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Re: Local Sides Problem

Posted: Mon Jul 13, 2009 4:02 pm
by Fierfek
Par3210 wrote:I... I...DANGIT! I'll test a new unit to see if it works! Well done 4 the discovery everyone!
Next time, you should check what units are availabe, just to make sure you are not making up a unit (like all_inf_bothan, which doesn't exist - it is all_inf_officer).

Re: Local Sides Problem

Posted: Mon Jul 13, 2009 4:04 pm
by Par3210
OK Fierfek. Thanks for contributing, I think I wouldn't be very far in adding local sides without you and the others! :mrgreen: :mrgreen: :mrgreen:
EDIT: Listen everyone. Will having the invisible spawn above ground where people can see it affect locals spawning? Because my local spawn 2 is visible above ground.

Re: Local Sides Problem

Posted: Mon Jul 13, 2009 4:21 pm
by Fierfek
Par3210 wrote:OK Fierfek. Thanks for contributing, I think I wouldn't be very far in adding local sides without you and the others! :mrgreen: :mrgreen: :mrgreen:
EDIT: Listen everyone. Will having the invisible spawn above ground where people can see it affect locals spawning? Because my local spawn 2 is visible above ground.
The actual position of the command post object shouldn't effect the game, but moving the spawn path will. Moving it above ground shouldn't change anything.

Re: Local Sides Problem

Posted: Mon Jul 13, 2009 4:22 pm
by FragMe!
You can put those cps below ground it doesn't matter as long as the spawn path is above ground. As a matter of fact you may want to put it way below (well not way) ground so they aren't seen.

DOH beat to the punch

Re: Local Sides Problem

Posted: Mon Jul 13, 2009 4:24 pm
by Fierfek
FragMe! wrote:DOH beat to the punch
haha. I've done that before.

Re: Local Sides Problem

Posted: Mon Jul 13, 2009 4:28 pm
by Par3210
lol. Included you both, and fres, in the readme. I'm releasing this version as a Version 1.0. Improving in version 1.1.
Thanks to everyone on GT for support and help.

Re: Local Sides Problem

Posted: Mon Jul 13, 2009 4:31 pm
by Fierfek
Par3210 wrote:lol. Included you both, and fres, in the readme. I'm releasing this version as a Version 1.0. Improving in version 1.1.
Thanks to everyone on GT for support and help.
Looking forward to seeing it. I saw the pics from Zeroeditor - the level looks awesome!
Your welcome for the help. Thanks for including me in the readme.
Vore Ent'ye, burc'ya!
Thank you, friend.

Re: Local Sides Problem [Solved]

Posted: Mon Jul 13, 2009 4:42 pm
by Par3210
:P :D :wink: Now this sentence makes me happy. I can't believe someone like you would say that to me, I'm only a junior modder!

Re: Local Sides Problem [Solved]

Posted: Mon Jul 13, 2009 4:45 pm
by Fierfek
Par3210 wrote::P :D :wink: Now this sentence makes me happy. I can't believe someone like you would say that to me, I'm only a junior modder!
Dude, I'm only a junior modder too! I'm actually not that fantastic at modding, but I like to help. :D
My pleasure to help you. Looking forward to the release of the map!

Re: Local Sides Problem [Solved]

Posted: Mon Jul 13, 2009 4:47 pm
by Par3210
another question, if you could answer it. I'd like to apply the death star music from the death star level to my map instead of the stupid yavin one. How would I change it?

Re: Local Sides Problem [Solved]

Posted: Mon Jul 13, 2009 4:50 pm
by Fierfek
Par3210 wrote:another question, if you could answer it. I'd like to apply the death star music from the death star level to my map instead of the stupid yavin one. How would I change it?
Ah, now here is somewhere where I show that I am a junior. I am a complete noob when it comes to sounds in BF2. I have never ever worked with them.
Check out the sound section in the FAQ/Everything Need Know Guide:
http://www.gametoast.com/forums/viewtop ... 27&t=13806
Sorry I can't help you here!

Re: Local Sides Problem [Solved]

Posted: Mon Jul 13, 2009 4:50 pm
by AQT

Re: Local Sides Problem [Solved]

Posted: Mon Jul 13, 2009 4:53 pm
by Frisbeetarian
Change this:

Code: Select all

ReadDataFile("sound\\yav.lvl;yav1cw")
to this

Code: Select all

ReadDataFile("sound\\dea.lvl;dea1gcw")
Remember that the scripts are included in the assets. Check those out for things that you want to add/change in your map before asking us. It gfalls under the same category as "Read the tutorials first."

Re: Local Sides Problem [Solved]

Posted: Mon Jul 13, 2009 5:29 pm
by Xavious
You also need to replace the Yavin sound section with the Death Star one.
Hidden/Spoiler:
This is for Clone Wars. If you want GCW, go copy it yourself.
[code] -- Sound Stats

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\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
--OpenAudioStream("sound\\dea.lvl", "dea1_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)

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_dea_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_dea_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_dea_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_dea_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_dea_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_dea_amb_end", 2,1)

SetVictoryMusic(REP, "rep_dea_amb_victory")
SetDefeatMusic (REP, "rep_dea_amb_defeat")
SetVictoryMusic(CIS, "cis_dea_amb_victory")
SetDefeatMusic (CIS, "cis_dea_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")[/code]

Re: Local Sides Problem [Solved]

Posted: Wed Jul 15, 2009 6:09 am
by Par3210
thanks dudes, testing now, releasing in about 5 mins. Comes with local and custom sides, load screen, custom tool tips, different heroes, a secret building equipped with 3 flying couches, and more.

Hope you liek :P