Hi,
I put a droideka into my map. I had gone into the ODF and took off the point limit. Now when I play, it says "Too Many Units Already!". Which has happened before, when there are too many units already. What's wierd is that right under it, it says "Unit Count: 0". I would run an error log, but I can't find my BF2 disk. Has anybody else had this problem before?
Too Many Units Already! [Solved]
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- Tourny
- Command Sergeant Major

- Posts: 289
- Joined: Sat Sep 27, 2008 5:58 pm
- Projects :: No Mod project currently.
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- xbox live or psn: No gamertag set
- Location: Crifton
- Contact:
Re: Too Many Units Already!
Here it is:
Do droidekas not like AddUnitClass? lol.
Edit: AHA! The droideka's walker memory bank is set too low for the droidekas. Why did I just think of this now? Thanks DarthRougueKnight. This is funny because right before the first munge after setting everything up, I said to myself:
"Alright, where's the hitch?"
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
CreateTimer("tombcastle_timer")
CreateTimer("castletomb_timer")
ActivateRegion("tombcastle_panel")
ActivateRegion("castletomb_panel")
ActivateRegion("sarlaccstomach")
ActivateRegion("jawa_door")
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"castle_node")
end,
"tombcastle"
)
OnEnterRegion(
function(region,character)
ActivateRegion("tombcastle")
end,
"tombcastle_panel"
)
OnEnterRegion(
function(region,character)
ShowMessageText("game.stargate.tombcastle.dialing", ATT)
end,
"tombcastle_panel"
)
OnEnterRegion(
function(region,character)
ShowMessageText("game.stargate.tombcastle.dialing", DEF)
end,
"tombcastle_panel"
)
OnEnterRegion(
function(region,character)
DeactivateRegion("tombcastle_panel")
end,
"tombcastle_panel"
)
OnEnterRegion(
function(region,character)
SetTimerValue("tombcastle_timer", 10)
end,
"tombcastle_panel"
)
OnEnterRegion(
function(region,character)
StartTimer("tombcastle_timer")
end,
"tombcastle_panel"
)
OnTimerElapse(
function(timer)
DeactivateRegion("tombcastle")
end,
"tombcastle_timer"
)
OnTimerElapse(
function(timer)
ShowMessageText("game.stargate.tombcastle.closing", DEF)
end,
"tombcastle_timer"
)
OnTimerElapse(
function(timer)
ShowMessageText("game.stargate.tombcastle.closing", ATT)
end,
"tombcastle_timer"
)
OnTimerElapse(
function(timer)
ActivateRegion("tombcastle_panel")
end,
"tombcastle_timer"
)
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"tomb_node")
end,
"castletomb"
)
OnEnterRegion(
function(region,character)
ActivateRegion("castletomb")
end,
"castletomb_panel"
)
OnEnterRegion(
function(region,character)
ShowMessageText("game.stargate.castletomb.dialing", ATT)
end,
"castletomb_panel"
)
OnEnterRegion(
function(region,character)
ShowMessageText("game.stargate.castletomb.dialing", DEF)
end,
"castletomb_panel"
)
OnEnterRegion(
function(region,character)
DeactivateRegion("castletomb_panel")
end,
"castletomb_panel"
)
OnEnterRegion(
function(region,character)
SetTimerValue("castletomb_timer", 10)
end,
"castletomb_panel"
)
OnEnterRegion(
function(region,character)
StartTimer("castletomb_timer")
end,
"castletomb_panel"
)
OnTimerElapse(
function(timer)
DeactivateRegion("castletomb")
end,
"castletomb_timer"
)
OnTimerElapse(
function(timer)
ShowMessageText("game.stargate.castletomb.closing", DEF)
end,
"castletomb_timer"
)
OnTimerElapse(
function(timer)
ShowMessageText("game.stargate.castletomb.closing", ATT)
end,
"castletomb_timer"
)
OnTimerElapse(
function(timer)
ActivateRegion("castletomb_panel")
end,
"castletomb_timer"
)
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"sarlacc_node")
end,
"sarlaccstomach"
)
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"tournado_temp")
end,
"jawa_door"
)
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(500)
SetMaxPlayerFlyHeight(500)
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\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rocketeer",
"all_inf_engineer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
ReadDataFile("DC:SIDE\\vat.lvl",
"all_inf_rifleman",
"all_inf_sniper",
"all_inf_officer",
"all_droid_r2d2",
"cis_inf_engineer",
"cis_inf_rifleman",
"cis_inf_droideka")
ReadDataFile("DC:SIDE\\rpg2.lvl",
"ran_hero_rancor")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
all = {
team = ALL,
units = 40,
reinforcements = 150,
soldier = { "all_inf_rifleman",1, 4},
assault = { "all_inf_sniper",1,4},
engineer = { "all_droid_r2d2",1,4},
sniper = { "all_inf_officer",1,4},
officer = { "cis_inf_engineer",1,4},
special = { "cis_inf_rifleman",1,4},
},
}
AddUnitClass(ALL,"cis_inf_droideka", 1,4)
SetupTeams{
imp = {
team = IMP,
units = 40,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")
SetTeamName (3, "Rancors")
AddUnitClass (3, "ran_hero_rancor")
SetUnitCount (3,
AddAIGoal(3, "DeathMatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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:RPG\\RPG.lvl", "RPG_eli")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end
local node
if nodeIn then
node = nodeIn
else
node = 0
end
local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
if charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end
[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
CreateTimer("tombcastle_timer")
CreateTimer("castletomb_timer")
ActivateRegion("tombcastle_panel")
ActivateRegion("castletomb_panel")
ActivateRegion("sarlaccstomach")
ActivateRegion("jawa_door")
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"castle_node")
end,
"tombcastle"
)
OnEnterRegion(
function(region,character)
ActivateRegion("tombcastle")
end,
"tombcastle_panel"
)
OnEnterRegion(
function(region,character)
ShowMessageText("game.stargate.tombcastle.dialing", ATT)
end,
"tombcastle_panel"
)
OnEnterRegion(
function(region,character)
ShowMessageText("game.stargate.tombcastle.dialing", DEF)
end,
"tombcastle_panel"
)
OnEnterRegion(
function(region,character)
DeactivateRegion("tombcastle_panel")
end,
"tombcastle_panel"
)
OnEnterRegion(
function(region,character)
SetTimerValue("tombcastle_timer", 10)
end,
"tombcastle_panel"
)
OnEnterRegion(
function(region,character)
StartTimer("tombcastle_timer")
end,
"tombcastle_panel"
)
OnTimerElapse(
function(timer)
DeactivateRegion("tombcastle")
end,
"tombcastle_timer"
)
OnTimerElapse(
function(timer)
ShowMessageText("game.stargate.tombcastle.closing", DEF)
end,
"tombcastle_timer"
)
OnTimerElapse(
function(timer)
ShowMessageText("game.stargate.tombcastle.closing", ATT)
end,
"tombcastle_timer"
)
OnTimerElapse(
function(timer)
ActivateRegion("tombcastle_panel")
end,
"tombcastle_timer"
)
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"tomb_node")
end,
"castletomb"
)
OnEnterRegion(
function(region,character)
ActivateRegion("castletomb")
end,
"castletomb_panel"
)
OnEnterRegion(
function(region,character)
ShowMessageText("game.stargate.castletomb.dialing", ATT)
end,
"castletomb_panel"
)
OnEnterRegion(
function(region,character)
ShowMessageText("game.stargate.castletomb.dialing", DEF)
end,
"castletomb_panel"
)
OnEnterRegion(
function(region,character)
DeactivateRegion("castletomb_panel")
end,
"castletomb_panel"
)
OnEnterRegion(
function(region,character)
SetTimerValue("castletomb_timer", 10)
end,
"castletomb_panel"
)
OnEnterRegion(
function(region,character)
StartTimer("castletomb_timer")
end,
"castletomb_panel"
)
OnTimerElapse(
function(timer)
DeactivateRegion("castletomb")
end,
"castletomb_timer"
)
OnTimerElapse(
function(timer)
ShowMessageText("game.stargate.castletomb.closing", DEF)
end,
"castletomb_timer"
)
OnTimerElapse(
function(timer)
ShowMessageText("game.stargate.castletomb.closing", ATT)
end,
"castletomb_timer"
)
OnTimerElapse(
function(timer)
ActivateRegion("castletomb_panel")
end,
"castletomb_timer"
)
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"sarlacc_node")
end,
"sarlaccstomach"
)
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"tournado_temp")
end,
"jawa_door"
)
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(500)
SetMaxPlayerFlyHeight(500)
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\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rocketeer",
"all_inf_engineer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
ReadDataFile("DC:SIDE\\vat.lvl",
"all_inf_rifleman",
"all_inf_sniper",
"all_inf_officer",
"all_droid_r2d2",
"cis_inf_engineer",
"cis_inf_rifleman",
"cis_inf_droideka")
ReadDataFile("DC:SIDE\\rpg2.lvl",
"ran_hero_rancor")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
all = {
team = ALL,
units = 40,
reinforcements = 150,
soldier = { "all_inf_rifleman",1, 4},
assault = { "all_inf_sniper",1,4},
engineer = { "all_droid_r2d2",1,4},
sniper = { "all_inf_officer",1,4},
officer = { "cis_inf_engineer",1,4},
special = { "cis_inf_rifleman",1,4},
},
}
AddUnitClass(ALL,"cis_inf_droideka", 1,4)
SetupTeams{
imp = {
team = IMP,
units = 40,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")
SetTeamName (3, "Rancors")
AddUnitClass (3, "ran_hero_rancor")
SetUnitCount (3,
AddAIGoal(3, "DeathMatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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:RPG\\RPG.lvl", "RPG_eli")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end
local node
if nodeIn then
node = nodeIn
else
node = 0
end
local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
if charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end
[/code]
Edit: AHA! The droideka's walker memory bank is set too low for the droidekas. Why did I just think of this now? Thanks DarthRougueKnight. This is funny because right before the first munge after setting everything up, I said to myself:
"Alright, where's the hitch?"
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