Page 1 of 2

Mon Calamari: City coming.

Posted: Wed Nov 12, 2008 5:50 pm
by fiddler_on_the_roof
Currently, I'm working on the Mon Cal map, hopefully I will be Done soon. Any ideas would be great appreciated.

map description. basically it is 4 cps in 4 kamino mush_platforms, and a 5th one in a radar facility suspended above the map. all the assets will be from original SWBF2, besides possibly ut-ats and some republic artillary guns.

thanks

P.S. off-topic How do I take screenshots in zeroeditor, and battlefront 2? I've been looking, but I've found nothing. as soon as I know, I will post pictures/screenshots.

Re: Mon Calamari: City coming.

Posted: Wed Nov 12, 2008 5:53 pm
by AceMastermind

Re: Mon Calamari: City coming.

Posted: Thu Nov 13, 2008 2:09 am
by Nova Hawk
Looks interesting.

Off topic: Everybody seems to be having Commander Cody as their avatar these days... kinda odd..

Re: Mon Calamari: City coming.

Posted: Thu Nov 13, 2008 3:06 am
by AQT
What looks interesting? :? There aren't any screenshots.

Re: Mon Calamari: City coming.

Posted: Sat Nov 15, 2008 8:43 am
by fiddler_on_the_roof
AQT wrote:What looks interesting? :? There aren't any screenshots.


I know. As soon as I know how to get screenshots on Zeroeditor or Battlefront 2, I will post screenshots.

Re: Mon Calamari: City coming.

Posted: Sat Nov 15, 2008 10:42 am
by (RAPTOR)BENSTWO{SGT}
You arn't allowed even to show zero edit pictures. It has to be in-game shots. :(

Re: Mon Calamari: City coming.

Posted: Sat Nov 15, 2008 10:46 am
by elfie
All you have to do for screenshots is press print screen next to scroll lock on your keyboard and then go to C:/ProgramFiles/Star Wars BattlefrontII/Gamedata/Screenshots open up the picture you just took, save it in .jpg format, upload it on photobucket, make your post with the URL of the image pasted inside of the [img] button. Sounds hard but it isn't.

Re: Mon Calamari: City coming.

Posted: Sat Nov 15, 2008 10:53 am
by (RAPTOR)BENSTWO{SGT}

Re: Mon Calamari: City coming.

Posted: Sat Nov 15, 2008 11:00 am
by fiddler_on_the_roof
Thanks guys.

Screenshots are coming.

I'm just switching the map to be 2 Mush_platforms, to make the map smaller, otherwise, it would be way to big.

Re: Mon Calamari: City coming.

Posted: Sat Nov 15, 2008 11:15 am
by Commander_Fett
Sounds pretty cool. Whenever I tried to use Kamino assets my maps had a lot of object placement errors.

Re: Mon Calamari: City coming.

Posted: Sat Nov 15, 2008 12:03 pm
by fiddler_on_the_roof
Here are some screenshots from zeroeditor, when i tried to load the map in SWBF2, it crashed.

Basically, the mush_platform shown has a winding "staricase" of tantive halways, all the way up to the top. The other mush_platform just has the mush_platform interior, but you will be able to get on it's roof, via the other platform, and a bridge between the two platforms.

Re: Mon Calamari: City coming.

Posted: Sat Nov 15, 2008 1:21 pm
by Delta 47
Looks cool but is kind of hard to see what it looks like in those pics because their taken from far away.

Re: Mon Calamari: City coming.

Posted: Sat Nov 15, 2008 1:41 pm
by fiddler_on_the_roof
I'll get closer pics soon, but I had to restart the map because a sibling deleted a part of the data the map needs. The new map will be practically the same. I'm hoping to have a beta version out by the middle of December.



How do I delete objects. I've looked through the tutorials, and found nothing. If I missed it in the tutorials, where are the instructions, or how do I do it.

The map is crashing now, and I need to delete objects to see what is causing the crash.

Re: Mon Calamari: City coming.

Posted: Sat Nov 15, 2008 5:21 pm
by FragMe!
select object press delete, I know it is simplistic in its function but at least it isn't one thing ZE didn't try to complicate too much :D

Re: Mon Calamari: City coming.

Posted: Sat Nov 15, 2008 5:37 pm
by fiddler_on_the_roof
Thank you for helping me out again.

Also, are there any ideas on what I should try to stop the map from crashing.

that and any suggestions for the map would be great!!!!


EDIT
I think I've found something, it may be the problem, it may not be. When I munge the level, it says cannot find ***c.con BAR skipping, would this cause the problem?

If this is the problem, how could I fix it?


Double posting is against the RULES please use the Edit button - Staff

Re: Mon Calamari: City coming.

Posted: Sat Nov 15, 2008 5:44 pm
by obiboba3po
fiddler_on_the_roof wrote:I think I've found something, it may be the problem, it may not be. When I munge the level, it says cannot find ***c.con BAR skipping, would this cause the problem?

If this is the problem, how could I fix it?
its a lua script error, please post youre ***c_con.lua here. (put it in a code then hide it so its easy to read) :yes:

Re: Mon Calamari: City coming.

Posted: Sat Nov 15, 2008 5:51 pm
by fiddler_on_the_roof
It doesn't crash anymore. I removed the tantive doors and blastdoors.

here is the lua
Hidden/Spoiler:
[code]--
-- 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(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_ep2_jettrooper_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep2_jettrooper_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep2_jettrooper_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep2_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},
}
}

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:MCC\\MCC.lvl", "MCC_conquest")
ReadDataFile("dc:MCC\\MCC.lvl", "MCC_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
[/code]


And also, how do I edit how many points it takes for you to unlock a unit, e.g. rep_inf_ep2_jettrooper_rifleman ?

Re: Mon Calamari: City coming.

Posted: Sat Nov 15, 2008 6:01 pm
by Sky_216
Need to edit the sides, or do some lua scripting.
For lua scripting I'm pretty sure you'd do this:

--goes under the "function ScriptPostLoad()" line
SetClassProperty("rep_inf_ep2_jettrooper_rifleman", "PointsToUnlock", 12)
--(change the 12 to whatever you want)

Re: Mon Calamari: City coming.

Posted: Sat Nov 15, 2008 8:17 pm
by knuckles-san
Make the map compatible with the conversion pack's KOTOR era and I'll give it a download when your finished :)

Other then that, sounds great :D

Re: Mon Calamari: City coming.

Posted: Sat Nov 15, 2008 8:26 pm
by fiddler_on_the_roof
I would have the KOTOR era on there, but I don't have the files for it, and I can't use rar files.
If you have the files, please up load them as zip so I can put the era on, and so that you can download it.

Also, I'm using the ep2 jet trooper that has a sniper-rifle, but the jet-pack doesn't work. Here is the .odf file.
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "rep_inf_default_jettrooper"

[Properties]
Label = "Jet Trooper"
UnitType = "trooper"
IconTexture = "rep_htrooper_icon"

GeometryName = "rep_inf_jettrooper"
GeometryLowRes = "rep_inf_jettrooper_low1"
FirstPerson = "REP\repjettp;rep_1st_jettrooper"
MaxHealth = 300.0
JetJump = "0.0" //7 //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "0.0" //Acceleration while hovering.
//JetEffect = "rep_sfx_jetpack"
//JetType = "hover"
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "1.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "1.0" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "1.04" //minimum fuel to perform a jet jump(fuel is 0 to 1)

WEAPONSECTION = 1
WeaponName1 = "rep_weap_inf_sniper_rifle"
WeaponAmmo1 = 7

WEAPONSECTION = 2
WeaponName2 = "rep_weap_inf_pistol"
WeaponAmmo2 = 0

WEAPONSECTION = 3
WeaponName3 = "rep_weap_inf_thermaldetonator"
WeaponAmmo3 = 2
WeaponChannel3 = 1

VOUnitType = 122
[/code]
What do I do so that the unit can fly.

And, where do I edit how many points you need to unlock the unit, its not in my lua or at least I did't see it.