Acklay problem
Moderator: Moderators
-
GolfBulb
Acklay problem
Still have an Acklay problem lol this is my lua, but even wiht the comma, which som1 has mentioned, didnt help much, it did in the long run tho
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_acklay",
"gen_inf_geonosian")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = ,
reinforcements =
soldier = { "rep_inf_ep2_rifleman",
assault = { "rep_inf_ep2_rocketeer",
engineer = { "rep_inf_ep2_engineer",
sniper = { "rep_inf_ep2_sniper",
officer = {"rep_inf_ep3_officer",
special = { "rep_inf_ep2_jettrooper",
},
cis = {
team = CIS,
units =
reinforcements =
soldier = { "gen_inf_acklay",
assault = { "cis_inf_rifleman",
engineer = { "geo_inf_geonosian",
sniper = { "cis_inf_sniper",
officer = {"",,
special = { "cis_inf_droideka",
Here is my munge log:
ERROR[localizemunge japanese.cfg]:Text file syntax error. (No matching bracket)ERROR[localizemunge japanese.cfg]:Text file syntax error. (No matching bracket) [continuing]
2 Errors 0 Warnings
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_DDW\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_DDW\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_DDW\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_DDW\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DDW\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_DDW\Sound\shell\shell.sfx
PS: I took out the numbers of hte lua
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_acklay",
"gen_inf_geonosian")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = ,
reinforcements =
soldier = { "rep_inf_ep2_rifleman",
assault = { "rep_inf_ep2_rocketeer",
engineer = { "rep_inf_ep2_engineer",
sniper = { "rep_inf_ep2_sniper",
officer = {"rep_inf_ep3_officer",
special = { "rep_inf_ep2_jettrooper",
},
cis = {
team = CIS,
units =
reinforcements =
soldier = { "gen_inf_acklay",
assault = { "cis_inf_rifleman",
engineer = { "geo_inf_geonosian",
sniper = { "cis_inf_sniper",
officer = {"",,
special = { "cis_inf_droideka",
Here is my munge log:
ERROR[localizemunge japanese.cfg]:Text file syntax error. (No matching bracket)ERROR[localizemunge japanese.cfg]:Text file syntax error. (No matching bracket) [continuing]
2 Errors 0 Warnings
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_DDW\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_DDW\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_DDW\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_DDW\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DDW\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_DDW\Sound\shell\shell.sfx
PS: I took out the numbers of hte lua
-
Master Fionwë
- Rebel Colonel

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RE: Acklay problem
That should be geo_inf_acklay. As for the errors, I don't know about sound."gen_inf_acklay",
-
GolfBulb
RE: Acklay problem
HAHAHAH!!! thank yoU!
- Superm9
- Second Lance Corporal

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RE: Acklay problem
Hey, I'm a bit new to adding in ai sides. Can you go back a step and tell me the resources that would be needed to be copied over for putting aclays onto my map?
:
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Master Fionwë
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RE: Acklay problem
You just need the geo side to be loaded into your lua, and the unit called for in one of the rosters.
- Superm9
- Second Lance Corporal

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RE: Acklay problem
So, there's no need to move any extra files around!?
-
Penguin
- Jedi Admin

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RE: Acklay problem
only if you wish to edit the side
- Superm9
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RE: Acklay problem
Great! Thanks for the advice, I'll try it. Just one more thing: This may sound very newbish, but do the acklays attack the CIS and the Republic equally, or is there some sort of bias when it comes to them slaughtering droids?
-
Master Fionwë
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RE: Acklay problem
No, you need to set that in the lua.
- Superm9
- Second Lance Corporal

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RE: Acklay problem
What do you mean? Could you give me an example? A sample of an lua that would work like that?
-
Taivyx
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RE: Acklay problem
For acklays not be on any specific team, you need to put them on a "locals" side.
Check the FAQ for a local sides tutorial.
And set the local side up to have an acklay in it.
For information on making sides, see the jedi creation doc.
And check your e-mail.
For the 3rd time, glad to see you're here now.
Check the FAQ for a local sides tutorial.
And set the local side up to have an acklay in it.
For information on making sides, see the jedi creation doc.
And check your e-mail.
For the 3rd time, glad to see you're here now.
- Superm9
- Second Lance Corporal

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RE: Acklay problem
Thanks taivyx, I'll check it out!
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Taivyx
- 2008 Best Games Related Avatar
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RE: Acklay problem
Oh, and since you asked for one, here's the stock Felucia lua.
Just the default felucia.
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1-1"}
cp2 = CommandPost:New{name = "cp2-1"}
cp3 = CommandPost:New{name = "cp3-1"}
cp4 = CommandPost:New{name = "cp4-1"}
cp5 = CommandPost:New{name = "cp5-1"}
cp6 = CommandPost:New{name = "cp6-1"}
--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()
StealArtistHeap(132*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3200000)
ReadDataFile("ingame.lvl")
-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
SetMemoryPoolSize("Music", 39)
ReadDataFile("sound\\fel.lvl;fel1cw")
SetMaxFlyHeight(53)
SetMaxPlayerFlyHeight (53)
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper_felucia",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_officer",
"rep_hero_aalya",
"rep_walk_oneman_atst")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"CIS_inf_officer",
"cis_inf_droideka",
"cis_hero_jangofett",
"cis_tread_snailtank")
--ReadDataFile("SIDE\\geo.lvl",
--"geo_walk_acklay")
SetAttackingTeam(ATT)
SetupTeams{
rep = {
team = REP,
units = 32,
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_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 32,
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(REP, "rep_HERO_aalya")
SetHeroClass(CIS, "cis_hero_jangofett")
-- Level Stats
ClearWalkers()
-- AddWalkerType(0,
--AddWalkerType(5, 2) -- 2 attes with 2 leg pairs each
--AddWalkerType(3, 1) -- 3 acklays with 3 leg pairs each
AddWalkerType(1, 2)
AddWalkerType(0, 4)
local weaponCnt = 260
SetMemoryPoolSize("Aimer", 20)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityHover", 3)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 0)
SetMemoryPoolSize("EntityWalker", 5)
SetMemoryPoolSize("MountedTurret", 6)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("TreeGridStack", 280)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("fel\\fel1.lvl", "fel1_conquest")
SetDenseEnvironment("false")
SetAIViewMultiplier(0.65)
--AddDeathRegion("Sarlac01")
-- Birdies
SetNumBirdTypes(1)
SetBirdType(0,1.0,"bird")
-- Sound Stats
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\\fel.lvl", "fel1")
OpenAudioStream("sound\\fel.lvl", "fel1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\fel.lvl", "fel1_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(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_fel_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_fel_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_fel_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_fel_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_fel_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_fel_amb_end", 2,1)
SetVictoryMusic(REP, "rep_fel_amb_victory")
SetDefeatMusic (REP, "rep_fel_amb_defeat")
SetVictoryMusic(CIS, "cis_fel_amb_victory")
SetDefeatMusic (CIS, "cis_fel_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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")
-- Camera Stats
AddCameraShot(0.896307, -0.171348, -0.401716, -0.076796, -116.306931, 31.039505, 20.757469)
AddCameraShot(0.909343, -0.201967, -0.355083, -0.078865, -116.306931, 31.039505, 20.757469)
AddCameraShot(0.543199, 0.115521, -0.813428, 0.172990, -108.378189, 13.564240, -40.644150)
AddCameraShot(0.970610, 0.135659, 0.196866, -0.027515, -3.214346, 11.924586, -44.687294)
AddCameraShot(0.346130, 0.046311, -0.928766, 0.124267, 87.431061, 20.881388, 13.070729)
AddCameraShot(0.468084, 0.095611, -0.860724, 0.175812, 18.063482, 19.360580, 18.178158)
end
Just the default felucia.
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1-1"}
cp2 = CommandPost:New{name = "cp2-1"}
cp3 = CommandPost:New{name = "cp3-1"}
cp4 = CommandPost:New{name = "cp4-1"}
cp5 = CommandPost:New{name = "cp5-1"}
cp6 = CommandPost:New{name = "cp6-1"}
--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()
StealArtistHeap(132*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3200000)
ReadDataFile("ingame.lvl")
-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
SetMemoryPoolSize("Music", 39)
ReadDataFile("sound\\fel.lvl;fel1cw")
SetMaxFlyHeight(53)
SetMaxPlayerFlyHeight (53)
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper_felucia",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_officer",
"rep_hero_aalya",
"rep_walk_oneman_atst")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"CIS_inf_officer",
"cis_inf_droideka",
"cis_hero_jangofett",
"cis_tread_snailtank")
--ReadDataFile("SIDE\\geo.lvl",
--"geo_walk_acklay")
SetAttackingTeam(ATT)
SetupTeams{
rep = {
team = REP,
units = 32,
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_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 32,
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(REP, "rep_HERO_aalya")
SetHeroClass(CIS, "cis_hero_jangofett")
-- Level Stats
ClearWalkers()
-- AddWalkerType(0,
--AddWalkerType(5, 2) -- 2 attes with 2 leg pairs each
--AddWalkerType(3, 1) -- 3 acklays with 3 leg pairs each
AddWalkerType(1, 2)
AddWalkerType(0, 4)
local weaponCnt = 260
SetMemoryPoolSize("Aimer", 20)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityHover", 3)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 0)
SetMemoryPoolSize("EntityWalker", 5)
SetMemoryPoolSize("MountedTurret", 6)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("TreeGridStack", 280)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("fel\\fel1.lvl", "fel1_conquest")
SetDenseEnvironment("false")
SetAIViewMultiplier(0.65)
--AddDeathRegion("Sarlac01")
-- Birdies
SetNumBirdTypes(1)
SetBirdType(0,1.0,"bird")
-- Sound Stats
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\\fel.lvl", "fel1")
OpenAudioStream("sound\\fel.lvl", "fel1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\fel.lvl", "fel1_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(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_fel_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_fel_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_fel_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_fel_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_fel_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_fel_amb_end", 2,1)
SetVictoryMusic(REP, "rep_fel_amb_victory")
SetDefeatMusic (REP, "rep_fel_amb_defeat")
SetVictoryMusic(CIS, "cis_fel_amb_victory")
SetDefeatMusic (CIS, "cis_fel_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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")
-- Camera Stats
AddCameraShot(0.896307, -0.171348, -0.401716, -0.076796, -116.306931, 31.039505, 20.757469)
AddCameraShot(0.909343, -0.201967, -0.355083, -0.078865, -116.306931, 31.039505, 20.757469)
AddCameraShot(0.543199, 0.115521, -0.813428, 0.172990, -108.378189, 13.564240, -40.644150)
AddCameraShot(0.970610, 0.135659, 0.196866, -0.027515, -3.214346, 11.924586, -44.687294)
AddCameraShot(0.346130, 0.046311, -0.928766, 0.124267, 87.431061, 20.881388, 13.070729)
AddCameraShot(0.468084, 0.095611, -0.860724, 0.175812, 18.063482, 19.360580, 18.178158)
end
- Superm9
- Second Lance Corporal

- Posts: 104
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RE: Acklay problem
Oh, wait! I think that I figured out why, when I followed the FAQ tutorial, it didn't work: does the acklay have to be geo_inf_acklay or geo_walk_acklay? I put geo_inf_acklay into my lua and they won't spawn! Could this be the problem?
-
Penguin
- Jedi Admin

- Posts: 2541
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- Location: Australia
Re: Acklay problem
just geo_inf_acklay.
Post your LUA aswell so I can check it.
Post your LUA aswell so I can check it.
