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Posted: Fri Jul 21, 2006 4:34 pm
by 2_lowiq_clone
Oh. Wait he got me confused lmao. Thought he was talking about the player skins. Dang, sorry I'm tired. Lol. Guess Im gonna go nap it up to go make more smart comments tomorrow. Lmao.
sorry for confusion, i ment the LAAT/i.

I also like the commander Neyo-style ARC trooper in the first few shots.

Posted: Fri Jul 21, 2006 10:08 pm
by AlPhA29
Could you make a neverending XL mode as i love big battles..and if i get bored, i can simply just quit

hope you can add in the idea
Posted: Sat Jul 22, 2006 2:06 am
by Linus
Sorry,
AlPhA29, no XL-battle...

Really, it's way to big.
Edit : Small Update: Just so you know, guys, I've added the
AWARD Rocket Launcher to the Republic Rocketeer (I will do it with the
CIS-rocketeer later...).
- Linus
Posted: Sat Jul 22, 2006 10:46 pm
by Ipodzanyman
how comes the vehicle spawning
Linus?

Posted: Sun Jul 23, 2006 4:34 am
by Linus
Sorry, it'll only be hovers,
Ipodzanyman. But I want those
All
Terrain
Tactical
Enforcers, because they are almost like the Empires
All
Terrain
Armored
Transports. The
*AT-AT's are an icon for Hoth. They
are Hoth. Could be so nice if I could have that icon in my map...
- Linus
Posted: Sun Jul 23, 2006 4:39 am
by OGEB1103
So why not have Republic AT-ATs because they had them during the Clone Wars...
Posted: Sun Jul 23, 2006 5:09 am
by Linus
I know that the Republic used early versions of the
All
Terrain
Armored
Transports during the Clone Wars,
OGEB1103, but I think that should have been a repeat of the original Hoth. I want
All
Terrain
Tactical
Enforcers , it should be new and original. By the way, the Republic should be overpowered with
*AT-ATs...
- Linus
Posted: Sun Jul 23, 2006 7:28 am
by AlPhA29
atte's are about the same as atat except they are much shorter..but i agree with linus on having attes...they are the republic's main force of attack vehicles.
Posted: Sun Jul 23, 2006 7:45 am
by Lollilo
yes i agree with u 2. And the AT-AT's are more powerfull than the AT-TE's. Maybe vou can add LA-AT's from BF1, that are the LA-AT/c which can "stand" in the air. and then some flyer of the cis

Posted: Sun Jul 23, 2006 10:10 am
by Chris165
maybe it's interesting to put in the assasin droid if possible?
about the stap, which STAP? STAP1? or the STAP2(heavy stap)?

Posted: Sun Jul 23, 2006 12:19 pm
by Linus
This *STAP...
Lollilo wrote:yes i agree with u 2. And the AT-AT's are more powerfull than the AT-TE's. Maybe vou can add LA-AT's from BF1, that are the LA-AT/c which can "stand" in the air. and then some flyer of the cis

I can't add flyers to maps, yet ( :twisted: ), so no
Low
Altitude
Assault
Transport for now...
Can someone,
please, tell me how to add
All
Terrain
Tactical
Enforcers to the map? I really want them...
- Linus
Posted: Sun Jul 23, 2006 12:53 pm
by Lollilo
AT-TE's:
0. Go in the layer conquest
1. Place a vehicle-spawn on your map
2. select the bttum where u can choose the team and make them to 1
3. name the vehicle-spawn to ATTE (at the 2nd ATTE u must name them ATTE2)
4. name the nameLabel to ATTELABEL
5. select on the left side of controlzone and make them to your cp, write into e.g. them cp5
6. write down into the box ClassRepATK: rep_walk_atte
7. write down into the box ClassRepDEF: rep_walk_atte
8. go to the regions and place a region to the vehicle-spawn and write into the box regionID and Type cp5_control
9. open your IDc_con.lua
10. write under ReadDataFile("SIDE\\rep.lvl", in your lua "rep_walk_atte",
11. scroll down to -- ClearWalkers()
AddWalkerType(0,

-- special -> droidekas
AddWalkerType(1, 3) -- 2 attes with 3 leg pairs each
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
then you must add this line (in my lua is it, now u see)
AddWalkerType(1, 3) -- 1 atte with 3 leg pairs each
12. scroll down in your lua to this, it's under the walkerpart:
local weaponCnt = 240
SetMemoryPoolSize("AmmoCounter", weaponCnt)
13. write under this:
SetMemoryPoolSize("CommandWalker", 2)
then save and munge! (sry if it is not so good explained)
Posted: Sun Jul 23, 2006 1:12 pm
by -_-
Lollilo wrote:3. name the vehicle-spawn to ATTE (at the 2nd ATTE u must name them ATTE2)
4. name the nameLabel to ATTELABEL
Those parts are pretty much pointless. No point in naming the spawns. Btw, you forgot the CommandWalker memeorypool for the lua.
Posted: Sun Jul 23, 2006 1:13 pm
by Linus
Very well,
Lollilo, thanks for that mini-guide, I'll try it at once. If this works, you will be in the Credits...
Edit : May I ask you,
-_-, what do you mean with ''
CommandWalker memeorypool for the lua.''...?
- Linus
Posted: Sun Jul 23, 2006 1:20 pm
by -_-
SetMemoryPoolSize("CommandWalker", X)
X being the number of attes total on your map.
Posted: Sun Jul 23, 2006 1:25 pm
by Lollilo
oh my bad i will change that. in your LUA:
step 12. scroll down in your lua to this, it's under the walkerpart:
local weaponCnt = 240
SetMemoryPoolSize("AmmoCounter", weaponCnt)
13. write under this:
SetMemoryPoolSize("CommandWalker", 2)
that was it then. Thanky, -_-
Posted: Sun Jul 23, 2006 1:26 pm
by Linus
If I understand your reply correctly,
-_-, I should edit this:
Code: Select all
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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)
Into this:
Code: Select all
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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)
SetMemoryPoolSize("CommandWalker", X)
Edit : Thanks,
Lollilo...!
Edit 2 : Sorry to say this, but your help did not work.
- Linus
Posted: Sun Jul 23, 2006 2:32 pm
by Murdocr
if it appears as "x" in your lua, you need to change that to the NUMBER of command walkers in your map
Posted: Sun Jul 23, 2006 3:44 pm
by -_-
Murdocr wrote:if it appears as "x" in your lua, you need to change that to the NUMBER of command walkers in your map
LMAO, and I thought he got what the X meant..

Posted: Sun Jul 23, 2006 4:07 pm
by Lollilo
no the X is in the 2nd Code, too...