you want to put the vehicle name (the .odf file of the ATTE) in those sections. Also, can you post your LUA?
Thanks

Re: AT-TE

Posted: Sun Jun 22, 2014 2:29 pm
by DrDrSheldonLeeCooper
Kingpin wrote:On your right (left when it is upside down) you are loading, under ClassNeutral, ClassAllAtk, and all of those, you want to put the vehicle name (the .odf file of the ATTE) in those sections. Also, can you post your LUA?
Thanks
I'm not loading the AT-TE right now,I'm loading the barc-speeder

Re: AT-TE

Posted: Sun Jun 22, 2014 6:02 pm
by Kingpin
In your LUA (which I really want posted), make sure you are loading the barc speeder from your side.

Re: AT-TE

Posted: Mon Jun 23, 2014 7:54 am
by DrDrSheldonLeeCooper
Kingpin wrote:In your LUA (which I really want posted), make sure you are loading the barc speeder from your side.
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"}


--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: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("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")
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",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
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:MOL\\MOL.lvl", "MOL_conquest")
ReadDataFile("dc:MOL\\MOL.lvl", "MOL_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

Re: AT-TE

Posted: Mon Jun 23, 2014 8:23 am
by thelegend
I think I have found the mistake. In Zeroeditor you call your barcspeeder "speederbike". The correct name is rep_hover_barcspeeder.

And make sure you added a control region. Read firefeks tut. for adding vehicle.

Re: AT-TE

Posted: Tue Jun 24, 2014 11:26 am
by DrDrSheldonLeeCooper
ok I will try it

EDIT

now I see there is no ClassRepATK on the right side.But why?

EDIT2
Thx it helps,but the AT-TE shots have no sounds,why?

Double posting is against the RULES; please EDIT your post instead -Staff