Vehicle speed has no effect

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
Gunjak

Vehicle speed has no effect

Post by Gunjak »

When i edit a vehicle odf in the SIDES folder, to increase/decrease a vehicles speed, it has no effect upon my maps gameplay.

The SIDE im editing is in my data_XXX/SIDES folder.

any suggestions would be hot
Murdocr

RE: Vehicle speed has no effect

Post by Murdocr »

i assume you are using the 'dc:' in your LUA. also, which vehicle are you tring to change
Gunjak

RE: Vehicle speed has no effect

Post by Gunjak »

fightertanks, for both eras
Gunjak

RE: Vehicle speed has no effect

Post by Gunjak »

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(400)
SetMaxPlayerFlyHeight (200)

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\\myg.lvl;myg1cw")
ReadDataFile("sound\\GE2.lvl;GE2cw")

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_hero_macewindu",
"rep_walk_atte",
"rep_hover_fightertank")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_countdooku",
"cis_hover_aat",
"cis_walk_spider",
"cis_fly_droidfighter_sc")


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


SetupTeams{
rep = {
team = REP,
units = 50,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",9, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 50,
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_countdooku")
SetHeroClass(REP, "rep_hero_macewindu")

-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 1) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 1) -- 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)
SetMemoryPoolSize("EntityFlyer", 12)
SetMemoryPoolSize("CommandWalker", 1)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:GE2\\GE2.lvl", "GE2_conquest")
ReadDataFile("dc:GE2\\GE2.lvl", "GE2_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(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
end
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

RE: Vehicle speed has no effect

Post by Teancum »

Did you put DC: in your readdatafile w/in your LUA?
Gunjak

RE: Vehicle speed has no effect

Post by Gunjak »

can you give me an example i think i know what you mean is it something like

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


^i guess that reads the data file in data_XXX rather than assets?


EDIT tried it and the game crashed after the loading screen, did i do it right?
Last edited by Gunjak on Sat Apr 29, 2006 2:16 pm, edited 2 times in total.
Gunjak

RE: Vehicle speed has no effect

Post by Gunjak »

-OFF TOPIC- also i cant get a light enough terrain for my geonosis map, i'm looking for something like the shipped geo worlds terrain,

but ever since i burnt the terrain it has been too dark
User avatar
[RDH]Zerted
Gametoast Staff
Gametoast Staff
Posts: 2982
Joined: Sun Feb 26, 2006 7:36 am
Projects :: Bos Wars AI - a RTS game
Games I'm Playing :: SWBF2 and Bos Wars
xbox live or psn: No gamertag set
Location: USA
Contact:

Re: RE: Vehicle speed has no effect

Post by [RDH]Zerted »

Gunjak wrote:...
EDIT tried it and the game crashed after the loading screen, did i do it right?
You also need the assets\sides\Common folder in your side folder.
Gunjak

RE: Re: RE: Vehicle speed has no effect

Post by Gunjak »

where do i get the common folder from,


oh never mind lol i must be high
RC-1290

Post by RC-1290 »

I was trying the same thing, exept that I wanted to adjust the speederbikes speed. I followed the custom jedi tutorial(for making new sides), but evertime I munge, this apears:

ERROR[levelpack mission\UTMg_con.req]:Expecting bracket, but none was found.
File : munged\pc\utmg_con.script.req(1)...

ucft <--
ERROR[levelpack mission\UTMg_con.req]:Expecting bracket, but none was found.
File : munged\pc\utmg_con.script.req(1)...

ucft <--

2 Errors 0 Warnings


I am wondering what I am doing wrong now.



EDIT: in the proces of fixing...well... I ...ehm, managed to let it get worse, stupid me, now when I try to play the map on gcw, the game crashes before loading and displays this in a shiney FATAL! screen..
Could not open MISSION\UTMg_con.lvl
darthpingu

Post by darthpingu »

All I did to get my skiff "flying" was editing its ODF:
[GameObjectClass]

ClassLabel = "hover"
GeometryName = "all_hover_skiff.msh"

[Properties]
GeometryName = "all_hover_skiff"
ForceMode = "1"
ExplosionName = "tat_hover_skiff_exp"

WakeEffect = "dustwake"

FLYERSECTION = "BODY"
VehicleType = "light"

PilotPosition = "hp_pilot"
PilotAnimation = "man_minigun"

AnimationName = "tat_hover_skiff"
FinAnimation = "tat_skiff_9pose"

MapTexture = "combatspeeder_icon"
HealthTexture = "HUD_tat_skiff_icon"
MapScale = 1.5

CollisionScale = 30.0


MaxHealth = 8000
HealthType = "vehicle"
//HitLocation = "p_crithit 0"

SetAltitude = 1.0
GravityScale = 4.0
LiftSpring = 10.0
LiftDamp = 3.0

Acceleration = 20.0
Deceleration = 25.0.0

Traction = 30.0
ForwardSpeed = 30.0
ReverseSpeed = 12.0

StrafeSpeed = 4.0

EnergyBar = 500
EnergyOverheat = 20
EnergyAutoRestore = 7.5
EnergyBoostDrain = 20
BoostSpeed = 50
BoostAcceleration = 100.0
BoostFOV = 60


AddSpringBody = "-1.8 -0.7 1.7 2.0"
BodySpringLength = 1.0
AddSpringBody = "1.8 -0.7 1.7 2.0"
BodySpringLength = 1.0

AddSpringBody = "0.0 0.3 -2.0 3.0"
BodySpringLength = 1.0
BodyOmegaXSpringFactor = 2

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 4.0
OmegaXDamp = 2.2
OmegaZSpring = 6.0
OmegaZDamp = 2.2

\\\\\\ ---------COLLISION -----------\\\\\\\

SoldierCollision = "CollisionMesh"
SoldierCollision = "p_soldiercube"
SoldierCollision = "p_soldiercube1"


OrdnanceCollision = "CollisionMesh"
OrdnanceCollision = "p_gun1"
OrdnanceCollision = "p_gun2"
OrdnanceCollision = "p_gun3"
OrdnanceCollision = "p_gunplace1"
OrdnanceCollision = "p_gunplace2"
OrdnanceCollision = "p_gunplace3"
OrdnanceCollision = "p_fin1"
OrdnanceCollision = "p_fin2"

VehicleCollision = "p_vehiclesphere1"
VehicleCollision = "p_vehiclesphere2"


SpinRate = 1.7
TurnRate = 1.7
TurnFilter = 2.0
PitchRate = 1.5
StrafeRollAngle = 0.01
ThrustPitchAngle = 0.01
BankAngle = -0.01
BankFilter = 3//low is slow - How quickly the bank returns to level
LevelSpring = 7.0//low is slow - the force the restores level
LevelDamp = 1.0//low is slow - the force that reduces the momentum of the rotation

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0


EyePointOffset = "0.0 3.0 2.0"
TrackCenter = "0.0 1.0 -2.0"
TrackOffset = "0.0 1.0 8.0"
TiltValue = "0.0"

PitchLimits = "-12 8"
YawLimits = "-90 90"


FLYERSECTION = "TURRET1"

ForceMode = "1"
ThirdPersonFOV = "58"

EyePointOffset = "0.0 1.0 2.0"
TrackCenter = "0.0 1.5 -3.0"
TiltValue = "3.0"

PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 6.3
TurnFilter = 2.75
//PCTurnRate = 20.0



FirePointName = "hp_firel"
YawLimits = "65.0 115.0"
PitchLimits = "-45.0 45.0"

//MaxTurnSpeed = "0.85"
//MaxPitchSpeed = "0.75"

//EyePointOffset = "0.0 0.3 0.0"
//TrackOffset = "0.0 0.2 3.5"
//TiltValue = "10"

PilotPosition = "hp_activel"
Pilot9Pose = "minigun_9pose"

WeaponName = "com_weap_bldg_gunturret"
WeaponAmmo = "1" //"2"

TurretNodeName = "gunl"

FireSound = "com_weap_turret_fire"
ReloadSound = "all_weap_inf_reload_med"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = "
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

FLYERSECTION = "TURRET2"

ForceMode = "1"
ThirdPersonFOV = "58"

EyePointOffset = "0.0 1.0 2.0"
TrackCenter = "0.0 1.5 -3.0"
TiltValue = "3.0"


FirePointName = "hp_fire"
YawLimits = "-25.0 25.0"
PitchLimits = "-45.0 45.0"

PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 6.3
TurnFilter = 2.75
//PCTurnRate = 20.0


//MaxTurnSpeed = "0.85"
//MaxPitchSpeed = "0.75"

//EyePointOffset = "0.0 0.3 0.0"
//TrackOffset = "0.0 0.2 3.5"
//TiltValue = "10"

PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose"

WeaponName = "com_weap_bldg_gunturret"
WeaponAmmo = "1" //"2"

TurretNodeName = "gun"

FireSound = "com_weap_turret_fire"
ReloadSound = "all_weap_inf_reload_med"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

FLYERSECTION = "TURRET3"

ForceMode = "1"
ThirdPersonFOV = "58"
EyePointOffset = "0.0 1.0 2.0"
TrackCenter = "0.0 1.5 -3.0"
TiltValue = "3.0"

PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 6.3
TurnFilter = 2.75
//PCTurnRate = 20.0

FirePointName = "hp_firer"
YawLimits = "-115.0 -65.0"
PitchLimits = "-45.0 45.0"

//MaxTurnSpeed = "0.85"
//MaxPitchSpeed = "0.75"

//EyePointOffset = "0.0 0.3 0.0"
//TrackOffset = "0.0 0.2 3.5"
//TiltValue = "10"

PilotPosition = "hp_activer"
Pilot9Pose = "minigun_9pose"

WeaponName = "com_weap_bldg_gunturret"
WeaponAmmo = "1" //"2"

TurretNodeName = "gunr"
AvailableForAnyTeam = 1

FireSound = "com_weap_turret_fire"
ReloadSound = "all_weap_inf_reload_med"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "skiff_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "7.0"
ChunkUpFactor = "1.50"
ChunkTrailEffect = "mediumsmoketrail"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke1"


CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "skiff_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "7"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "skiff_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"

EngineSound = "all_hover_skiff_engine_parameterized"
TurnOnSound = ""
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
Music = ""
ImpMusic = ""
AllMusic = ""
MusicSpeed = ""
MusicDelay = ""
GroundedSound = ""
GroundedHeight = ""
BoostSound = ""
FoleyFXGroup = "metal_foley"
RC-1290

Post by RC-1290 »

ok, no la mistakes anymore but still the thing won't spawn...yes, I have a common folder...
Post Reply