Page 2 of 3

Re: Geonosis: Heavy Strike

Posted: Sat Dec 01, 2007 9:45 pm
by Adjuntant_Reflex
Hey,have you tested the skin on the model yet? I really wanna know how that skin turned out :)

Re: Geonosis: Heavy Strike

Posted: Sat Dec 01, 2007 9:58 pm
by NullCommando
The skin for some reason won't get on the unit.. I'll have to double check it..

Re: Geonosis: Heavy Strike

Posted: Sat Dec 01, 2007 10:01 pm
by Adjuntant_Reflex
NullCommando wrote:The skin for some reason won't get on the unit.. I'll have to double check it..
Hmm,strange.

Re: Geonosis: Heavy Strike

Posted: Sat Dec 01, 2007 10:03 pm
by NullCommando
I'll post the munge log in a second.

Code: Select all

ERROR[levelpack req\cis_inf_marine.req]:Expecting bracket, but none was found.
File : munged\pc\cis_inf_battledroid_dust.texture.req(1)...

ucft <--
ERROR[levelpack req\cis_inf_marine.req]:Expecting bracket, but none was found.
File : munged\pc\cis_inf_battledroid_dust.texture.req(1)...

ucft <--

   2 Errors    0 Warnings
It keeps doing that :?

Re: Geonosis: Heavy Strike

Posted: Sat Dec 01, 2007 10:03 pm
by Adjuntant_Reflex
didja double check the file name? It looks like you either 1) Gave the wrong file name or 2) didnt put it in the right file

Re: Geonosis: Heavy Strike

Posted: Sat Dec 01, 2007 10:08 pm
by NullCommando
I did but it still didn't go good, I'll check on it later.

Re: Geonosis: Heavy Strike

Posted: Sat Dec 01, 2007 10:14 pm
by Adjuntant_Reflex
hmm :? Oh well,hopefully it will work

Re: Geonosis: Heavy Strike

Posted: Sat Dec 01, 2007 10:22 pm
by NullCommando
Mind if you help beta test?

Re: Geonosis: Heavy Strike

Posted: Sat Dec 01, 2007 10:23 pm
by Adjuntant_Reflex
well (I know I will be named a heretic :? oh well) I dont have BFII for the PC,but im gonna buy it soon anyways after christmas (After christmas sales FTW)

Re: Geonosis: Heavy Strike

Posted: Sun Dec 02, 2007 6:26 am
by =AOX=Durge
Send me the beta when ever.
That error is because something is incorrect in the LUA, could you post it for me to look?
EDIT: I do believe that the Dead Clones were released, I can't remember who though.

Re: Geonosis: Heavy Strike

Posted: Sun Dec 02, 2007 10:08 am
by REivEN
I want to to beta test :)

Re: Geonosis: Heavy Strike

Posted: Sun Dec 02, 2007 11:25 am
by NullCommando
=AOX=Durge: Here is the .lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
AddAIGoal(3, "Deathmatch", 100)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()

EnableSPHeroRules()

AddMapBounds("mapbounds")
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")

end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")

-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2

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

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
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_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_sniper",
"rep_inf_ep2_engineer",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_marine",
"rep_inf_ep2_pilot",
"rep_inf_ep3_pilot",
"rep_hero_macewindu",
"rep_walk_atte",
"rep_fly_gunship",
"rep_hover_utat",
"rep_hover_fightertank",
"rep_walk_atxt",
"rep_fly_gunship",
"rep_fly_v19",
"rep_fly_jedifighter",
"rep_walk_sphat")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_marine",
"cis_inf_officer",
"cis_inf_OOM-9",
"cis_inf_engineer",
"cis_inf_droideka",
"cis_tread_hailfire",
--"cis_hover_stap",
"cis_walk_spider",
"cis_hover_stap",
"cis_hover_gat")

ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret",
"tur_bldg_chaingun_roof")

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", 2)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 68)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 3)
SetMemoryPoolSize("CommandHover", 3)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 10)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 17)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 343)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("WalkerBlendUnit", 51)
SetMemoryPoolSize("WalkerBlend", 17)
SetMemoryPoolSize("WalkerLegPair", 11)
SetMemoryPoolSize("SoldierAnimation", 484)
SetMemoryPoolSize("Weapon", weaponcnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 100,
reinforcements = 1000,
soldier = { "rep_inf_ep2_rifleman",10, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = {"rep_inf_ep3_pilot",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},
AddUnitClass(REP,"rep_inf_ep2_marine",1, 4),
AddUnitClass(REP,"rep_inf_ep2_pilot",1, 4),
AddUnitClass(REP,"rep_inf_ep2_rocketeer_chaingun",1, 4),

},
cis = {
team = CIS,
units = 100,
reinforcements = 950,
soldier = { "cis_inf_marine",10, 25},
assault = { "cis_inf_rifleman",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_rocketeer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

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


-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)

-- Local Stats
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "rep_inf_jedimale",1)
--AddUnitClass(4, "rep_inf_jedimaleb",1)
--AddUnitClass(4, "rep_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)

ReadDataFile("dc:GOE\\geo1.lvl", "geo1_conquest")

SetDenseEnvironment("false")
SetMaxFlyHeight(950)
SetMaxPlayerFlyHeight(950)



-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)

-- Sound

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")


--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")

SetAttackingTeam(ATT)

--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

[/code]

Re: Geonosis: Heavy Strike

Posted: Sun Dec 02, 2007 12:03 pm
by Adjuntant_Reflex
@NullCommando:Got that skin working?

Re: Geonosis: Heavy Strike

Posted: Sun Dec 02, 2007 12:04 pm
by NullCommando
Nope =/ It's driving me crazy. I need to fix Dooku's anim. also.

Re: Geonosis: Heavy Strike

Posted: Sun Dec 02, 2007 12:10 pm
by Adjuntant_Reflex
Hmm,I wonder if any of the code monkeys are online right now... :?

Re: Geonosis: Heavy Strike

Posted: Sun Dec 02, 2007 12:11 pm
by NullCommando
I'll probably post it in the Modding forum in a bit.

Re: Geonosis: Heavy Strike

Posted: Sun Dec 02, 2007 12:13 pm
by Adjuntant_Reflex
Alright cool.

Its looking very good dude

Re: Geonosis: Heavy Strike

Posted: Sun Dec 02, 2007 2:37 pm
by NullCommando
Update!! I got the droid skin working!!

Re: Geonosis: Heavy Strike

Posted: Sun Dec 02, 2007 5:03 pm
by Adjuntant_Reflex
YAY!!!!! Do you have a screenie of the skin?

Re: Geonosis: Heavy Strike

Posted: Sun Dec 02, 2007 5:05 pm
by NullCommando
Not yet, soon I will.