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RE: Re: RE: [WIP] }{unters assault on temple complex 66

Posted: Sat Apr 14, 2007 8:06 pm
by jango232
hey i followed those things you posted and it didnt work

Posted: Sat Apr 14, 2007 9:44 pm
by Caleb1117
How exactly did it not work?
Where there any errors in the munge log?
If not try running the BF2_modtools.exe, and post the log.
The AddUnitClass(abc, "abc_inf_pow_whatever_booga",1,7)
Line should work. :?

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Posted: Sun Apr 15, 2007 5:05 pm
by jango232
yeha there were but ive never added another extra unit so can some 1 plz do it on my lua

--
-- 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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}

--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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

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(300)
SetMaxPlayerFlyHeight (300)
SetUberMode(1)

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\\dc: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_hero_cloakedanakin",
"rep_hover_fightertank",
"rep_inf_ep2_pilot",
"rep_fly_gunship_dome")

ReadDataFile("SIDE\\dc:rep.lvl",
"rep_inf_ep2_rocketeer_chaingun")

ReadDataFile("SIDE\\dc:cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_marine",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_hover_stap",
"cis_fly_gunship_dome")

ReadDataFile("SIDE\\dc:all.lvl,
"all_inf_rifleman_snow")

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

SetupTeams{
rep = {
team = REP,
units = 60,
reinforcements = 400,
soldier = { "rep_inf_ep3_rifleman",5, 25},
assault = { "rep_inf_ep3_rocketeer",5, 15},
engineer = { "rep_inf_ep3_engineer",5, 15},
sniper = { "rep_inf_ep3_sniper",4, 15},
officer = {"rep_inf_ep3_officer",5, 25},
special = { "rep_inf_ep2_pilot",5, 7},

AddUnitClass(REP, "rep_inf_ep3_jettrooper",1,7)

},
cis = {
team = CIS,
units = 60,
reinforcements = 400,
soldier = { "cis_inf_rifleman",5, 25},
assault = { "cis_inf_rocketeer",5, 15},
engineer = { "cis_inf_engineer",5, 15},
sniper = { "cis_inf_sniper",5, 15},
officer = {"cis_inf_marine",5, 25},
special = { "cis_inf_droideka",5, 7},
}
}
AddUnitClass(CIS, "all_inf_rifleman_snow",1,7)

SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(REP, "rep_hero_cloakedanakin")


-- 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:PM2\\PM2.lvl", "PM2_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: Re: RE: [WIP] }{unters assault on temple complex 66

Posted: Sun Apr 15, 2007 6:50 pm
by Caleb1117
... thats my lua... :?

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Posted: Tue Apr 17, 2007 2:16 pm
by jango232
its ok now ive sorted it out now i can add my new units in
heres a little screen shot of the Medic unit
Image
"its ok trooper your gonna be just fine"

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Posted: Thu Apr 19, 2007 1:17 pm
by jango232
for my map im gonna have several stories too it
clone wars era: is the assault on the temple by hunter
GCW Era con: an imperial outpost legion has come under attack and is serverlly out numbered and with out support and a proper fighting force
GCW Era ctf1 & 2: an imperial shock commando dettachment is sent to the planet to confront the newlly formed rebal alliance (set between ep3 & ep4)
heres a sneek peek
An Imperial shock Commando Engineer
Image
An Imperial shock Commando la-at pilot
Image

the odfs havnt been finalised yet

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Posted: Tue May 15, 2007 4:26 pm
by jango232
imperial shock commando officer
Image
imperial shock commando heavy weapons trooper
Image

RE: Re: RE: [WIP] }{unters assault on temple complex 66

Posted: Tue May 15, 2007 4:27 pm
by jango232
douse any 1 know how i could darken my map i prefer it to be darker and not bright like this
Image

Posted: Wed May 16, 2007 2:31 am
by ARC_Trooper_phi658
new skins look cool, I'll have to give this map a try when you're done

Posted: Wed May 16, 2007 7:29 am
by Alpha
Use the lighting tab in ZE to make it darker.

By the way, how did you get the binoculars to work? I'd like to use those in my map...

Posted: Wed May 16, 2007 7:58 am
by The_Emperor
Whoa I really like those skins dude
except for the black&red normal clonetrooper ;) but the rest is great!

Posted: Wed May 16, 2007 3:09 pm
by jango232
The_Emperor wrote:Whoa I really like those skins dude
except for the black&red normal clonetrooper ;) but the rest is great!
thanks dude
ive nearlly completed it about 83% done
im havin touble at the mo with vechile spawns i spawnin the ones i wont except hailfire and others ill give a more detail help when ive sortd the other things out
Image
Image

Posted: Sat May 19, 2007 7:25 pm
by jango232
Image
Image
wokrin on the assult mode but the units are bein gay som times ll i do is copy re-name ect ect and it comeup with like 465 warninbgsupon munge snd the model dont appear plus as you can see on boba the texture dont show up on his cape cos ive have to put his odf info on vders odf but still got no texture
the assult mode will be mando vs jedi

Posted: Sat May 19, 2007 8:49 pm
by Darth_Z13
Wow! This looks a LOT better from when I first saw it! :D

Posted: Mon May 21, 2007 1:25 pm
by OOM-9
*shifty eyes*

Um.. been a while for me, but I believe you have to add the motorpool or whatever for the Hailfires as treaded vehicles.

Maybe my memory is a bit out dated...



SetMemoryPoolSize("EntityTread", 32)



Not exactly sure, it's been like a year and a half...



OOM-9

Posted: Mon May 21, 2007 6:08 pm
by jango232
in to counter the republics hired mando's the cis have hired Death Watch remenants who claim to be true Mandalorians
Lead by ex-Mandalorian and ex-jedi soilder Jago
Image
death watch remanent member
Image
jago
Image
however on assult mode you will team up to to defeat your opponents the Jedi
Image

i still gotta sort out odfs for all sides more info yet to come.....

Posted: Tue May 22, 2007 12:23 pm
by Zaborack
Jango232, please watch your double posting, all images can be in one post...

It looks good(map), but the "imperial shock commando officer"'s skin could've been a bit better.

Posted: Tue May 22, 2007 2:52 pm
by DarthD.U.C.K.
very nice skinns, but jago i s a bit too lila