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Geonosis: Landing (CW XL and Conquest)

Posted: Sun Apr 09, 2006 7:36 pm
by PvtParts
Okay, so this is my first attempt at modding any game, including the scripting/mapping involved.

Some of you (very few) answered when I asked for help, and all I can say is thanks.

Although I didnt get much help, I managed to get my kinks fixed out, and even to fix the size issue on my map.

Now, I made this XL simply because XL allows more freedom when it comes to units on the map. I decided to release the conquest (which although this is my own map, I must say is rather boring on such a big terrain with so few ai) solely so I can give the low end pc users a few cookies, keep em happy and ready for my next map, Geonosis: Arena, which will be much smaller and less taxing of system resources.

So, without further adue, here are some pics for my upcoming map, Geonosis: Landing:


(dont forget to zoom, otherwise they look like they're on low res settings)

http://img145.imageshack.us/img145/6872 ... ed25sx.jpg

http://img117.imageshack.us/img117/3600 ... ed41qt.jpg

http://www.filelodge.com/files/hdd3/52024/untitled5.jpg

http://www.filelodge.com/files/hdd3/52024/untitled6.jpg

http://www.filelodge.com/files/hdd3/52024/untitled7.jpg

http://www.filelodge.com/files/hdd3/52024/untitled8.jpg

http://www.filelodge.com/files/hdd3/52024/untitled9.jpg

http://www.filelodge.com/files/hdd3/520 ... tled10.jpg

http://www.filelodge.com/files/hdd3/520 ... tled11.jpg

http://www.filelodge.com/files/hdd3/520 ... tled12.jpg

http://www.filelodge.com/files/hdd3/520 ... tled13.jpg

http://www.filelodge.com/files/hdd3/520 ... tled14.jpg

http://www.filelodge.com/files/hdd3/520 ... tled15.jpg

http://www.filelodge.com/files/hdd3/520 ... tled16.jpg

http://www.filelodge.com/files/hdd3/520 ... tled17.jpg

http://www.filelodge.com/files/hdd3/520 ... tled18.jpg

http://www.filelodge.com/files/hdd3/520 ... tled19.jpg

http://www.filelodge.com/files/hdd3/520 ... tled20.jpg

http://www.filelodge.com/files/hdd3/520 ... tled21.jpg

http://www.filelodge.com/files/hdd3/520 ... tled22.jpg

http://www.filelodge.com/files/hdd3/520 ... tled23.jpg

http://www.filelodge.com/files/hdd3/520 ... tled24.jpg

http://www.filelodge.com/files/hdd3/520 ... tled25.jpg

http://www.filelodge.com/files/hdd3/520 ... tled26.jpg

RE: Geonosis: Landing (CW XL and Conquest)

Posted: Sun Apr 09, 2006 7:53 pm
by Penguin
nice, looks alot like my geonosis map

only real difference is the number of command posts, units and terrain.

RE: Geonosis: Landing (CW XL and Conquest)

Posted: Sun Apr 09, 2006 7:56 pm
by YT-1300
from the pics it seems a little to spread out. maybe if you move cps and other objects closer to the center of the map, there will be more action and less walking "miles" to find some one. i like the set up, but its just too spread out. IMO. and it seems a little dark for a geonosis, is that cause of the cap ships or did you intend for it to be dark? i like that you add the core ship, and the hologram area. looks really good. but IMO make it lighters, and bring everything closer to togther, so everything isnt so spread out, and you can have more action... great start!!

Posted: Sun Apr 09, 2006 8:36 pm
by PvtParts
to Penguin: I hope your not accusing me of copying your map.

We are both working of the same planet from the same movie you know, the only Geonosian battlefields seen are from episode 2, and they all have core ships and fed cruisers etc etc. I added a lot, and have been working on this since long before you released your Geonosis map. Also, if the only difference is command posts, units, and terrain, aside from gameplay (which you can have no idea until you play it) what else is there to be different?

And although I asked you for your commando files, (which shows i at least played your map, making plagiarism a possibility) i only needed a match to my CIS Shadow Droid, which will be appearing in some maps that, once i make a commando, will be special ops like.

And if you werent hinting that i used your maps concepts as main ideas, then you have my apologies for being blunt.

Furthermore, even if you were accusing me off copying, after searching through my screenshots for the fed core ship image, i realized that they dont do my map justice. Once i get a release out you will see that this is nothing like yours. and actually im embarrased cause they make my map look rather boring. theres a lot more going on and once i get some touchups on it, the difference will be clear.


YT-1300 - yes the objects are spread apart, but ill give you a few reasons why it wont be a lot of just walking along trying to find units;

  • 1) there are roughly 420 units on the map at any given time, as apposed to the bf2 default of 40. Though this is comparing my map, an XL, to the default BF2 map, the gap is still quite large, and i assure you it makes for an intense battle.
    Now im sure your thinking god Diet Dr. Pepper 420 units is going to murder my system. realistically i barely took a fr hit at all. but, for the really low end comp users i included a conquest version, so theres less units.

    2) i have A LOT of vehicles. Though due to cp limits i can only have a minimal amount of at-tes ( 16 cp limit, at-te counts as a cp), i have around 16 gunships, bunches of speeders, tanks, fighters (if I CAN JUST GET THE JEDI STARFIGHTER WORKING AHGHGHG), and every thing else.

    3)there are around 100 geonosians on the map at any given time, spawning from 1 cp throughout everywhere. they will fill in any gaps i assure you.
Now, as far as lighting goes, i completly understand.

The fact is it isnt that bright around the main part, its just that the screenshots i took are overshadowed by my dozens of assault cruisers, figates, and capital ships scattered throughout the map.

Not to worry - most of the frigates and assault cruisers (if all goes well) will be animated to move through the map. so it wont always be dark.

Also, just because it bugs me that penguin says my map is practically an enlarged spin off of his, i tell you this: once i get the models/mshs/tgas in order (ive already began with base assets, you can see from this:
http://www.filelodge.com/files/hdd3/520 ... tled24.jpg
and this:
http://www.filelodge.com/files/hdd3/520 ... tled25.jpg)
there will be an interior of the core ship.

Well, im off to touch up on my map, thanks for the quick replies.

Posted: Sun Apr 09, 2006 8:56 pm
by Penguin
Sorry if it seemed i was accusing you, but i wasn't. I was just remaking how our maps look nearly the same.

If someone were copying my map, i wouldn't accuse them about it, i would be happy becouse they got ideas and liked my map.


Anyway, off from this "accusing person thing"

If you need any help with files i'm willing to help or anythign else i'm willing to help.


Also the reason why i'm not giving anyone my side files is becouse in my first map it was screwed up and took up alot of space.


PS: if theres 420 units in conquest then i don't think multiplayer will work the best

PPS: *her

Posted: Sun Apr 09, 2006 9:08 pm
by PvtParts
okay then thats good.

well, sorry for my bad grammer, i meant to say that the XL version, the one i recommend because this map is large and requires a large army to be fun, has 420 units.

I release alongside this a conquest version so that low end computer users, or 56kers, can play online or alone with minimum amout of infantry.

But basically, single player XL will be sick, lots of units, as much as the movie as i can get. Multiplayer XL is for high end only.

Single player conquest will be rather boring. But multiplayer it'll probably be fine, but turn basically into a flight map.




Well, heres the map.

Useless, but hell count the ships or something.

http://img395.imageshack.us/img395/7948/gelmap8uy.jpg


I need help with 4 things:

Dust (there is a prop geodust that gives a nice dust effect, but in order to get it you have to put a bunch of them down, which bogs down the map and i dont like.)

Sound (i have the cw era geonosis sounds, but i need the Diet Dr. Pepper starfighter sounds)

Adding units (i need the cis to have 7 units, plus a hero. HELP!!?, i know the addunitclass crap in the script, but it doesnt seem to work. ill post a copy of my script in a second)

How to set up hubs and connections.

I know how to place them, but im not sure how they work, and if theres anything i need to know before i just go setting a bunch of paths throughout my map

Posted: Sun Apr 09, 2006 10:12 pm
by Penguin
Dust: it works, just can't see it in ZE

Sound: a bug with visualmunge does this, not sure how to fix

Adding Units: waiting for lua

Hubs and Connections: all you need to do is place them around and thats all, the AI will follow them depending if they are allowed.

Posted: Sun Apr 09, 2006 10:42 pm
by Lord-Bandu
You really need to mix up the terrain textures abit. This goes for 80% of custom maps iv played. To make a realistic looking terrain you need to fill up all the slots , or atleast 6-8 . Even if you only want 1 texture ... make different layers of that texture and have each 1 a different rotation/angle and tile sizes. Then blend all the edges. If you have flyers in a map you need to do this for all the terrain ...or at least past the boundary.

Apart from that it looks and sounds pretty action packed :D

Posted: Mon Apr 10, 2006 10:51 am
by PvtParts
to bandu - yeah i have every slot filled with all the geonosis textures so that i can mix and match, and i frequently use different strengths of the paint tool (setting foreground to like 120 etc) for pretty much everything. It looks good on foot, but as you said when your up in the air, the angle doesnt do it justice. Im think i pretty much fixed that ill give some more screen shots today.

I rarely see a difference when i blend. could you guys explain the blend tool?
(i know its self-explanatory but i want to know exactly how it works, does it just lessen the contrast between textures? equalize and mix them so they are on the same level but appear as a unique texture?)

This is why i wanted to use the dust - cover up areas of any large texture.

Yeah but dont worry thats the kind of thing that bothers me I wont release a map with unless its as good as i can get it.

To penguin - i know it works ingame, but like does the direction of the arrow have any effect on the dust? and how can i get the ground to appear dusty from up in the air aswell?

The main use for dust, aside from it really does a good job of mimicing the movie affect, is cover up the end of your view distance. When in a flyer the edge of the map (so far as you can see i mean) gets a checkered black effect and crawls with you. It looks really bad. so i want to throw some dust in to get around this (and all my settings are maxed out, including view and lod distance)

Once i get some ai paths, then it will really be nice.


Heres the Lua:

(you may wonder why cps dont count up evenly - i had to delete a few so i could have atte's on my map, i deleted the unnecessary ones)

--
-- 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"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}
cp12 = CommandPost:New{name = "cp12"}
cp13 = CommandPost:New{name = "cp13"}
cp15 = CommandPost:New{name = "cp15"}
cp16 = CommandPost:New{name = "cp16"}



--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(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:AddCommandPost(cp12)
conquest:AddCommandPost(cp13)
conquest:AddCommandPost(cp15)
conquest:AddCommandPost(cp16)
conquest:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
AddAIGoal(3, "Deathmatch", 100)
AddAIGoal(4, "Deathmatch", 100)


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(1800)
SetMaxPlayerFlyHeight (1800)

SetMemoryPoolSize ("ClothData",600)
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


SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_gunship_dome",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_hero_macewindu",
"rep_walk_atte",
"rep_hover_barcspeeder",
"rep_fly_gunship")
ReadDataFile("dc:SIDE\\drd.lvl",
"drd_battledroid_geo",
"drd_battledroid_geoass",
"drd_battledroid_geocmd",
"drd_battledroid_geoeng",
"drd_battledroid_geosec",
"drd_battledroid_sb",
"drd_battledroid_geosniper",
"drd_droideka")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
"cis_hover_stap",
"cis_hover_aat",
"cis_fly_droidfighter_sc",
"cis_tread_hailfire",
"cis_walk_spider",
"cis_hero_countdooku")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian",
"geo_inf_acklay")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_chaingun_roof",
"tur_bldg_geoturret")

SetupTeams{
rep = {
team = REP,
units = 200,
reinforcements = 600,
soldier = { "rep_inf_ep2_rifleman",60, 65},
assault = { "rep_inf_ep2_rocketeer",30, 40},
engineer = { "rep_inf_ep2_engineer",30, 40},
sniper = { "rep_inf_ep2_sniper",30, 40},
officer = {"rep_inf_ep3_officer",20, 30},
special = { "rep_inf_ep2_jettrooper",30, 40},

},


cis = {
team = CIS,
units = 220,
reinforcements = 600,
soldier = { "drd_battledroid_geo",60, 65},
assault = { "drd_battledroid_geoass",30, 40},
engineer = { "drd_battledroid_geoeng",30, 40},
sniper = { "drd_battledroid_sb",20, 30},
officer = { "drd_battledroid_geocmd",20, 30},
special = { "drd_droideka",30, 40},
}
}


AddUnitClass(CIS, "drd_battledroid_geosniper",30,40)

--Geonosians------------------------
SetTeamName (3, "locals")
AddUnitClass (3, "geo_inf_geonosian", 100)
SetUnitCount (3, 70)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(ATT,3)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)
------------------------------------

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



-- Level Stats
ClearWalkers()
AddWalkerType(0, 40) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 3) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("CommandWalker", 3)
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:GEL\\GEL.lvl", "GEL_conquest")
ReadDataFile("dc:GEL\\GEL.lvl", "GEL_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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")

SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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(0.897058, -0.103776, -0.426709, -0.049364, -1624.903198, 336.975311, -1536.692993);

end


Posted: Mon Apr 10, 2006 11:07 am
by PvtParts
double post to space this crap out -

EDIT: FIXED

The error, of all things, means that it ran out of names for my objects, I need to un-name some objects.

Who would've thought.

Thanks PAN-Fnord



Okay so the most useful debugging tool ever is BF2modtools.

I figured out that basically in the error log the serious trouble makers fall under Message Severity: 3 and up. I have been lucky and havent had any Message Severity: 5's or 4's, just a couple easily fixable 3's.

As soon as i correct these 3's, my map works again. But lately there is one 3 that I cant figure out how to correct.
Message Severity: 3
.\Source\StringDB.cpp(54)
String pool is full: 32768 pool is not big enough!

I dont know which memory pool this is refering to, so i cant change it. This is a job for PAN-ford, but hes not here so ill throw it to you all..

anyone have a clue what this is?

Posted: Mon Apr 10, 2006 6:36 pm
by Penguin
okay, heres a fixed version of your 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"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}
cp12 = CommandPost:New{name = "cp12"}
cp13 = CommandPost:New{name = "cp13"}
cp15 = CommandPost:New{name = "cp15"}
cp16 = CommandPost:New{name = "cp16"}



--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(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:AddCommandPost(cp12)
conquest:AddCommandPost(cp13)
conquest:AddCommandPost(cp15)
conquest:AddCommandPost(cp16)
conquest:Start()

AddAIGoal(1, "Deathmatch", 1000)
AddAIGoal(2, "Deathmatch", 1000)
AddAIGoal(3, "Deathmatch", 1000)



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(1800)
SetMaxPlayerFlyHeight (1800)

SetMemoryPoolSize ("ClothData",600)
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


SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_gunship_dome",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_hero_macewindu",
"rep_walk_atte",
"rep_hover_barcspeeder",
"rep_fly_gunship")
ReadDataFile("dc:SIDE\\drd.lvl",
"drd_battledroid_geo",
"drd_battledroid_geoass",
"drd_battledroid_geocmd",
"drd_battledroid_geoeng",
"drd_battledroid_geosec",
"drd_battledroid_sb",
"drd_battledroid_geosniper",
"drd_droideka")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
"cis_hover_stap",
"cis_hover_aat",
"cis_fly_droidfighter_sc",
"cis_tread_hailfire",
"cis_walk_spider",
"cis_hero_countdooku")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian",
"geo_inf_acklay")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_chaingun_roof",
"tur_bldg_geoturret")

SetupTeams{
rep = {
team = REP,
units = 255,
reinforcements = 600,
soldier = { "rep_inf_ep2_rifleman",60, 65},
assault = { "rep_inf_ep2_rocketeer",30, 40},
engineer = { "rep_inf_ep2_engineer",30, 40},
sniper = { "rep_inf_ep2_sniper",30, 40},
officer = {"rep_inf_ep3_officer",20, 30},
special = { "rep_inf_ep2_jettrooper",30, 40},

},


cis = {
team = CIS,
units = 285,
reinforcements = 600,
soldier = { "drd_battledroid_geo",60, 65},
assault = { "drd_battledroid_geoass",30, 40},
engineer = { "drd_battledroid_geoeng",30, 40},
sniper = { "drd_battledroid_sb",20, 30},
officer = { "drd_battledroid_geocmd",20, 30},
special = { "drd_droideka",30, 40},
}
}


AddUnitClass(CIS, "drd_battledroid_geosniper",30,40)

SetHeroClass(CIS, "cis_hero_countdooku")
SetHeroClass(REP, "rep_hero_macewindu")
--Geonosians------------------------
SetTeamName (3, "locals")
AddUnitClass (3, "geo_inf_geonosian", 100)
SetUnitCount (3, 100)
AddAIGoal(3, "Deathmatch", 1000)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(ATT,3)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)
------------------------------------





-- Level Stats
ClearWalkers()
AddWalkerType(0, 40) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 3) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("CommandWalker", 3)
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:GEL\\GEL.lvl", "GEL_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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")

SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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(0.897058, -0.103776, -0.426709, -0.049364, -1624.903198, 336.975311, -1536.692993);

end








your problem was you add a few lines that you diddn't need and also for your cis team you had the unit count on 220

but the max count of all the units for the cis team ((including the addunitclass)) was 285, meaning it only did the first 5 people and a bit of the 6th person, and had no more room for units for the 7th guy.

Posted: Mon Apr 10, 2006 7:05 pm
by PvtParts
thanks man.

okay well now that ive got my map and the extra person working...

im working on the new republic side.

I plan to include every rank and all the main commanders. right now i need a commander cody skin and ill be set.

for this map i will have loads of units, but im not sure how im going to make them class based..

the cis is relativly easy because they arent ranked (with the exception of commander) they are organized by task. the republic on the other hand is organized by rank.

one thing that stumped me was who should my commander be for this map?

i think its going to be appo. the 501st was listed as active in the battle of geonosis (http://en.wikipedia.org/wiki/Battle_of_Geonosis). obviously appo will be using the ep2 clone commander skin (same look as regular trooper, except orangy-yellow markings, more orange than the ep2 clone pilot).

if someone has an accurate commander who was at the battle of geonosis i'll gladly use him...[/url]

Posted: Mon Apr 10, 2006 7:26 pm
by Åkër
Well, you could just take the normal ARC skin and recolor it red.

Posted: Mon Apr 10, 2006 8:29 pm
by PvtParts
Yeah, well as a matter of fact I plan on making the ARC troopers actually be more like, well, ARC troopers, instead of just anti-armor.

But i will consider all advice..

what i was looking for though is a commander. each of my maps will have a commander, with a name. so, for instance, saleucami will have neyo and faie,
kashyyyk will have gree, etc etc.

so i was looking for a name for the geonosis commander.

Posted: Tue Apr 11, 2006 5:44 am
by Alex533
At Geonosis no clones had names they were all numbers. And there was multiple commanders.

Posted: Tue Apr 11, 2006 10:50 am
by PvtParts
Good idea. I will find Appo's ID number and use that.

i just realized this - most if not all of the first 'batch' clones commanders would have been present at the battle of Geonosis.

I was considering using Alpha since hes like the main man

Posted: Wed Apr 12, 2006 2:08 pm
by Neon
Are you going to try converting the geonosian starfighter?
And maybe you could ask that dwarf spider droid from psyko ...

Just sharing ideas here :)

Posted: Wed Apr 12, 2006 2:39 pm
by PvtParts
psyco has a dwarf spider?

hell yeah ill ask him.

right now im working on 2 maps -

the one here Geonosis: Landing, which is going to be a vehicle map, lots of units, and Geonosis: Engagement, which is a lot smaller, and is basically the battle for the spire. (i took the great spire out of geonosis: landing)

currently i need help on this:

how to get sound for starships.

i havent really spent much time on the tut mentioned in the everything you need thread, but it would make it much easier if someone could explain it here in laymens terms so im not so confused!

Ill work on the geonosian starfighter, but im not going to release it unless i can do a few things - 1, make it shoot a purple laser, and 2, have accurate sounds (im not releasing these maps till i get the sounds right, well i might put out a beta but probably not)

Posted: Sun Apr 16, 2006 2:39 pm
by PvtParts
Anyone know how to fix this?


soundflmunge.exe : Error : Unable to open file streams\Amb_SpaceRebHngr01_fnt.wav - while munging C:\BF2_ModTools\data_GEL\Sound\worlds\gel\spa.st4
soundflmunge.exe : Error : Unable to open file streams\Amb_SpaceRebHngr01_fnt.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\worlds\gel\spa.st4
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\worlds\gel\spa.st4 - while munging C:\BF2_ModTools\data_GEL\Sound\worlds\gel\spa.st4
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_GEL\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_GEL\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell.sfx



1st Release very soon. maybe later today/

Posted: Sun Apr 16, 2006 4:45 pm
by Penguin
ignore that, its all lies, LIES I TELL YOU.

((Visual munge will aways coem up with those "errors" when you munge sound