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Problem adding Clone Commando source files! [Solved]

Posted: Sun Oct 01, 2006 1:31 pm
by XXXNewbie666XXX
HI! guys.....

As can you see i'm new on this (modding, editing, etc.)

Well my problem is how i can create the side of the Clone Commando pack, uploaded for Majin.....

I don't know if i'm doing this correctly:
Step 1:
1.-Create a map (i know that)
2.-Create a "Side" in the folder "data_XXX\Sides....
3.-The name of my side is "rep" for example....
4.-In this folder (rep) i set the following folders:"effects, msh, odf, sound"
5.-This is the step that i don't understand: In the folder msh, i found 2 folders more called "Clone Commando Files" and "Imperial Clone Commando" What i must do with these folders?????

I hope that answer me soon.....

P.S.:Sorry but my english is very bad... :oops:

RE: Clone Commando Source Files HELP!!!!!!!!!!!!!!!

Posted: Sun Oct 01, 2006 1:51 pm
by Darth_Z13
Dude use the search button. I got Majin's commando working a while ago and many people had problems. http://files.filefront.com/Commando_Wor ... einfo.html
There's the limk to getting those working files. Load it up in your LUA like this:

ReadDataFile("dc:SIDE\\maj.lvl",
"maj_inf_clone_commando")

Okay?

RE: Clone Commando Source Files HELP!!!!!!!!!!!!!!!

Posted: Sun Oct 01, 2006 1:59 pm
by XXXNewbie666XXX
Ok man i'll download it and i 'll test it THANKS......

RE: Clone Commando Source Files HELP!!!!!!!!!!!!!!!

Posted: Sun Oct 01, 2006 2:00 pm
by Darth_Z13
Oh yeah. Sorry about not welcoming you but I don't do it often..........

Welcome to Gametoast!

PS: Your english seems fine to me.

RE: Clone Commando Source Files HELP!!!!!!!!!!!!!!!

Posted: Sun Oct 01, 2006 3:19 pm
by XXXNewbie666XXX
Thanks this community is the best on the Internet....

By the way i'm munging the Clone Commando but how i can play with this trooper?????

I don't know so much about this.....

RE: Clone Commando Source Files HELP!!!!!!!!!!!!!!!

Posted: Sun Oct 01, 2006 3:27 pm
by Hebes24
go to data_***\common\scripts\*** (*** = 3 letter mod ID ) and open up the ***c_con.lua located there.

Scroll down, and you should see something like this somewhere:
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_sniper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_officer",
"rep_hero_obiwan")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_hero_darthmaul",
"cis_inf_droideka")
add this beneath it:
ReadDataFile("dc:SIDE\\[name of clone commando's side].lvl
"[clone commando's odf name]")
Replace [name of clone commando's side] wit the name of the clone commando's side.
Replace [clone commando's odf name] with the clone commando's odf name. (like rep_inf_clone_commando or whatever it is)

RE: Clone Commando Source Files HELP!!!!!!!!!!!!!!!

Posted: Sun Oct 01, 2006 3:43 pm
by XXXNewbie666XXX
Oh thanks Darth_Z13 and Hebes24....

Is normal that the mungen procees on the Clone Commando takes 30 min. or more??????

RE: Clone Commando Source Files HELP!!!!!!!!!!!!!!!

Posted: Sun Oct 01, 2006 4:01 pm
by Darth_Z13
Ya, the commando is way over the poly limit (Teancum said that) ...I personally have NO idea what that means but yes it's very normal for the commando to take anywhere from 30 minutes to an hour and a half.

RE: Clone Commando Source Files HELP!!!!!!!!!!!!!!!

Posted: Sun Oct 01, 2006 4:11 pm
by XXXNewbie666XXX
What the hell.....!!!!!

My Clone Commando doesn't appear.....

I do all step by step.....


I 'll continue trying....

RE: Clone Commando Source Files HELP!!!!!!!!!!!!!!!

Posted: Sun Oct 01, 2006 4:15 pm
by Darth_Z13
OK dude, don't swear. It's against the rules. Let me see your LUA and BFront2 log file.

RE: Clone Commando Source Files HELP!!!!!!!!!!!!!!!

Posted: Sun Oct 01, 2006 6:15 pm
by XXXNewbie666XXX
Sorry i was excited......

Ok these are:
Hidden/Spoiler:
--
-- 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_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("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("dc:SIDE\\maj.lvl",
"maj_inf_clone_commando")

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



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},
}
}

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:XXX\\XXX.lvl", "XXX_conquest")
ReadDataFile("dc:XXX\\XXX.lvl", "XXX_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

RE: Clone Commando Source Files HELP!!!!!!!!!!!!!!!

Posted: Sun Oct 01, 2006 6:23 pm
by t551
You need to add it to your team (so far, you've only loaded into memory). Put a new entry calling the commando in the republic SetUpTeams section.

RE: Clone Commando Source Files HELP!!!!!!!!!!!!!!!

Posted: Sun Oct 01, 2006 6:30 pm
by XXXNewbie666XXX
So i have to put my trooper in my SetUpTeams like this:
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},
COMMANDO = {"maj_inf_clone_commando" ,1, 4},

RE: Clone Commando Source Files HELP!!!!!!!!!!!!!!!

Posted: Sun Oct 01, 2006 8:12 pm
by t551
I'm not sure if the designation "COMMANDO" will work, but yeah, that's the general idea.

RE: Clone Commando Source Files HELP!!!!!!!!!!!!!!!

Posted: Sun Oct 01, 2006 8:38 pm
by Dabrowski
no. to add a unit class and unit you gotta do this...
soldier = { "cis_inf_marine",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_pilot",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_engineer",1, 4},
special = { "cis_inf_droideka",1, 4},
},
}

AddUnitClass(CIS, "cis_inf_rifleman",2, 4)
AddUnitClass(REP, "rep_inf_ep2_rocketeer_chaingun",0, 1)


SetHeroClass(CIS, "cis_hero_countdooku")
SetHeroClass(REP, "rep_hero_obiwan")


-- Level Stats

RE: Clone Commando Source Files HELP!!!!!!!!!!!!!!!

Posted: Mon Oct 02, 2006 6:39 pm
by XXXNewbie666XXX
Ok let me thing.....

I must add a unit class, set REP or CIS depending of my Commando.....
Well i'll test it..... Thanks for the advices guys.....


Its work cool, but i have a problem.....

This no have sound, and when i press the "V" button (camera to 1ยบ person) the models of the guns doesn't appear.....

EDIT
Sorry by the double post but i forgot that:

WARNING[PC_modelmunge msh\RC_inf.msh]:RC_inf has 8694 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_1st_dc15st.msh]:rep_1st_dc15st has 1220 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_weap_dc15st.msh]:rep_weap_dc15st has 1220 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_weap_dc17sniper.msh]:rep_weap_dc17sniper has 1129 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 4 Warnings

What is it????I have no problem with the weapons.....

Posted: Mon Oct 02, 2006 7:17 pm
by -_-
Any thread names THAT HAS A WORD IN ALL CAPS WILL BE LOCKED. But I'll let it slip this time. No !!!!!!!'s x 10 either.

Posted: Mon Oct 02, 2006 7:23 pm
by Darth_Z13
Warnings don't matter, only errors....

Off Topic: "Face", if you read this then sorry about the crap post and it won't happen again.

Re: RE: Clone Commando Source Files HELP!!!!!!!!!!!!!!!

Posted: Mon Oct 02, 2006 7:25 pm
by Dabrowski
XXXNewbie666XXX wrote:Sorry by the double post but i forgot that:

WARNING[PC_modelmunge msh\RC_inf.msh]:RC_inf has 8694 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_1st_dc15st.msh]:rep_1st_dc15st has 1220 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_weap_dc15st.msh]:rep_weap_dc15st has 1220 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_weap_dc17sniper.msh]:rep_weap_dc17sniper has 1129 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 4 Warnings

What is it????I have no problem with the weapons.....
Don't worry, its not a big problem. If you munge a side, your almost guarenteed to get these warnings. Unless I'm wrong, theres nothing you can do about it, and nor could you.

Posted: Mon Oct 02, 2006 7:32 pm
by XXXNewbie666XXX
Thanks......

But i still have the problem with the sound, somebody know how i can make work it?????