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Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon Dec 05, 2011 3:14 am
by SpartanA259
Thank you.
Also could someone please export a weapon model for me im having trouble exporting it thanks.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon Dec 05, 2011 3:47 am
by Marth8880
If your problem isn't solved in your other thread then sure, I'll do it. I'll download it to my laptop (which is what I'm on right now), FTP it to my desktop, export it and send it to you within the next 24 hours.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon Dec 05, 2011 8:49 am
by darthhalv

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon Dec 05, 2011 10:42 am
by RogueKnight
darthhalv wrote:Can someone reupload this http://www.gametoast.com/forums/viewtop ... 64&t=19849?
If no one has that asset, and someone can provide me with a picture or tell me what this is supposed to look like, I can make a new one.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon Dec 05, 2011 12:05 pm
by kinetosimpetus
IIRC it was basically cloaked Anakin - > Grayscale (maybe with orange eyes...)

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon Dec 05, 2011 5:47 pm
by Slime615
I Need a Quick Mod, Can someone Please Create a Quick Map for me? Essentialy just an average Space Map GCW - Entitled B-Wing vs StarViper.

But Please Replace the Imperial Shuttle with the Star Viper found Here: forums/viewtopic.php?f=64&t=27319.

And Replace the Rebel Shuttle with the B-Wing Found Here:

forums/viewtopic.php?f=64&t=27318

Please, with Just the Same Weapons as The respectvie "All Round Fighters" ie, Proton Torpeados, and Laser Cannons please.

I desperatly want to try Out these SHips Against Each other, but at the same time, am to busy working on other Important Mods to Create such a Map, or learn how to do space Maps.

I greatly appreciate this.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon Dec 05, 2011 5:58 pm
by AQT
That sure is one hefty request. There are already B-Wings and Star Vipers in the Conversion Pack maps with the same exact weapons you are asking for, incase you didn't know. Those new assets you linked to are just upgraded models. Unless you only want to see those models in-game, you can always place them as props yourself. Because the experience of playing as a Star Viper and B-Wing will most likely be the same if the upgraded models they use aren't that much different from the originals.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue Dec 06, 2011 4:15 am
by Slime615
Thats True, However, I should very Much like to play hem against each other...

I thank anyone for the time they would put into this.

(by the way, where can you pilot the StarViper in the Conversion Pack)

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue Dec 06, 2011 4:55 am
by AQT
Why? The weapons would be standard stock as you requested, and the AI behavior wouldn't be much different from any other fighter. So what's the point of having you be in the B-Wing and an AI in a Star Viper going up against each other, and vice versa? You could be a B-Wing going up against a non-Star Viper, and vice versa. You could be a Star Viper going up against a non-B-Wing, and vice versa. The only difference you would experience with a B-Wing versus a Star Viper is a very minor visual one. I'm only trying to save you and whoever wants to do this request some trouble...
Slime615 wrote:I desperatly want to try Out these SHips Against Each other, but at the same time
And that's not possible since you can only control one fighter at a time.

As for your Conversion Pack question, I know for certain that the Star Viper can be found on Naboo: Prototype as a Rebel fighter. Not sure what other maps it is on.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue Dec 06, 2011 1:01 pm
by Slime615
I desperatly want to try Out these SHips Against Each other but at the same time,I am to busy working on other Important Mods to Create such a Map, or learn how to do space Maps
Not quite what I meant. Fixed the Grammer mistak.e I meant to say That I want to Play Them against Each other.

But At the same time I am to busy working on other Mods.
Why? The weapons would be standard stock as you requested, and the AI behavior wouldn't be much different from any other fighter. So what's the point of having you be in the B-Wing and an AI in a Star Viper going up against each other, and vice versa? You could be a B-Wing going up against a non-Star Viper, and vice versa. You could be a Star Viper going up against a non-B-Wing, and vice versa. The only difference you would experience with a B-Wing versus a Star Viper is a very minor visual one. I'm only trying to save you and whoever wants to do this request some trouble...
On that Basis you may as wel Object to any kind of Skinning based Mod, or any kind of Mod when the ODFs are Not changed. Sure they will have the same weapons. However, If you must know I wanted to pilot these against each other, because I wanted to re-enact a Battle that took place in an RPG I witnesed.

That is all.

Is it realy hard to change around the SHips used in these cases? I mean, it seems little different to swaping what Tanks a Side uses on a Ground Map, adding ATSTs over the IFX Tank for example, would not be to difficult (At least I dont think so, I have not yet added vechiles to any of my Maps.)

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue Dec 06, 2011 2:49 pm
by DarthD.U.C.K.
its not hard to change the ships and since you want to "learn making spacemaps" anyway, getting a stock spacemap ingame and change the flyers is a very good start.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed Dec 07, 2011 2:29 am
by AQT
Slime615 wrote:On that Basis you may as wel Object to any kind of Skinning based Mod, or any kind of Mod when the ODFs are Not changed.
You bet I do unless it is done well because stock stuff are boring to look at nowadays.
Slime615 wrote:I am to busy working on other Important Mods to Create such a Map
You pretty much offended whoever was going to do this request for you with that statement.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed Dec 07, 2011 4:18 am
by Slime615
For crying out loud are you trying to Start an argument? Your taking out little pieces of it out of Context.


I am busy Working onm other Mods. These are important to me. Because of this, I do not have the Tme (On Top of Exams, and other resposibilities) to mess around with more files, and can't learn how to create a Space Map, or change the Ships.

Therefore I have requested on the "All Purpose Request Thread" That somebody do this for me - As I can't.

Can you see anything wrong there? Nothing leaps out and Offends you? No? Good.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed Dec 07, 2011 4:58 am
by AQT
Slime615 wrote:For crying out loud are you trying to Start an argument?
No, you have already started the argument. First, I was merely suggesting an alternative with my reasons because your request seemed like one that would most likely not be fulfilled.
Your taking out little pieces of it out of Context.
Second, I was not quote mining. You essentially stated that you are too busy working on a mod to start another mod that requires a set of skills you do not currently possess but can be easily learned. You made this request because you are too busy to do it yourself, not because you can't do it. Otherwise, why even bring up you being busy? You could eventually do it some time in the future. Your original post made it seemed like it was something urgent for no good reason.
(On Top of Exams, and other resposibilities)
Third, oh, so it wasn't just your Important mod that is keeping your busy? Sorry, maybe I should have read your original post in context more carefully...
No?
Yes, actually. The majority of people use this topic to request things they really can't do themselves. Limiting factors may include one's way/method of learning, the specifications of the computer one uses, etc. But busy? You are the first, my friend. Hope this helps.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed Dec 07, 2011 12:49 pm
by Slime615
I am not to busy to to it myself. I am to busy to learn an entire new set of skills on top of other things. That is all. If you have a rpoblem with that, then fine, but keep it to your self.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed Dec 07, 2011 12:55 pm
by kinetosimpetus
The only changes you'd need to make to the stock space map to only change the vehicles, are literally exactly the same as they would be on a ground map, and you'd have a playable space map.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed Dec 07, 2011 2:39 pm
by Slime615
Ok. I have attempted to add the Star Viper to the Imperial side.

I have found out that the Star Viper is only available in .lvl Form. Not entirley sure how to add it but I Gave it a go.


This is the new LUA:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPA9 - Naboo
-- Common script that shares all setup information
--

ScriptCB_DoFile("setup_teams")

-- Republic Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

function SetupUnits()
ReadDataFile("SIDE\\all.lvl",
"all_inf_pilot",
"all_inf_marine",
"all_fly_xwing_sc",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_gunship_sc",
"all_veh_remote_terminal")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_pilot",
"imp_inf_marine",
"imp_fly_tiefighter_sc",
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_veh_remote_terminal")
ReadDataFile("SIDE\\starviper.lvl",
"all_fly_starviper")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_all_beam",
"tur_bldg_spa_all_recoilless",
"tur_bldg_spa_all_chaingun",
"tur_bldg_spa_imp_beam",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_spa_imp_chaingun",
"tur_bldg_chaingun_roof"
)
end

myTeamConfig = {
all = {
team = ALL,
units = 32,
reinforcements = -1,
pilot = { "all_inf_pilot",26},
marine = { "all_inf_marine",6},
},

imp = {
team = IMP,
units = 32,
reinforcements = -1,
pilot = { "imp_inf_pilot",26},
marine = { "imp_inf_marine",6},
}
}

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--ALL turrets
turretLinkageALL = LinkedTurrets:New{ team = ALL, mainframe = "all-defense",
turrets = {"all_turr_1", "all_turr_2", "all_turr_3", "all_turr_4", "all_turr_5", "all_turr_6"} }
turretLinkageALL:Init()

function turretLinkageALL:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.down", ALL)

BroadcastVoiceOver( "IOSMP_obj_20", IMP )
BroadcastVoiceOver( "AOSMP_obj_21", ALL )
end
function turretLinkageALL:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.up", ALL)

BroadcastVoiceOver( "IOSMP_obj_22", IMP )
BroadcastVoiceOver( "AOSMP_obj_23", ALL )
end

--IMP turrets
turretLinkageIMP = LinkedTurrets:New{ team = IMP, mainframe = "imp-defense",
turrets = {"imp_turr_1", "imp_turr_2", "imp_turr_3", "imp_turr_4", "imp_turr_5", "imp_turr_6"} }
turretLinkageIMP:Init()

function turretLinkageIMP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.down", IMP)

BroadcastVoiceOver( "IOSMP_obj_21", IMP )
BroadcastVoiceOver( "AOSMP_obj_20", ALL )
end
function turretLinkageIMP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.up", IMP)

BroadcastVoiceOver( "IOSMP_obj_23", IMP )
BroadcastVoiceOver( "AOSMP_obj_22", ALL )
end
end

-- adjust extents to fit cap ship
function ScriptPreInit()
SetWorldExtents(2650)
ScriptPreInit = nil
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()

-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")

SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(100)

ReadDataFile("sound\\spa.lvl;spa1gcw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);

SetupUnits()
SetupTeams(myTeamConfig)

-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
SetMemoryPoolSize("Aimer", 190)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 89)
SetMemoryPoolSize("Combo::DamageSample", 0)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("SoldierAnimation", 180)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityLight", 115)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 180)
SetMemoryPoolSize("MountedTurret", 56)
SetMemoryPoolSize("EntityPortableTurret", 20)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 135)
SetMemoryPoolSize("PathNode", 80)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 240)
SetMemoryPoolSize("UnitAgent", 65) -- guyCnt*2
SetMemoryPoolSize("UnitController", 65)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)

-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end

ReadDataFile("dc:STR\\spa_sky.lvl", "end")

ReadDataFile("dc:STR\\STR.lvl", myGameMode)

SetDenseEnvironment("false")

SetParticleLODBias(15000)

-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

local voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_quick", voiceQuick)

-- OpenAudioStream("sound\\spa.lvl", "spa1_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(ALL, "allleaving")
SetOutOfBoundsVoiceOver(IMP, "impleaving")

SetAmbientMusic(ALL, 1.0, "all_spa_amb_start", 0,1)
SetAmbientMusic(ALL, 0.99, "all_spa_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.1,"all_spa_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_spa_amb_start", 0,1)
SetAmbientMusic(IMP, 0.99, "imp_spa_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.1,"imp_spa_amb_end", 2,1)

SetVictoryMusic(ALL, "all_spa_amb_victory")
SetDefeatMusic (ALL, "all_spa_amb_defeat")
SetVictoryMusic(IMP, "imp_spa_amb_victory")
SetDefeatMusic (IMP, "imp_spa_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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")

-- Camera Stats
SetAttackingTeam(IMP)
-- Internal Alliance hangar
-- this shot is bad, needs to be fixed
AddCameraShot(-0.049495, 0.003922, -0.995646, -0.078892, 24.992880, -22.995819, -1025.940186);
--Flag shot
AddCameraShot(0.546201, 0.047743, 0.833116, -0.072822, 402.610260, -105.474068, -55.044727);
--Internal Imperial hangar
AddCameraShot(0.988295, -0.091070, 0.121873, 0.011230, 33.932011, 10.868500, 1567.624146);
-- Imperial ship overall
AddCameraShot(-0.380690, 0.021761, -0.922940, -0.052756, 1351.167236, 188.651230, -10.971837);
-- Alliance ship overall
AddCameraShot(0.941014, -0.051715, 0.333887, 0.018349, 1053.546143, 188.651230, -51.276745);

AddDeathRegion("deathregion1")
AddDeathRegion("deathregion2")
AddLandingRegion("all-CP1Con")
AddLandingRegion("imp-CP1Con")

end
I Opened ZeroEditor and found the Imperial TIE Fighter spawn point. at the place where I found the words:
imp_fly_tiefighter
or something like that, I overwrote it with:
all_fly_starviper
as said the readme.

This should have added the fighter to the Game.
I added the starviper.lvl to the SIDE file in the Maps addon file found here:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\addon\STR\data\_LVL_PC\SIDE

This should have replaced the tie fighter with the StarViper. However, when I loaded the Map, all I got was a Stock Space Map, without the Star Viper, and Just the regular Tie Fighter.

Any thoughts?

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed Dec 07, 2011 2:43 pm
by Bob
*cough*
Hidden/Spoiler:
ReadDataFile("dc:SIDE\\starviper.lvl",
BTW isn't that pretty offtopic?

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed Dec 07, 2011 3:43 pm
by Slime615
No, Thats not the Problem...

Still not getting any Star Vipers..

And hows it off topic? Its a request is it not?

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed Dec 07, 2011 4:07 pm
by kinetosimpetus
It is a problem. Maybe not the only one though. Post any error logs plz.