[WIP] }{unters assault on temple complex 66

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jango232

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by jango232 »

hey i followed those things you posted and it didnt work
Caleb1117
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Post by Caleb1117 »

How exactly did it not work?
Where there any errors in the munge log?
If not try running the BF2_modtools.exe, and post the log.
The AddUnitClass(abc, "abc_inf_pow_whatever_booga",1,7)
Line should work. :?
jango232

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by jango232 »

yeha there were but ive never added another extra unit so can some 1 plz do it on my lua

--
-- 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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}

--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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

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(300)
SetMaxPlayerFlyHeight (300)
SetUberMode(1)

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\\dc: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_hero_cloakedanakin",
"rep_hover_fightertank",
"rep_inf_ep2_pilot",
"rep_fly_gunship_dome")

ReadDataFile("SIDE\\dc:rep.lvl",
"rep_inf_ep2_rocketeer_chaingun")

ReadDataFile("SIDE\\dc:cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_marine",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_hover_stap",
"cis_fly_gunship_dome")

ReadDataFile("SIDE\\dc:all.lvl,
"all_inf_rifleman_snow")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_beam",
"tur_bldg_chaingun_roof")

SetupTeams{
rep = {
team = REP,
units = 60,
reinforcements = 400,
soldier = { "rep_inf_ep3_rifleman",5, 25},
assault = { "rep_inf_ep3_rocketeer",5, 15},
engineer = { "rep_inf_ep3_engineer",5, 15},
sniper = { "rep_inf_ep3_sniper",4, 15},
officer = {"rep_inf_ep3_officer",5, 25},
special = { "rep_inf_ep2_pilot",5, 7},

AddUnitClass(REP, "rep_inf_ep3_jettrooper",1,7)

},
cis = {
team = CIS,
units = 60,
reinforcements = 400,
soldier = { "cis_inf_rifleman",5, 25},
assault = { "cis_inf_rocketeer",5, 15},
engineer = { "cis_inf_engineer",5, 15},
sniper = { "cis_inf_sniper",5, 15},
officer = {"cis_inf_marine",5, 25},
special = { "cis_inf_droideka",5, 7},
}
}
AddUnitClass(CIS, "all_inf_rifleman_snow",1,7)

SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(REP, "rep_hero_cloakedanakin")


-- 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:PM2\\PM2.lvl", "PM2_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
Caleb1117
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RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by Caleb1117 »

... thats my lua... :?
jango232

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by jango232 »

its ok now ive sorted it out now i can add my new units in
heres a little screen shot of the Medic unit
Image
"its ok trooper your gonna be just fine"
jango232

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by jango232 »

for my map im gonna have several stories too it
clone wars era: is the assault on the temple by hunter
GCW Era con: an imperial outpost legion has come under attack and is serverlly out numbered and with out support and a proper fighting force
GCW Era ctf1 & 2: an imperial shock commando dettachment is sent to the planet to confront the newlly formed rebal alliance (set between ep3 & ep4)
heres a sneek peek
An Imperial shock Commando Engineer
Image
An Imperial shock Commando la-at pilot
Image

the odfs havnt been finalised yet
jango232

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by jango232 »

imperial shock commando officer
Image
imperial shock commando heavy weapons trooper
Image
jango232

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Post by jango232 »

douse any 1 know how i could darken my map i prefer it to be darker and not bright like this
Image
ARC_Trooper_phi658
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Post by ARC_Trooper_phi658 »

new skins look cool, I'll have to give this map a try when you're done
Alpha

Post by Alpha »

Use the lighting tab in ZE to make it darker.

By the way, how did you get the binoculars to work? I'd like to use those in my map...
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Post by The_Emperor »

Whoa I really like those skins dude
except for the black&red normal clonetrooper ;) but the rest is great!
jango232

Post by jango232 »

The_Emperor wrote:Whoa I really like those skins dude
except for the black&red normal clonetrooper ;) but the rest is great!
thanks dude
ive nearlly completed it about 83% done
im havin touble at the mo with vechile spawns i spawnin the ones i wont except hailfire and others ill give a more detail help when ive sortd the other things out
Image
Image
jango232

Post by jango232 »

Image
Image
wokrin on the assult mode but the units are bein gay som times ll i do is copy re-name ect ect and it comeup with like 465 warninbgsupon munge snd the model dont appear plus as you can see on boba the texture dont show up on his cape cos ive have to put his odf info on vders odf but still got no texture
the assult mode will be mando vs jedi
Darth_Z13
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Post by Darth_Z13 »

Wow! This looks a LOT better from when I first saw it! :D
OOM-9

Post by OOM-9 »

*shifty eyes*

Um.. been a while for me, but I believe you have to add the motorpool or whatever for the Hailfires as treaded vehicles.

Maybe my memory is a bit out dated...



SetMemoryPoolSize("EntityTread", 32)



Not exactly sure, it's been like a year and a half...



OOM-9
jango232

Post by jango232 »

in to counter the republics hired mando's the cis have hired Death Watch remenants who claim to be true Mandalorians
Lead by ex-Mandalorian and ex-jedi soilder Jago
Image
death watch remanent member
Image
jago
Image
however on assult mode you will team up to to defeat your opponents the Jedi
Image

i still gotta sort out odfs for all sides more info yet to come.....
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Post by Zaborack »

Jango232, please watch your double posting, all images can be in one post...

It looks good(map), but the "imperial shock commando officer"'s skin could've been a bit better.
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DarthD.U.C.K.
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Post by DarthD.U.C.K. »

very nice skinns, but jago i s a bit too lila
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