Cockpit, music, teleporter and terrain problems

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
computergeek
General
General
Posts: 770
Joined: Thu Jun 07, 2007 6:26 pm
Projects :: Halo Warthog vehicle for SWBF2
Games I'm Playing :: Bioware RPGs - Halo
xbox live or psn: No gamertag set
Location: Far Far away....

Cockpit, music, teleporter and terrain problems

Post by computergeek »

I am almost finished with my map and I'm trying to fix all the bugs so I have some questions.
1. I have the convo pack vehicles side and on some of them when you use the boost the cockpit comes towards the camera and vice versa. Is there any way to fix this? Also are cockpits new .msh files or are they just .tga's used on one universal cockpit .msh
2. At some places in my terrain I can fly through it. Can that be fixed?
3. How do you set up more than one teleporter? I can only get one to work
Here is my lua
Hidden/Spoiler:
SetUberMode(1);
SetGroundFlyerMap(1);
EnableFlyerPath("entitypath cisflyout", "entitypath repstrafe",1);

EnableSPHeroRules()
SetupAmbushTrigger("ambushregion", "ambushpath", 6, 5)

--ActivateRegion("arcgun")
--testfunction = OnEnterRegion(
-- function(region, player)
-- if [whatever callbacks you want] then
-- SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1);
-- end
-- end,
--"arcgun"
--)


OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode",
"Snipernode",
"cis_telepath")
end,
"TeleportRegion",
"TeleportSniper",
"cis-tele")
ActivateRegion("TeleportRegion", "TeleportSniper", "cis-tele")

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("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(320)
SetMaxPlayerFlyHeight (300)

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("dc:sound\\efx.lvl;efxcw")
ReadDataFile("sound\\yav.lvl;yav1cw")
--ReadDataFile("dc:SIDE\\n1.lvl",
--"all_fly_n1")
--ReadDataFile("dc:SIDE\\Kwing.lvl",
--"all_fly_kwing")
ReadDataFile("dc:SIDE\\dwarfspider.lvl",
"cis_walk_dwarfspider")
ReadDataFile("dc:SIDE\\gar.lvl",
"gar_inf_soldier",
"gar_inf_temple_vanguard",
"gar_inf_pilot",
"gar_inf_temple_soldier",
"gar_inf_vanguard")
ReadDataFile("dc:SIDE\\vehicles.lvl",
"all_fly_bwing",
"all_fly_virago",
"bes_fly_cloudcar",
"all_hover_hovernaut",
"imp_fly_tiephantom",
"all_fly_kwing",
"rep_fly_v19",
"rep_fly_obiwanstarfighter",
"all_fly_moldy_crow",
"all_fly_falcon",
"rep_fly_arc_gunship")
ReadDataFile("dc:SIDE\\all.lvl",
"all_fly_snowspeeder",
"all_fly_xwing_sc",
"all_fly_awing",
"all_fly_ywing_sc",
"all_hover_bos_combatspeeder")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_walk_atat",
"imp_fly_tiefighter_sc",
"imp_walk_atst_jungle",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_fly_tiebomber_sc",
"imp_hover_fightertank",
"imp_hover_speederbike")
ReadDataFile("dc: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_hover_barcspeeder",
"rep_fly_arc170fighter_sc",
"rep_fly_jedifighter_sc",
"rep_fly_gunship",
"rep_fly_vwing",
"rep_walk_oneman_atst",
"rep_inf_clone_commando",
"rep_walk_atte",
"rep_inf_ep2_rocketeer",
"rep_fly_ebonhawk_sc")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hover_aat",
"cis_fly_droidfighter_sc",
"cis_fly_tridroidfighter",
"cis_fly_greviousfighter",
"cis_fly_maf",
"cis_fly_droidgunship",
"cis_tread_hailfire",
"cis_tread_snailtank",
"cis_walk_spider",
"cis_hover_mtt")


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

SetupTeams{
rep = {
team = REP,
units = 175,
reinforcements = 500,
soldier = { "rep_inf_ep3_rifleman",15, 100},
assault = { "rep_inf_ep3_rocketeer",10, 15},
engineer = { "rep_inf_ep3_engineer",10, 15},
sniper = { "rep_inf_ep3_sniper",10, 15},
officer = {"rep_inf_ep3_officer",10, 15},
special = { "rep_inf_ep3_jettrooper",10, 15},

},
cis = {
team = CIS,
units = 175,
reinforcements = 500,
soldier = { "cis_inf_rifleman",15, 100},
assault = { "cis_inf_rocketeer",10, 15},
engineer = { "cis_inf_engineer",10, 15},
sniper = { "cis_inf_sniper",10, 15},
officer = {"cis_inf_officer",10, 15},
special = { "cis_inf_droideka",10, 15},
},
atm = {
team = ATM,
units = 6,
reinforcements = -1,
soldier = { "cis_inf_rifleman", 6, 6},
},
}

SetTeamName (3, "CIS")
AddUnitClass (3, "cis_inf_rifleman", 10,15)
AddUnitClass (3, "cis_inf_rocketeer", 10,15)
AddUnitClass (3, "cis_inf_officer", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)

SetTeamName (4, "GAR")
AddUnitClass (4, "gar_inf_soldier", 10,15)
AddUnitClass (4, "gar_inf_temple_vanguard", 10,15)
AddUnitClass (4, "gar_inf_temple_soldier", 10,15)
AddUnitClass (4, "gar_inf_vanguard", 10,15)
SetUnitCount (4, 15)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsEnemy(ATT,4)
SetTeamAsEnemy(4,ATT)
SetTeamAsEnemy(DEF,4)
SetTeamAsEnemy(4,DEF)

SetTeamAsEnemy(REP,5)
SetTeamAsEnemy(5,REP)
SetTeamAsEnemy(CIS,5)
SetTeamAsEnemy(5,CIS)
ClearAIGoals(ATM)
AddAIGoal(5, "Deathmatch", 100)
SetTeamName(ATM, CIS)

SetHeroClass(CIS, "rep_inf_ep2_rocketeer")
SetHeroClass(REP, "rep_inf_clone_commando")

-- 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", 225)
SetMemoryPoolSize("AmmoCounter", 1624)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", 1624)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityWalker", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 276)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 450)
SetMemoryPoolSize("UnitController", 620)
SetMemoryPoolSize("Weapon", 1622)
SetMemoryPoolSize("CommandWalker", 32)
SetMemoryPoolSize("CommandFlyer", 32)
SetMemoryPoolSize("CommandHover", 32)
SetMemoryPoolSize("WalkerBlendUnit", 105)
SetMemoryPoolSize("WalkerLegPair", 15)
SetMemoryPoolSize("SoldierAnimation", 600)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:DTM\\DTM.lvl", "DTM_conquest")
ReadDataFile("dc:DTM\\DTM.lvl", "DTM_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("dc:sound\\efx.lvl", "efxcw_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_kam_amb_start", 0,1);
SetAmbientMusic(REP, 0.8, "rep_kam_amb_middle", 1,1);
SetAmbientMusic(REP, 0.2,"rep_kam_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start", 0,1);
SetAmbientMusic(CIS, 0.8, "cis_kam_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.2,"cis_kam_amb_end", 2,1);

SetVictoryMusic(REP, "rep_kam_amb_victory")
SetDefeatMusic (REP, "all_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_kam_amb_victory")
SetDefeatMusic (CIS, "imp_tat_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(0.982625, -0.182699, -0.032146, -0.005977, 96.469330, 72.024132, 271.092987);

AddCameraShot(0.524712, -0.190674, -0.779762, -0.283357, 26.373480, 136.596024, 123.809837);
AddCameraShot(0.982625, -0.182699, -0.032146, -0.005977, 96.469330, 72.024132, 271.092987);

end

function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end

local node
if nodeIn then
node = nodeIn
else
node = 0
end

local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
if charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end
4. My custom music won't play. Is there somthing wrong in my lua?
5. I was messing with the part in the lua that is red and I was wondering what a callback is (I did a search)
I think that is all I will post more if I remember them
Thank you to all who contribute to this thread
User avatar
vampire_lord
Rebel Sergeant
Rebel Sergeant
Posts: 216
Joined: Thu Mar 20, 2008 7:02 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Mexico City
Contact:

Re: Cockpit, music, teleporter and terrain problems

Post by vampire_lord »

This is not a reply at all, but how were you be able to munge your own music? it never works for me, always "wrong format", so, if you can share the exact "recipe" it would be great.

About your terrain, lemme guess, you made a very high ledge with terrain and sometimes you just pass through? well, it seems to be a common issue, but I can't remember if there is a way to fix it other than smoothing your terrain.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Cockpit, music, teleporter and terrain problems

Post by Maveritchell »

1) That's going to be the result of cockpit tension. There's an odf parameter for it, try playing around with it.
2) Like vampire_lord said, not without smoothing your terrain out. If the terrain is too sheer, you're out of luck. (Or you could use objects for collision, but usually when terrain is sheer enough to lose collision it looks bad anyway.)
3) You need three separate functions for your regions, you can't combine them like you did.

Code: Select all

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode")
end,
"TeleportRegion")
ActivateRegion("TeleportRegion")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"cis_telepath")
end,
"cis-tele")
ActivateRegion("cis-tele")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"Snipernode")
end,
"TeleportSniper")
ActivateRegion("TeleportSniper")
Make sure you read through the scripting system doc and take a look at campaign luas to get an idea of how to actually work with functions.
4) Since we can't see your .lua, it's hard to tell, but likely there's something wrong in the way you set up your sound worlds folder. Tell you what, send me your .lua and your sound worlds folder in a .zip and I'll take a look at it and let you know what you did wrong (or you could just follow my guide carefully).
5) Again, scripting_system.doc. It's in the documentation folder in your ModTools.
computergeek
General
General
Posts: 770
Joined: Thu Jun 07, 2007 6:26 pm
Projects :: Halo Warthog vehicle for SWBF2
Games I'm Playing :: Bioware RPGs - Halo
xbox live or psn: No gamertag set
Location: Far Far away....

Re: Cockpit, music, teleporter and terrain problems

Post by computergeek »

Thank you Maveritchell and vampire_lord
Sorry for not being specific about the call backs, but what would be an example of one
Vampire_lord, I munged it in BF Builder using Mav's tut
*EDIT*
Thought of another problem I have
I have a ground map and there are flyers. The command flyers spawn units. After those units are spawned, they just sit there. They do absolutely nothing, except stand there. Can I get them to go to other ships or are they just going to be lazy and not do anything. In space maps the AI automatically go to ships. Is this some lua command or just hard coded to the Space Assault and CTF modes?
Post Reply