Help me with droidekas spawn count

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SymbolS

Help me with droidekas spawn count

Post by SymbolS »

I am trying to make it so more than the default 4 droidekas and jet troopers can spawn at a time, I eddited the lua files, but it only makes changes(lets more than 4 spawn) for the republic jet trooper. I am sure that i munged the CIS level too, here is the lua file, please tell me if you see anything wrong:

--
-- 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"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--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: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(1000)
SetMaxPlayerFlyHeight (1000)

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("DC:SIDE\\rep.lvl",
"rep_inf_ep3_jettrooper",
"rep_hero_anakin")
ReadDataFile("DC:SIDE\\cis.lvl",
"cis_inf_droideka")


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

SetupTeams{
rep = {
team = REP,
units = 100,
reinforcements = 500,
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, 100},

},
cis = {
team = CIS,
units = 100,
reinforcements = 500,
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, 100},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- 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)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:MED\\MED.lvl", "MED_conquest")
ReadDataFile("dc:MED\\MED.lvl", "MED_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

once again, if you see anything wrong, please post it here.

=)
fat_walrus

RE: Help me with droidekas spawn count

Post by fat_walrus »

Code: Select all

-- 
-- 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"} 
cp3 = CommandPost:New{name = "cp3"} 
cp4 = CommandPost:New{name = "cp4"} 



--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: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(1000) 
SetMaxPlayerFlyHeight (1000) 

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") 
[B]ReadDataFile("dc:SIDE\\rep.lvl", [/B]
"rep_inf_ep3_jettrooper", 
"rep_hero_anakin") 
ReadDataFile("dc:SIDE\\cis.lvl", [/B]
"cis_inf_droideka") 


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

SetupTeams{ 
rep = { 
team = REP, 
units = 100, 
reinforcements = 500, 
special = { "rep_inf_ep3_jettrooper",1, 100}, 

}, 
cis = { 
team = CIS, 
units = 100, 
reinforcements = 500, 
special = { "cis_inf_droideka",1, 100}, 
} 
} 

SetHeroClass(CIS, "cis_hero_darthmaul") 
SetHeroClass(REP, "rep_hero_anakin") 


-- Level Stats 
-- ClearWalkers() 
[B]AddWalkerType(0, 100) -- special -> droidekas [/B]
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) 

SetSpawnDelay(10.0, 0.25) 
--ReadDataFile("dc:MED\\MED.lvl", "MED_conquest") 
ReadDataFile("dc:MED\\MED.lvl", "MED_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

I believe you didn't need some extra units in the SetupTeams so I deleted those. This should work. NOTE the bold-faced parts
SymbolS

RE: Help me with droidekas spawn count

Post by SymbolS »

it didnt work, have any other ideas?
fat_walrus

Post by fat_walrus »

Code: Select all

ReadDataFile("sound\\yav.lvl;yav1cw") 

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_jettrooper", 
"rep_hero_anakin") 

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_droideka") 
try this[/code]
SymbolS

Post by SymbolS »

that didnt work either, any more?
SymbolS

Re: Help me with droidekas spawn count

Post by SymbolS »

I found the mistake, lookie here


Setup Teams{
rep = {
team = REP,
units = 100,
reinforcements = 500,
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, 100},

},
cis = {
team = CIS,
units = 100,
reinforcements = 500,
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, 100},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
:twisted: AddWalkerType(0, 4) -- special -> droidekas :twisted:
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

that needs to be set also =)
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