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Unit Limits, Sound Issues, Animations, and Floating Icon Fix

Posted: Thu Sep 29, 2011 12:25 am
by JA394
Ok. Here I am again. The main quandry in my other thread has been solved. Now, I'd like to move on to these.

First up is the unit limit. I'd like to know, step-by-step, as I'm only a beginner, how to make it so only 1 Dark Trooper can be on the field at once.

Second, and this is rather minor, I'd like for someone to go into detail on how to make the sound for, say, the Republic Chaingun, work if the Chaingun is in use by the Empire. I know it has something to do with lvls, but again, I'm a beginner.

Third, and I have only encountered this once, is when I try to add the Wrist Rocket (Tried both CIS and IMP version) to the Dark Trooper, the rocket shows up, and fires from the wrist, but the animation is of... something else. (Like a grenade toss with the left hand) I'd like to know how to fix that.


Lastly, is the floating icon fix found on this site elsewhere.

First off, the download link is broken, as are many other links that go to FF. (Like the ARC Heavy Gunner and White Clone Commando)

Secondly, are there thorough instructions that come with it?

That's it for now. Thank you in advance! :maulsaber:

Re: Unit Limits, Sound Issues, Animations, and Floating Icon

Posted: Thu Sep 29, 2011 4:41 am
by DarthD.U.C.K.
first: the number of units is set in this section of your mission lua:
Hidden/Spoiler:
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
the numbers behind each class determinate how many units of it can be in the field simultaneously. to make it more dynamic there is a minimum and a maximum number you can set. so if you want only one darktroope rin the field at once give him the numbers "1,1".

third: that is because the superbattledroid has his ohn animationset with the wristshotanim that replaces the grenadethrow anim because they are both secondary weapons. you cant use the sbdroids animationset on the darktrooper though bcause his skeleton has different proportions. boba fett however has an animationset with only the writshootinganim in it so it will probably work if you give the darktrooper his anim. you have to put following line into his odf:

Code: Select all

AnimationName	= "fett"
fourth: if a link to something is broken, you can ask if somebody cna reupload it in the "The "Help me find a known PRE-EXISTING asset" topic (II)" in the released assets section.

Re: Unit Limits, Sound Issues, Animations, and Floating Icon

Posted: Thu Sep 29, 2011 7:53 am
by JA394
Thank you.

Is there a way to do the min/max Dark Trooper thing so it affects the whole game?

Re: Unit Limits, Sound Issues, Animations, and Floating Icon

Posted: Thu Sep 29, 2011 4:01 pm
by yuke5
JA394 wrote:Thank you.

Is there a way to do the min/max Dark Trooper thing so it affects the whole game?
Yep. Go down to this line in your LUA.

special = {"imp_inf_dark_trooper",1, 4},

And change the 1 to a 0 and the 4 to a 1. Those two numbers to the left of every units represent the minimum and maximum amount of units on the field at a time. For example:

sniper = {"meh_inf_sniper_unit", 2, 9},

In this map, for the side whose sniper I edited there would at least two snipers always on the map, and there would never be more then 9 snipers on the field at once.

HOWEVER

I think there might be a problem with what you are trying to do. What Battlefront does automatically is keep one unit out of the game for each class. For example, if there can only be 25 units of a particular class on the field at a time, there will actually never be more then 24 on the field because there must always be a slot open for a potential human player. So, if the max units on a field is 1, and the minimum is zero, there will never be any of that unit on the field, because the computer is keeping a slot open for the player. I don't know what would happen is a unit was set up like this:

sniper = {"rep_inf_sniper", 1, 1}

I've never tried it because it might hurt gameplay from the player's perspective, or cause the game to crash. Maybe a unit will be present and the player has to wait at the respawn screen until it dies. This is all theoretical though. I hope all of this helps! :thumbs:

EDIT: WHOOPS. I didn't read all of D.U.C.K.'s post.

What do you mean by making it affect the whole game? If you edit the LUA, the map will abide by the code you setup for all of the round. Are you making a map or a mod?

Re: Unit Limits, Sound Issues, Animations, and Floating Icon

Posted: Thu Sep 29, 2011 4:30 pm
by JA394
A side mod.

I've got the Dark Trooper up and working.

I probably should have specified better. I meant to limit the maximum number of Dark Troopers allowed to 1 (The player) for every map in the game, including custom maps and Convo Pack.

Is that possible?

Re: Unit Limits, Sound Issues, Animations, and Floating Icon

Posted: Thu Sep 29, 2011 5:02 pm
by yuke5
To my finite amount of knowledge, no. You would have to get inside all the LUA scripts that the mods used and change those. What I explained can only be used if you created the map yourself and you are editing its LUA. It also works with stock maps that use scripts you created,

Re: Unit Limits, Sound Issues, Animations, and Floating Icon

Posted: Thu Sep 29, 2011 5:31 pm
by JA394
I see... Bummer... :faint:

Well, how about my second question, about the sound? I still can't figure that one out.

Re: Unit Limits, Sound Issues, Animations, and Floating Icon

Posted: Thu Sep 29, 2011 5:44 pm
by yuke5
JA394 wrote:I see... Bummer... :faint:

Well, how about my second question, about the sound? I still can't figure that one out.
Add this line:

ReadDataFile("sound\\yav.lvl;yav1cw")
Right below or above:
ReadDataFile("sound\\tat.lvl;tat1gcw")

It'll look like this:
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("sound\\tat.lvl;tat1gcw")

That should work. I could be mistaken.

Re: Unit Limits, Sound Issues, Animations, and Floating Icon

Posted: Thu Sep 29, 2011 6:15 pm
by JA394
Where do I put those lines? In the weapon ODF?

Re: Unit Limits, Sound Issues, Animations, and Floating Icon

Posted: Thu Sep 29, 2011 6:45 pm
by yuke5
Add "ReadDataFile("sound\\yav.lvl;yav1cw")" in your LUA. "ReadDataFile("sound\\tat.lvl;tat1gcw")" should already be in there.

Re: Unit Limits, Sound Issues, Animations, and Floating Icon

Posted: Thu Sep 29, 2011 9:12 pm
by JA394
Well, I'm making a side mod, not a map, so I can't exactly do that. Unless there is some other way.

Re: Unit Limits, Sound Issues, Animations, and Floating Icon

Posted: Fri Sep 30, 2011 12:33 am
by Firefang
You still need lua files for side mods. They're what load the units into stock maps.

Re: Unit Limits, Sound Issues, Animations, and Floating Icon

Posted: Fri Sep 30, 2011 12:56 pm
by JA394
Hmm... Okay. I'll go look for the LUA files.


EDIT: Okay, I went to assets/scripts, and assets/shell/scripts, and I have no idea what I am doing. Any further advice?

Oh, and when I added the line that D.U.C.K suggested, I added it to imp_inf_dark_trooper, and imp_inf_default_dark_trooper. It didn't work. Was I supposed to add it somewhere else?