In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.
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SBF_Dann_Boeing
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by SBF_Dann_Boeing » Sun Feb 04, 2007 3:29 pm
this is something that i've been trying to find out for a while.
how do you increase the default kill limit for eli? Is this even possible?
RC-1290
Post
by RC-1290 » Sun Feb 04, 2007 4:00 pm
Kill llimit? What kill limit? I hope you don''t mean the reinforcements....
SBF_Dann_Boeing
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by SBF_Dann_Boeing » Sun Feb 04, 2007 4:03 pm
yes the thing /180 and /180 thing at the top in ELI mode. i can do this easily in con but i have no clue how to fix this in ELI.
Darth_Z13
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by Darth_Z13 » Sun Feb 04, 2007 4:07 pm
You change it ingame. You choose it in the Assualt tab in Instant Action.
SBF_Dann_Boeing
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by SBF_Dann_Boeing » Sun Feb 04, 2007 6:25 pm
hmm....ok, i was hoping for a wider range than that...oh well...
shade...
Post
by shade... » Sun Feb 04, 2007 6:35 pm
SBF_Dann_Boeing wrote: this is something that i've been trying to find out for a while.
how do you increase the default kill limit for eli? Is this even possible?
hehehe. clueless fools. i did a little thing called thinking.
Code: Select all
team = ALL,
units = 32,
reinforcements = -1,
you CAN do that. i think. because i put the eli/hunt settings into my world and works fine. all you got to do is ADD a line.
see this little thing:
Code: Select all
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
thats called scriptcb. usually it would be ObjectiveConquest on a normal basis right? change it to ObjectiveTDM. it tranforms the main mode into a hunt/elimination type game. bewarned, it still has a counter...
hope u found what ur looking for. the counter who knows
OR- you can look in objectivetdm yourself and find what your looking for! its just below the "Scripts" section!
CHECK IT OUT. THAT SETS UP EVERYTHING! i think
SBF_Dann_Boeing
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by SBF_Dann_Boeing » Sun Feb 04, 2007 7:17 pm
no thats there by default. what if i did the opposite tho and gave it a conquest objective but the mode would still be eli? also would i still be able to have extra units?
shade...
Post
by shade... » Sun Feb 04, 2007 8:26 pm
Schizo
Post
by Schizo » Sun Feb 04, 2007 9:02 pm
This part:
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end
Change all the 100s to whatever number you want. I'm not guaranteeing it'll work (I haven't tried it yet), but that's my best educated guess on how you would do it.
[RDH]Zerted
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by [RDH]Zerted » Sun Feb 04, 2007 9:12 pm
If you want to ignore the server settings, you can directly set the reinfocrement count for any team. You would do this inside ScriptPostLoad(). I think the function is:
SetReinforcementCount( <team number> , <new count> )
I would not recommend doing this because some people might not want to play your map for that long. Instead, you could get the current count:
GetReinforcementCount(<team number> )
and double it. That way, your count is larger, but server admins can still tweak how long they want the map to run.
SBF_Dann_Boeing
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by SBF_Dann_Boeing » Sun Feb 04, 2007 10:08 pm
so like this?
SetReinforcementCount(1, 500)
SetReinforcementCount(2, 500)
SBF_Dann_Boeing
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by SBF_Dann_Boeing » Sun Feb 04, 2007 10:53 pm
this doesnt seem to work
[RDH]Zerted
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by [RDH]Zerted » Mon Feb 05, 2007 12:54 am
That should work. Post your Lua.
Darth_Z13
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by Darth_Z13 » Mon Feb 05, 2007 5:14 pm
shade... wrote:
hehehe. clueless fools. i did a little thing called thinking.
Code: Select all
team = ALL,
units = 32,
reinforcements = -1,
That was sorta mean calling us clueless. We've been here longer than you have. And changing the -1 to 500 or whatever should work.
SBF_Dann_Boeing
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by SBF_Dann_Boeing » Mon Feb 05, 2007 6:11 pm
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 500,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2",
isUberMode = true,
uberScoreLimit = 500, multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()
SetReinforcementCount(1, 500)
SetReinforcementCount(2, 500)
SetUberMode(1)
AddAIGoal(1, "Deathmatch", 500)
AddAIGoal(2, "Deathmatch", 500)
end
---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo
ReadDataFile("ingame.lvl")
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
SetMaxFlyHeight(250)
SetMaxPlayerFlyHeight (250)
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("DC:SIDE\\all.lvl",
"all_inf_rifleman_snow",
"all_inf_rocketeer_snow",
"all_inf_sniper_snow",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee_snow",
"all_hero_luke_jedi",
"all_hover_combatspeeder",
"all_fly_snowspeeder",
"all_fly_xwing_sc")
ReadDataFile("DC:SIDE\\imp.lvl",
"imp_inf_rifleman_snow",
"imp_inf_rocketeer_snow",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_hover_fightertank",
"imp_hover_speederbike",
"imp_walk_atst",
"imp_fly_tiefighter_sc",
"imp_fly_tieinterceptor",
"imp_fly_tiefighter_sc",
"imp_fly_tieinterceptor",
"imp_fly_destroyer_dome" )
ReadDataFile("DC:SIDE\\fal.lvl",
"fal_fly_falcon")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")
SetupTeams{
all = {
team = ALL,
units = 150,
reinforcements = 500,
soldier = { "all_inf_rifleman_snow",60, 65},
assault = { "all_inf_rocketeer_snow",50,55},
engineer = { "all_inf_engineer",3,7},
sniper = { "all_inf_sniper_snow",3,7},
officer = { "all_inf_officer",3,7},
special = { "all_inf_wookiee_snow",3,7},
},
}
AddUnitClass(ALL,"all_hero_luke_jedi", 1,2)
SetupTeams{
imp = {
team = IMP,
units = 150,
reinforcements = 500,
soldier = { "imp_inf_rifleman_snow",60, 65},
assault = { "imp_inf_rocketeer_snow",50,66},
engineer = { "imp_inf_engineer",3,7},
sniper = { "imp_inf_sniper",3,7},
officer = { "imp_inf_officer",3,7},
special = { "imp_inf_dark_trooper",3,7},
},
}
AddUnitClass(IMP, "imp_hero_bobafett",1,2)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, -- 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", 42)
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:RVT\\RVT.lvl", "RVT_conquest")
SetDenseEnvironment("false")
-- Sound Stats
ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)
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\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
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, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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")
SetAttackingTeam(ATT)
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
[/code]
thats my RVTg_eli script.
SBF_Dann_Boeing
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by SBF_Dann_Boeing » Tue Feb 06, 2007 11:09 pm
did insert this right? or is the spacing wrong for it?
SBF_Dann_Boeing
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by SBF_Dann_Boeing » Thu Feb 08, 2007 10:41 pm
Nvm, I was able to get help from teancum and got it fixed so problem solved.