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

Post by Ka-Ching »

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

Post by Battlefiler »

nice work :thumbs:

say your xfire name :jango:
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Re: DEVISS-REX's Released Assets UPDATED 10 December 2009

Post by Deviss »

Ka-Ching wrote:nice deviss!
thanks :D
Battlefiler wrote:nice work :thumbs:

say your xfire name :jango:
thanks, deviss55 :wink:
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Re: DEVISS-REX's Released Assets UPDATED 10 December 2009

Post by Battlefiler »

|I have a question| we want to releas commander jet?????????? :D
Last edited by Battlefiler on Sun Dec 27, 2009 4:32 pm, edited 1 time in total.
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Re: DEVISS-REX's Released Assets UPDATED 10 December 2009

Post by Deviss »

Battlefiler wrote:|I have a question| we want to releas commander jet?????????? :D
yeah always ready for requets :P
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Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Post by Battlefiler »

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

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

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

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

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

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

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

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

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

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

Post by genaral_mitch »

You need to make a req for him and put him in the rep req.
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Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Post by Coley »

á la
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"rep_inf_commander_fox"
}
}
?
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Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Post by genaral_mitch »

Perfect, now you just need to make a line that says "rep_inf_whateveryourunitscalled" (with quotes) in the rep.req.
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Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Post by Coley »

Doesn´t work =D (at me, I have to say)
maybe I should try it with another one...
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Re: DEVISS-REX's Released Assets UPDATED 27 December 2009

Post by Teancum »

Please continue this in the SWBF2 Modding forum. Let's not clutter up Rex's topic.
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