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Posted: Mon Sep 25, 2006 10:17 pm
by Bac-Talan
Hmm, What's
Ipodzanyman's poll wrote:Republic: Icy Dilemma
going to be like?
(I'd remove the "Republic" from the name, put in the planets name instead.)
But my opinion is finish one first.
(plus, mandolorians are always cool)

Posted: Mon Sep 25, 2006 11:41 pm
by Ipodzanyman
I'll post screens later, it keeps on crashing and saying something stupid about terrain munge, I have no clue how to fix it, so I'll make a fresher version, and post screens....It's a ice based planet, with a sith tomb that the Republic is supposed to attain some information from, but nearby CIS droids shot their transport down, this map is totally different in idea from RDD if your wondering....

-do you guys actually like those mando skins I posted in the previous forum, or should I try to make some new ones?

Posted: Tue Sep 26, 2006 5:19 pm
by 2_lowiq_clone
Republic: Icy Dilemma
:shock: :!: :shock:

You just made my day Ipodzanyman! *faints like a sissy girl*

Posted: Tue Sep 26, 2006 6:13 pm
by Ipodzanyman
? what do you mean ? :?

Posted: Tue Sep 26, 2006 6:43 pm
by 2_lowiq_clone
Ipodzanyman wrote:? what do you mean ? :?
By saying you have a new possible map in progress! That made my day!

Posted: Tue Sep 26, 2006 6:53 pm
by Ipodzanyman
Oh, sorry I misunderstood, cool, I'm currently making an animation of the transport crashing into the planet in ZE... :wink:

Posted: Tue Sep 26, 2006 7:39 pm
by -=DE=-Nade_Master
I installed it and now I am trying to run it but i cant find it. In the Addon Folder it is called DATA. Shoudl i do somethign to that. Thanks.

Posted: Tue Sep 26, 2006 8:42 pm
by Ipodzanyman
refer to past posts..... :wink:

Posted: Wed Sep 27, 2006 2:43 am
by t3tine
cool a new map, will wait for it, good luck =)

Posted: Wed Sep 27, 2006 8:40 am
by Ipodzanyman
I followed all the instructions in the thread about ZE animations, it runs in ZE but it isn't running ingame...

Posted: Wed Sep 27, 2006 12:32 pm
by Rekubot
Did you click on the 'play when level begins' option? Also, make sure that you put it in an animation group.

Posted: Wed Sep 27, 2006 6:17 pm
by Ipodzanyman
I did all that, do I have to put it into the req folder? And if yes where?

-OFFTOPIC-
cool i'm a Brigadier General! :P

Posted: Fri Sep 29, 2006 9:53 am
by Ipodzanyman
Opened logfile BFront2.log 2006-09-29 0629
ingame stream movies\crawl.mvs

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\shell.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
ifs_autonet dedicated
AutoNet Main
AutoNet Multi
AutoNet Gamespy
AutoNet multi main
AutoNet Server
AutoNet Game Options
Updating Lobby and attempting to Launch

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\yav.lvl;yav1cw

Message Severity: 3
.\Source\Ordnance.cpp(424)
Ordnance base class "com_weap_veh_laser_ord" not found
I have the common folder in my sides, so I have no idea what's the problem.....

Posted: Fri Sep 29, 2006 10:23 am
by Protector_Pulch
Bac-Talan wrote: (I'd remove the "Republic" from the name, put in the planets name instead.)
I wouldn't do this. The "Republic:" prefix allows Ipodzanyman to introduce some kind of a "Brand", or to be a bit more precise : A sign that implies high quality maps.

Posted: Fri Sep 29, 2006 6:51 pm
by Ipodzanyman
Exactly :wink:, but I am also working on Republic Dooms Day: Ravage of Geonosis, I am thinking on making a Republic Dooms Day series...I don't know, what does everyone think? And if someone can tell me exactly how to put the animations ingame, I'd appreciate it, I followed the tutorial, so any help is great! :wink: thanks in advance.......

Posted: Fri Sep 29, 2006 9:31 pm
by Ipodzanyman
When I want an animation to start does my lua look like this?
--
-- 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()

PlayAnimation(“SHIP”)


--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()
SetUberMode(1);
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_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_ep3_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_engineer",
"rep_inf_aaylasecura",
"rep_walk_atte",
"rep_hover_barcspeeder")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_hover_stap")


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

SetupTeams{
rep = {
team = REP,
units = 46,
reinforcements = 150,
soldier = { "rep_inf_ep2_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 = 46,
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_inf_aaylasecura")


-- 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:TES\\TES.lvl", "TES_conquest")
ReadDataFile("dc:TES\\TES.lvl", "TES_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")


--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end

Posted: Fri Sep 29, 2006 9:44 pm
by Anakin609
This looks awesome (I'm downloading right now) but is there a specififc thing I need to name this file for it to work?

Posted: Fri Sep 29, 2006 11:10 pm
by Ipodzanyman
just make a folder named RDD and install it into there..... :wink: help would be appreciated.....

Posted: Sat Sep 30, 2006 1:09 pm
by Ipodzanyman
*UPDATE*

animations work, and I'll post some screens of the other map I'm working on later...

Posted: Mon Oct 02, 2006 11:20 am
by Ipodzanyman
Sorry I've been too lazy to post these....They are for my next map, "Republic Dooms Day: Ravage of Geonosis"

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