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Re: JimmyAngler's modding Q & A's

Posted: Mon Nov 18, 2013 4:21 pm
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.

Re: JimmyAngler's modding Q & A's

Posted: Mon Nov 18, 2013 4:41 pm
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.

Re: JimmyAngler's modding Q & A's

Posted: Tue Nov 19, 2013 2:51 pm
by noMatt
that means that you have a null selected or something thats not geometry

Re: JimmyAngler's modding Q & A's

Posted: Tue Nov 19, 2013 3:30 pm
by JimmyAngler
So How do I make it geometry?

Re: JimmyAngler's modding Q & A's

Posted: Tue Nov 19, 2013 4:33 pm
by noMatt
just make sure you dont have nulls selected if you press merge ;)

Re: JimmyAngler's modding Q & A's

Posted: Tue Nov 19, 2013 4:38 pm
by JimmyAngler
ok thanks :)

What about the saving issue?

Re: JimmyAngler's modding Q & A's

Posted: Tue Nov 19, 2013 4:42 pm
by noMatt
DId you set up a project? Else just google SOFTIMAGE projects ;)
You can save projects only in directorys that are seted up ;)

Re: JimmyAngler's modding Q & A's

Posted: Tue Nov 19, 2013 6:54 pm
by JimmyAngler
do I put the folder with the system folder in it anywhere?
Because I still get the message : disk is not writeable.

Re: JimmyAngler's modding Q & A's

Posted: Wed Nov 20, 2013 3:22 pm
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/

Re: JimmyAngler's modding Q & A's

Posted: Wed Nov 20, 2013 3:30 pm
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?

Re: JimmyAngler's modding Q & A's

Posted: Wed Nov 20, 2013 6:40 pm
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.

Re: JimmyAngler's modding Q & A's

Posted: Thu Nov 21, 2013 11:13 am
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?

Re: JimmyAngler's modding Q & A's

Posted: Thu Nov 21, 2013 12:50 pm
by noMatt
do you maybe have any water on your map?

Re: JimmyAngler's modding Q & A's

Posted: Thu Nov 21, 2013 1:18 pm
by Anakin
JimmyAngler wrote: How do I keep them alive?
Hidden/Spoiler:
Image
Maybe your spawn area is somewhere to high over the ground

Re: JimmyAngler's modding Q & A's

Posted: Thu Nov 21, 2013 1:31 pm
by THEWULFMAN
Post your mission Lua script(s), I have a feeling I know what the issue is.

Re: JimmyAngler's modding Q & A's

Posted: Thu Nov 21, 2013 1:47 pm
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

Re: JimmyAngler's modding Q & A's

Posted: Thu Nov 21, 2013 2:09 pm
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:

Re: JimmyAngler's modding Q & A's

Posted: Thu Nov 21, 2013 2:49 pm
by JimmyAngler
hmm nope it still goes down.... maybe it's a bug?

Re: JimmyAngler's modding Q & A's

Posted: Thu Nov 21, 2013 3:34 pm
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.

Re: JimmyAngler's modding Q & A's

Posted: Thu Nov 21, 2013 4:54 pm
by JimmyAngler
yes!!! that's it!!!! It only goes down when I have all but one cps.
(How do I fix that? :)