Battle of Jabiim
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- [SBF]ATATFIGHTR
- Chief Warrant Officer

- Posts: 338
- Joined: Sun Mar 12, 2006 12:22 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The US, in the state of UTAH
Also, I tried to put the atxt ingame by copying all its assets into my sides folder under "rep". Than I munged and got this after in the munge log.
ERROR[levelpack req\rep_walk_atxt.req]:Could not open munged\pc\imp_walk_atst.anims for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_walk_atxt.req]:Could not open munged\pc\imp_walk_atst.anims for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_walk_atxt.lvl.req(1)...
ucft <--
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_walk_atxt.lvl.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
ERROR[levelpack atxt.req]:Expecting bracket, but none was found.
File : munged\pc\rep_walk_atxt.lvl.req(1)...
ucft <--
ERROR[levelpack atxt.req]:Expecting bracket, but none was found.
File : munged\pc\rep_walk_atxt.lvl.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
ERROR[levelpack req\rep_walk_atxt.req]:Could not open munged\pc\imp_walk_atst.anims for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_walk_atxt.req]:Could not open munged\pc\imp_walk_atst.anims for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_walk_atxt.lvl.req(1)...
ucft <--
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_walk_atxt.lvl.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
ERROR[levelpack atxt.req]:Expecting bracket, but none was found.
File : munged\pc\rep_walk_atxt.lvl.req(1)...
ucft <--
ERROR[levelpack atxt.req]:Expecting bracket, but none was found.
File : munged\pc\rep_walk_atxt.lvl.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
- [SBF]ATATFIGHTR
- Chief Warrant Officer

- Posts: 338
- Joined: Sun Mar 12, 2006 12:22 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The US, in the state of UTAH
UPDATE
I have fixed the sky and got the rain working! But, it seems a little too foggy and you can't see far in front of you and I added gunships, fighters, and cruisers in the sky, but you have to be at a very high point to even see them(like in pic 2). How do I make it so you can see further?
Screenshots


I have fixed the sky and got the rain working! But, it seems a little too foggy and you can't see far in front of you and I added gunships, fighters, and cruisers in the sky, but you have to be at a very high point to even see them(like in pic 2). How do I make it so you can see further?
Screenshots
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Protector_Pulch
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Command walkers
Add this line to the memory pool under the walker section in your LUA:[SBF]ATATFIGHTR wrote:My ATAT and ATTE won't spawn? I got them in my LUA and put them in the vehicles spawn labels as
"imp_walk_atat" and "rep_walk_atte". I am trying to put them both in the same era.
SetMemoryPoolSize("CommandWalker", 3)
and unless you have a custom "rep" side with the "imp_walk_atat" included in it, then you'll need to load it from the "imp.lvl" like so:
ReadDataFile("SIDE\\imp.lvl",
"imp_walk_atat")
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Razgriz
Ok now one of the cp's has to be a starting cp. In the comic the main base is "Shelter Base" There you should put the At-At and At-Te's. Also you should put land speeders in the map. Finally, you need to remove all traces of ships from the air cause in the comic the weather conditions are so fierce that any transports that try to break through the storm are destroyed. Actually last (lol) you need to remove the arc trooper skin and set him as a hero
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RC-1290
- [SBF]ATATFIGHTR
- Chief Warrant Officer

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Thank you for the comments and suggestions so far.
Protector_Pulch, there are alot more hills and terrain, it is just that you can't see far away even if your sight distance is increased in options.
Acemastermind, Thank you I will try that now.
Razgriz, thank you for the info, I need all the info I can because I don't own the comic I am just using wookiepedia and they don't have alot of pictures of the battle so I don't know much of what the battle looked like.
Could you give me more information on what shelter base looks like?
I can't put hover vehicles on the map at all, do to Jabiims weather.
I will update more later.
Protector_Pulch, there are alot more hills and terrain, it is just that you can't see far away even if your sight distance is increased in options.
Acemastermind, Thank you I will try that now.
Razgriz, thank you for the info, I need all the info I can because I don't own the comic I am just using wookiepedia and they don't have alot of pictures of the battle so I don't know much of what the battle looked like.
Could you give me more information on what shelter base looks like?
I can't put hover vehicles on the map at all, do to Jabiims weather.
I will update more later.
- [SBF]ATATFIGHTR
- Chief Warrant Officer

- Posts: 338
- Joined: Sun Mar 12, 2006 12:22 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The US, in the state of UTAH
Did I add SetMemoryPoolSize "(CommandWalker,3)" in the right place?
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 2) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 1) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("CommandWalker",3)
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
Just want to make sure before I munge it.
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 2) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 1) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("CommandWalker",3)
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
Just want to make sure before I munge it.
- AceMastermind
- Gametoast Staff

- Posts: 3285
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- Contact:
Just try it already!
Looks good to me.
- [SBF]ATATFIGHTR
- Chief Warrant Officer

- Posts: 338
- Joined: Sun Mar 12, 2006 12:22 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The US, in the state of UTAH
-
wierd165
- [SBF]ATATFIGHTR
- Chief Warrant Officer

- Posts: 338
- Joined: Sun Mar 12, 2006 12:22 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The US, in the state of UTAH
- [SBF]ATATFIGHTR
- Chief Warrant Officer

- Posts: 338
- Joined: Sun Mar 12, 2006 12:22 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The US, in the state of UTAH
-
Protector_Pulch
Look here!
As to the the repulsor boots: Maybe we could have a hover vehicle that looks like a nimbus commando, and can only be piloted by a special "Unarmed Nimbus Commando" trooper (who is defenseless except for a fusion cutter).
As to the the repulsor boots: Maybe we could have a hover vehicle that looks like a nimbus commando, and can only be piloted by a special "Unarmed Nimbus Commando" trooper (who is defenseless except for a fusion cutter).
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RC-1290
I think you should allow every nimbuss, since aiming while flying fast is almost impossible anyway.
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I own the dutch version of the comic, I'll try to scan some pictures of a base wich I think would be cool. And maybe of a new assasin droid they have in this comic(looks rather uncanon to me, but, oh well... also possible they where to flawed to be used in other battles XD)
RC-1290'Dreadnought'
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I own the dutch version of the comic, I'll try to scan some pictures of a base wich I think would be cool. And maybe of a new assasin droid they have in this comic(looks rather uncanon to me, but, oh well... also possible they where to flawed to be used in other battles XD)
RC-1290'Dreadnought'
Last edited by RC-1290 on Thu Jan 25, 2007 11:10 am, edited 1 time in total.
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Razgriz
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Protector_Pulch
So that's the matter of how fast the nimbus vehicle should go...I'd say that during normal travel, its velocity shouldn't be greater than a ordinary trooper ones, but when using boost, he should go as fast as boosting tank.RC-1290 wrote:I think you should allow every nimbuss, since aiming while flying fast is almost impossible anyway.
But there's still one major question left: Razgriz, would you like the idea of having the Nimbus Commando as a vehicle?
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RC-1290
I'd say the advantage of those boots is that they are fast over the rough terrain, and that they can "fly" over the mines. And it's fun to make em fast, so everyone crashes in to the big boulders and the broken tanks. 
And by making it hard to aim, you make sure that it doesn't become a 1337 vehicle that is virtually unbeatable.
[EDIT]"GO! I'll cover you. But be quick... It's hard to steer with these Repulsorboots"(sorry if that isn't exactly what is said in the english comics, I have to translate it from dutch) That's what Elora(with the boots on) says after killing a nimbuss trooper in one shot
I guess I was wrong. She does look dead fast tough.
RC-1290'Dreadnought'
And by making it hard to aim, you make sure that it doesn't become a 1337 vehicle that is virtually unbeatable.
[EDIT]"GO! I'll cover you. But be quick... It's hard to steer with these Repulsorboots"(sorry if that isn't exactly what is said in the english comics, I have to translate it from dutch) That's what Elora(with the boots on) says after killing a nimbuss trooper in one shot
RC-1290'Dreadnought'



