JimmyAngler's modding Q & A's

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Re: JimmyAngler's modding Q & A's

Post by AceMastermind »

JimmyAngler wrote:oh no, it costs money. I won't by it if it costs money. not unless I could make some money out of modding. :)
Where do you get that it cost money to create models for SWBF2? If you spend any money it is by your choice, but isn't necessary for anyone.
It's free no matter who you are, student or not. There is an unverified option(mentor) you can use if you aren't a student.
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

yes I figured that out, and downloaded it.
I am having some problems with it though :

Edit: ok well I got into it and made a basic object like a wall with stairs. Every time I try to save it says could not save disk is not writable.
Did I do something wrong?
When I click poly. mesh /merge it says (invalid objects have been provided for group 0)

Edit: Ok well nobody has replied so I messed with it myself. I got the poly .mesh thingy to work but I still am not able to save my scene file.
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Re: JimmyAngler's modding Q & A's

Post by noMatt »

that means that you have a null selected or something thats not geometry
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

So How do I make it geometry?
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Re: JimmyAngler's modding Q & A's

Post by noMatt »

just make sure you dont have nulls selected if you press merge ;)
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

ok thanks :)

What about the saving issue?
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Re: JimmyAngler's modding Q & A's

Post by noMatt »

DId you set up a project? Else just google SOFTIMAGE projects ;)
You can save projects only in directorys that are seted up ;)
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

do I put the folder with the system folder in it anywhere?
Because I still get the message : disk is not writeable.
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Re: JimmyAngler's modding Q & A's

Post by noMatt »

Well I told you to google it :) Please do that before further asking. I just typed in "Disk is" and then google suggested "write protected autodesk softimage".
Here's the first result: http://xsisupport.com/2012/04/03/the-ca ... cted-disk/
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

lol thanks I had googled it and was on the exact same website but on a different page.
I did make a ship and I am now trying to open my msh in bconstructor but it says error loading file.
It isn't a milkshape3d program I used but the softimage. Any help how to get it in bconstructor?
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Re: JimmyAngler's modding Q & A's

Post by AceMastermind »

You don't need Bconstructor or Milkshape3d for anything. All you need is Softimage 7.5 Modtool or better and ZETools.
Please post modeling related questions in the appropriate forum.
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

yeah sry I made one in the correct forum. I guess I got a little off topic.

Edit: A new problem has arisen.
I can play as the rebels all fine and dandy, but when I play as imperials the rebels reinforcement count goes down one every second without any of them actually dying.
How do I keep them alive?
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Re: JimmyAngler's modding Q & A's

Post by noMatt »

do you maybe have any water on your map?
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Re: JimmyAngler's modding Q & A's

Post by Anakin »

JimmyAngler wrote: How do I keep them alive?
Hidden/Spoiler:
Image
Maybe your spawn area is somewhere to high over the ground
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Re: JimmyAngler's modding Q & A's

Post by THEWULFMAN »

Post your mission Lua script(s), I have a feeling I know what the issue is.
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

it's just the standard death star map.

do you maybe have any water on your map?
nope no water.

Lua script:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("teleport")
---------------------------------------------------------------------------
-- 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()
TrashStuff();
PlayAnimExtend();
PlayAnimTakExtend();

BlockPlanningGraphArcs("compactor")
OnObjectKillName(CompactorConnectionOn, "grate01")

DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")

-- handle reinforcment loss and defeat condition
OnCharacterDeathTeam(function(character, killer) AddReinforcements(1, -1) end, 1)
OnTicketCountChange(function(team, count) if count == 0 then MissionDefeat(team) end end)

OnObjectRespawnName(PlayAnimExtend, "Panel-Chasm");
OnObjectKillName(PlayAnimRetract, "Panel-Chasm");

OnObjectRespawnName(PlayAnimTakExtend, "Panel-Tak");
OnObjectKillName(PlayAnimTakRetract, "Panel-Tak");

EnableSPHeroRules()
KillObject("CP6")
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"}
cp7 = CommandPost:New{name = "CP7"}

--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:AddCommandPost(cp7)

conquest:Start()

AddDeathRegion("DeathRegion01")
AddDeathRegion("DeathRegion02")
AddDeathRegion("DeathRegion03")
AddDeathRegion("DeathRegion04")
AddDeathRegion("DeathRegion05")

--A single teleport
local region = GetRegionLocation( "region100" )
local destination = GetPathNodeDestination( "g_con_cp4_spawn", 100 )
SetupEnterRegionTeleport( region, destination, 100, 100 )
ActivateRegion( "region100" )

end

function CompactorConnectionOn()
UnblockPlanningGraphArcs ("compactor")
end
--START BRIDGEWORK!

-- OPEN
function PlayAnimExtend()
PauseAnimation("bridgeclose");
RewindAnimation("bridgeopen");
PlayAnimation("bridgeopen");

-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection122");
DisableBarriers("BridgeBarrier");

end
-- CLOSE
function PlayAnimRetract()
PauseAnimation("bridgeopen");
RewindAnimation("bridgeclose");
PlayAnimation("bridgeclose");

-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection122");
EnableBarriers("BridgeBarrier");

end

--START BRIDGEWORK TAK!!!

-- OPEN
function PlayAnimTakExtend()
PauseAnimation("TakBridgeOpen");
RewindAnimation("TakBridgeClose");
PlayAnimation("TakBridgeClose");

-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection128");
DisableBarriers("Barrier222");

end
-- CLOSE
function PlayAnimTakRetract()
PauseAnimation("TakBridgeClose");
RewindAnimation("TakBridgeOpen");
PlayAnimation("TakBridgeOpen");

-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection128");
EnableBarriers("Barrier222");

end

function TrashStuff()

trash_open = 1
trash_closed = 0

trash_timer = CreateTimer("trash_timer")
SetTimerValue(trash_timer, 7)
StartTimer(trash_timer)
trash_death = OnTimerElapse(
function(timer)
if trash_open == 1 then
AddDeathRegion("deathregion")
SetTimerValue(trash_timer, 5)
StartTimer(trash_timer)
trash_closed = 1
trash_open = 0
print("death region added")

elseif trash_closed == 1 then
RemoveRegion("deathregion")
SetTimerValue(trash_timer, 15)
StartTimer(trash_timer)
print("death region removed")
trash_closed = 0
trash_open = 1
end
end,
trash_timer
)
end




function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")

-- Empire Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2

ReadDataFile("sound\\dea.lvl;dea1gcw")


SetMaxFlyHeight(72)
SetMaxPlayerFlyHeight (72)
AISnipeSuitabilityDist(30)


ReadDataFile("dc:SIDE\\lst.lvl",
"lst_lukestorm",
"lst_hanstorm",
"lst_chewie",
"lst_leia")

ReadDataFile("dc:SIDE\\obw.lvl",
"obw_obiwan")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_engineer",
"imp_inf_officer",
"imp_fly_tiefighter_sc")

ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader")

SetupTeams{

all={
team = ALL,
units = 4,
reinforcements = 50,
soldier = {"lst_lukestorm",1, 1},
assault = {"lst_hanstorm",1, 1},
engineer = {"lst_chewie",1, 1},
officer = {"lst_leia",1, 1},
},

imp={
team = IMP,
units = 32,
reinforcements = 300,
soldier = {"imp_inf_rifleman",7, 25},
engineer = {"imp_inf_engineer",1, 4},
officer = {"imp_inf_officer",1, 4},



}
}

AddUnitClass(ALL, "lst_lukestorm")
AddUnitClass(ALL, "lst_hanstorm")
AddUnitClass(ALL, "lst_chewie")
AddUnitClass(ALL, "lst_leia")
SetHeroClass(IMP, "imp_hero_darthvader")
SetHeroClass(ALL, "obw_obiwan")

-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 200
SetMemoryPoolSize ("Aimer", 0)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 300)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 18)
SetMemoryPoolSize ("EntityLight", 100)
SetMemoryPoolSize ("EntitySoundStatic", 30)
SetMemoryPoolSize ("SoundSpaceRegion", 50)
SetMemoryPoolSize ("MountedTurret", 0)
SetMemoryPoolSize ("Navigator", 50)
SetMemoryPoolSize ("Obstacle", 260)
SetMemoryPoolSize ("PathFollower", 50)
SetMemoryPoolSize ("PathNode", 512)
SetMemoryPoolSize ("RedOmniLight", 130)
SetMemoryPoolSize ("ShieldEffect", 0)
SetMemoryPoolSize ("TreeGridStack", 200)
SetMemoryPoolSize ("UnitAgent", 50)
SetMemoryPoolSize ("UnitController", 50)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize ("EntityFlyer", 6)

-- Local Stats
--SetTeamName (3, "locals")
--AddUnitClass (3, "ewk_inf_trooper", 4)
--AddUnitClass (3, "ewk_inf_repair", 6)
--SetUnitCount (3, 14)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(3,DEF)


SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:ABC\\dea1.lvl", "dea1_Conquest")
SetDenseEnvironment("true")

--SetStayInTurrets(1)


-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
-- OpenAudioStream("sound\\cor.lvl", "dea1gcw_emt")

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(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")

SetAmbientMusic(ALL, 1.0, "all_dea_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_dea_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_dea_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_dea_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_dea_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_dea_amb_end", 2,1)

SetVictoryMusic(ALL, "all_dea_amb_victory")
SetDefeatMusic (ALL, "all_dea_amb_defeat")
SetVictoryMusic(IMP, "imp_dea_amb_victory")
SetDefeatMusic (IMP, "imp_dea_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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")


SetAttackingTeam(ATT)



AddCameraShot(-0.404895, 0.000992, -0.514360, -0.002240, -121.539894, 62.536297, -257.699493)
--Homestead
AddCameraShot(0.040922, -0.004049, -0.994299, -0.098381, -103.729523, 55.546598, -225.360893)
--Sarlac Pit
AddCameraShot(-1.0, 0.0, -0.514360, 0.0, -55.381485, 50.450953, -96.514324)
end
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Re: JimmyAngler's modding Q & A's

Post by THEWULFMAN »

Remove these lines from your Lua(s).

Code: Select all

OnCharacterDeathTeam(function(character, killer) AddReinforcements(1, -1) end, 1)
OnTicketCountChange(function(team, count) if count == 0 then MissionDefeat(team) end end)
So glad Mav told me about this two years ago. :lol:
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

hmm nope it still goes down.... maybe it's a bug?
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Re: JimmyAngler's modding Q & A's

Post by THEWULFMAN »

You sure it isn't just CP bleeding? Which happens on stock maps, and well, nearly every single modded map? It happens when you own the majority of the CPs.
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

yes!!! that's it!!!! It only goes down when I have all but one cps.
(How do I fix that? :)
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