Bunch 'O' Questions

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

EGG_GUTS
Master Bounty Hunter
Master Bounty Hunter
Posts: 1626
Joined: Thu Dec 07, 2006 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: CANADA!

Bunch 'O' Questions

Post by EGG_GUTS »

1. How Do I make spears damage droids?

2. How do I make it so units don't take the CP? ( I tried CTF CP but it decreased the # of units)

Thanks
Last edited by EGG_GUTS on Sat Sep 01, 2007 10:31 am, edited 1 time in total.
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

RE: Bunch

Post by Penguin »

edit the spears .odf and change the damageline for droids to 1

theres an odf line for #2, forgot what it was called though, look in the side .odfs for the 'other' sides (ewoks, tuskans/jawas, etc) you'll know it when you see it.
Ace_Azzameen_5
Jedi
Jedi
Posts: 1119
Joined: Sat Apr 23, 2005 8:52 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Bunch

Post by Ace_Azzameen_5 »

Is it
CapturePosts = 0

?
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

RE: Bunch

Post by Penguin »

if that was from the odf then yes.
EGG_GUTS
Master Bounty Hunter
Master Bounty Hunter
Posts: 1626
Joined: Thu Dec 07, 2006 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: CANADA!

Post by EGG_GUTS »

So I just add that in the ODF of the units? Could I put it in the cis_inf_default so it would work for the whole team? would that work?
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Post by Maveritchell »

EGG_GUTS wrote:So I just add that in the ODF of the units? Could I put it in the cis_inf_default so it would work for the whole team? would that work?
If it's an .odf value, and you put it in the default .odf for the whole team, yes, it will affect them all.
Commander_Cody771
Vader's Apprentice
Posts: 1069
Joined: Thu Jun 07, 2007 5:02 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Looking for a new CPU
Contact:

Post by Commander_Cody771 »

I make my jedi in BF1 capture command posts all of the time, there should be a line: capture command posts= 1 change that to 0. If the line is is not there you have to manually put it in yourself. :D
BountyHunterV

Post by BountyHunterV »

wait so are you trying to make it so no AI players can capture cps? or nobody at all? cause if its nobody couldn't you just not put a capture region???
EGG_GUTS
Master Bounty Hunter
Master Bounty Hunter
Posts: 1626
Joined: Thu Dec 07, 2006 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: CANADA!

Post by EGG_GUTS »

Yes but the AI still try to capture it. and just stay by the cp :wink:
t551
General
General
Posts: 791
Joined: Sat Jul 16, 2005 3:23 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by t551 »

Well, the Aigoals are still the same: move to the nearest cp and wait until you get a signal from the game. Capturing is just a by-product of this behavior. You'll probably have to give the AI a deathmatch goal or something.
EGG_GUTS
Master Bounty Hunter
Master Bounty Hunter
Posts: 1626
Joined: Thu Dec 07, 2006 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: CANADA!

Re: Bunch 'O' Questions

Post by EGG_GUTS »

What would I add to the odf or LUA so that they would have that goal?
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: Bunch 'O' Questions

Post by Teancum »

In your lua. Look for AddAIGoal -- change it from Conquest to Deathmatch to change a team's preference. If it's deathmatch they'll just go for other teams.
EGG_GUTS
Master Bounty Hunter
Master Bounty Hunter
Posts: 1626
Joined: Thu Dec 07, 2006 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: CANADA!

Can You spot the fault with the locals?

Post by EGG_GUTS »

Ok thanks. :)

EDIT
I'm trying to add locals to my map but there not showing up can anybody spot the fault?

Munge Log Says there's a bracket missing but I don't see it.
Hidden/Spoiler:
[quote]C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\BON\BONc_con.lua:133: unexpected symbol near ` '
ERROR[scriptmunge scripts\BON\BONc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\BON\BONc_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

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

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

ucft <--

2 Errors 0 Warnings

WARNING[terrainmunge world1\BON.TER]:ReduceTerrainTextureUsage: corner discontinuity at (48,56)
0 Errors 1 Warnings

[/quote]
Lua
Hidden/Spoiler:
[quote]
--
-- 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"}



--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: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(30)
SetMaxPlayerFlyHeight (30)

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\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rocketeer",
"cis_inf_OOM-9",
"cis_inf_droideka",
"cis_inf_pilot",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_hover_stap")

ReadDataFile("dc:SIDE\\gun.lvl",
"gun_inf_rider",
"gun_inf_defender",
"gun_inf_jar",
"gun_inf_soldier")

ReadDataFile("dc:SIDE\\infantry.lvl",
"gun_inf_militiagung",
"gun_inf_officer",
"gun_inf_spearist")

ReadDataFile("dc:SIDE\\vehicles.lvl",
"cis_hover_mtt",
"gun_walk_kaadu")

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

SetupTeams{
rep = {
team = REP,
units = 175,
reinforcements = 650,
soldier = { "gun_inf_soldier",25, 40},
assault = { "gun_inf_defender",22, 26},
engineer = { "gun_inf_rider",30, 35},
sniper = { "gun_inf_spearist",25, 30},
officer = {"gun_inf_militiagung",25, 30},
special = {"gun_inf_officer",10, 14},

},
cis = {
team = CIS,
units = 175,
reinforcements = 500,
soldier = { "cis_inf_rocketeer",100, 163},
special = { "cis_inf_droideka",10, 12},
}
}

SetHeroClass(CIS, "cis_inf_OOM-9")
SetHeroClass(REP, "gun_inf_jar")

SetTeamName (3, "locals")
AddUnitClass (3, "cis_inf_pilot", 6,10)
SetUnitCount (3, 10)
AddAIGoal(3, "Deathmatch", 100)

SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)

-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 12) -- 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)
AddWalkerType(1, 14) -- 1x2 (14 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("CommandHover", 4)
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)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:BON\\BON.lvl", "BON_conquest")
ReadDataFile("dc:BON\\BON.lvl", "BON_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(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

[/quote]
Thanks
GolfBulb

Re: Can You spot the fault with the locals?

Post by GolfBulb »

QAs we talked about on Xfire i still say you have to dd the CP 3 inthe lua, even if its non captuable, maybe.... jsut dont get it a control region adn you should be okay,
EGG_GUTS
Master Bounty Hunter
Master Bounty Hunter
Posts: 1626
Joined: Thu Dec 07, 2006 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: CANADA!

Bunch 'O' Questions

Post by EGG_GUTS »

I've done this before you don't need a capture region. But I did add a control region....Could that be causing it?

Which leads to another question..

Can I give locals vehicles? And If I can do I but it in localdef spot on the vehicle spawn?
Last edited by EGG_GUTS on Sat Sep 01, 2007 10:30 am, edited 1 time in total.
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: Can You spot the fault with the locals?

Post by Teancum »

C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\BON\BONc_con.lua:133: unexpected symbol near ` '
ERROR[scriptmunge scripts\BON\BONc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\BON\BONc_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

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

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

ucft <--

2 Errors 0 Warnings
Whenever you see the first error (about common\scripts\BON\BONc_con.lua:133) it means you messed up somewhere in your lua. (The two errors below it are just saying it couldn't munge the lua correctly) The number is the line number where the error occured. So open it in Notepad, then hit CTRL + G (GoTo) and type 133. This is where you'll end up:

SetTeamName (3, "locals")
AddUnitClass (3, "cis_inf_pilot", 6,10)
SetUnitCount (3, 10)

Those three lines have a space before (3, so they're causing an error. They should be:

SetTeamName(3, "locals")
AddUnitClass(3, "cis_inf_pilot", 6,10)
SetUnitCount(3, 10)

Any time you see an Expecting Bracket error, see if there's an error above it, usually that's the problem.
EGG_GUTS
Master Bounty Hunter
Master Bounty Hunter
Posts: 1626
Joined: Thu Dec 07, 2006 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: CANADA!

Re: Can You spot the fault with the locals?

Post by EGG_GUTS »

Thanks, Tean second time you helped me today :P
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: Can You spot the fault with the locals?

Post by Teancum »

EGG_GUTS wrote:Thanks, Tean second time you helped me today :P
Anytime bro.
EGG_GUTS
Master Bounty Hunter
Master Bounty Hunter
Posts: 1626
Joined: Thu Dec 07, 2006 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: CANADA!

Re: Can You spot the fault with the locals?

Post by EGG_GUTS »

Dam, I don't get it they are still not spawning and I still get that munge log problem and I literally see nothing wrong.
Hebes24
Sith Master
Sith Master
Posts: 2594
Joined: Sat Jun 03, 2006 5:15 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: In An Epic Space Battle!
Contact:

Re: Can You spot the fault with the locals?

Post by Hebes24 »

Is it the same problem or a different one? Post the mungelog again.
Post Reply