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(SBF) Hypori: Greivous Attacks -need help with this

Posted: Wed Mar 22, 2006 5:54 pm
by SBF_Dann_Boeing
This is gonna be based off of Grieve's first appearance in the clone wars cartoon on Hypori. Several people said they were gonna do this but they all gave up so i wanted to give it a try. The WLD is all set and all but I need some help modding the mission lua and such.

I want the sides to be JED vs CIS with REP being the locals. I also want JED hero to be Ki-Adi-Mundi. now when i tried replacing (in addition to copying the JED side to my map) all the REP with JED, and the REP units with JED units in the c_lua, theres errors saying that it could not read the input file from the lua. So i need to know how i can fix this and get it to work.

So if you know how to fix this plz help me out.

RE: (SBF) Hypori: Greivous Attacks -need help with this

Posted: Wed Mar 22, 2006 5:58 pm
by Lord-Bandu
post ze lua

RE: (SBF) Hypori: Greivous Attacks -need help with this

Posted: Wed Mar 22, 2006 10:45 pm
by BF2-Master
I can make the .lua's right. PM me, I'll give you my e-mail, and I'll fix em'.

RE: (SBF) Hypori: Greivous Attacks -need help with this

Posted: Thu Mar 23, 2006 7:45 pm
by SBF_Dann_Boeing
thx, will do

Posted: Sun Mar 26, 2006 9:36 pm
by SBF_Dann_Boeing
well he hasnt e-mailed me back yet so here is my lua that i wanted to mod:
--
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--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(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()

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(30)
SetMaxPlayerFlyHeight (30)

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("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_master_01",
"jed_master_02",
"jed_master_03")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous")

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_officer",
"rep_inf_ep2_jettrooper",
"rep_hero_kiyadimundi",
"rep_fly_gunship")

SetupTeams{
jed = {
team = JED,
units = 20,
reinforcements = 200,
soldier = { "jed_knight_01",4, 4},
assault = { "jed_knight_02",4, 4},
engineer = { "jed_knight_03",4, 4},
sniper = { "jed_knight_04",4, 4},
officer = {"jed_master_02",2, 4},
special = { "jed_master_03",2, 4},

},
cis = {
team = CIS,
units = 40,
reinforcements = 400,
soldier = { "cis_inf_rifleman",28, 28},
assault = { "cis_inf_rocketeer",8, 8},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(JED, "rep_hero_kiyadimundi")


-- 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", 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:GRV\\GRV.lvl", "GRV_conquest")
ReadDataFile("dc:GRV\\GRV.lvl", "GRV_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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(JED, JED, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(JED, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, JED, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

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

SetAmbientMusic(JED, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(JED, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(JED, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(JED, "rep_yav_amb_victory")
SetDefeatMusic (JED, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_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(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
remember I want the jed side to be one playable side, i want cis as the other, and rep as locals. I wanted Ki-adi-Mundi to be the jed hero, and grievous to be the cis hero. I tried adding all the ki adi mundi files to the jed folder in my world's sides folder in addition to adding it to the jed req
and i tried even without ki adi mundi as the hero and it still doesnt work

so please help me out here

Posted: Sun Mar 26, 2006 9:46 pm
by drummerzoid1
well what messes it up is the soldier = { "jed_knight_01",4, 25}, change it to
soldier = { "jed_knight_01",4,4},
I had this same problem also you don't have to change REP to JED, that may have messed it up i'm not sure though

Posted: Sun Mar 26, 2006 9:48 pm
by SBF_Dann_Boeing
omg
i just found the problem...i think...i forgot a comma after something, lemme test it now

Posted: Sun Mar 26, 2006 10:37 pm
by SBF_Dann_Boeing
I got the map to run, but im still having some problems, ive done what u said drummerzoid but no ai are spawning. I updated what my mission lua file looks like above.

Posted: Mon Mar 27, 2006 12:44 am
by Schizo
You have eight CPs, correct? In that case, you'll need to edit these lines:

Code: Select all

--This defines the CPs. These need to happen first 
cp1 = CommandPost:New{name = "cp1"} 
cp2 = CommandPost:New{name = "cp2"} 
cp3 = CommandPost:New{name = "cp3"} 
cp4 = CommandPost:New{name = "cp4"} 
To include:

Code: Select all

--This defines the CPs. These need to happen first 
cp1 = CommandPost:New{name = "cp1"} 
cp2 = CommandPost:New{name = "cp2"} 
cp3 = CommandPost:New{name = "cp3"} 
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"} 
That'll solve the AI not spawning problem.

Posted: Mon Mar 27, 2006 7:07 pm
by SBF_Dann_Boeing
k thanx ill try that out

Posted: Mon Mar 27, 2006 7:55 pm
by SBF_Dann_Boeing
ok ai spawned, i added rep as locals now but rep wont spawn, here's my lua agian:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- CIS Attacking (attacker is always #1)
JED = 2;
CIS = 1;
REP = 3;
-- These variables do not change
ATT = CIS;
DEF = JED;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
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,
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(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()

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(30)
SetMaxPlayerFlyHeight (30)

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("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_master_02",
"jed_master_03")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous")

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_officer",
"rep_inf_ep2_jettrooper",
"rep_hero_kiyadimundi",
"rep_hero_yoda",
"rep_hero_aayla",
"rep_fly_gunship")

SetupTeams{
jed = {
team = JED,
units = 18,
reinforcements = 200,
soldier = { "jed_knight_01",4, 4},
assault = { "jed_knight_02",4, 4},
engineer = { "jed_knight_03",4, 4},
sniper = { "jed_knight_04",4, 4},
officer = {"jed_master_02",1, 2},
special = { "jed_master_03",1, 2},
},
cis = {
team = CIS,
units = 206,
reinforcements = 400,
soldier = { "cis_inf_rifleman",99, 99},
assault = { "cis_inf_rifleman",99, 99},
engineer = { "cis_inf_rocketeer",2, 4},
sniper = { "cis_inf_engineer",2, 4},
officer = {"cis_inf_sniper",2, 4},
special = { "cis_inf_droideka",2, 4},
}
}

SetTeamName (3, "REP")
AddUnitClass (3, "rep_inf_ep2_rifleman", 4)
AddUnitClass (3, "rep_inf_ep2_rocketeer", 4)
AddUnitClass (3, "rep_inf_ep2_engineer", 4)
AddUnitClass (3, "rep_inf_ep2_sniper", 4)
AddUnitClass (3, "rep_inf_ep2_officer", 2)
AddUnitClass (3, "rep_inf_ep2_jettrooper", 2)
AddUnitClass (3, "rep_hero_yoda", 1)
AddUnitClass (3, "rep_hero_aayla", 1)
SetUnitCount (3, 22)
SetTeamAsFriend(3,DEF)
SetTeamAsFriend(DEF,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(ATT,3)

SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(JED, "rep_hero_kiyadimundi")


-- 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", 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:GRV\\GRV.lvl", "GRV_conquest")
ReadDataFile("dc:GRV\\GRV.lvl", "GRV_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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(JED, JED, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(JED, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, JED, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

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

SetAmbientMusic(JED, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(JED, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(JED, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(JED, "rep_yav_amb_victory")
SetDefeatMusic (JED, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_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(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

Posted: Tue Mar 28, 2006 9:22 pm
by SBF_Dann_Boeing
any suggestions?

Posted: Wed Mar 29, 2006 7:57 pm
by SBF_Dann_Boeing
...well?

Posted: Wed Mar 29, 2006 8:14 pm
by Narlie-Charlie
Are you going to give the General more power or do more damage, ect.

Posted: Wed Mar 29, 2006 8:47 pm
by SBF_Dann_Boeing
i dont really know how, im trying to get the sides right for now, and I cant get rep 2 spawn, and I cant give cis as much units as I want 2, and I also need to localize the jedi

(updated the copy of my lua above)

Posted: Wed Mar 29, 2006 10:55 pm
by OOM-9
Hrm... you seem to have 3 sides... are the jedi locals?

Also, if you are trying to usecustom sides, then your "dc:" call is missing, otherwise I haven't a clue.

I have never figured out locals before >.<





~OOM-9

Posted: Thu Mar 30, 2006 3:02 am
by tank_buster
this is goin to be awesome
gl with this one man
u rock!

Posted: Thu Mar 30, 2006 9:39 pm
by SBF_Dann_Boeing
Jedi and CIS are playable, as they were the major sides in this battle, Rep is local, they helped the surviving jedi escape after Grievous' assault, now if I could only get rep to spawn and the cis to have the ammount of ai I want, I could release the map....someone please help me out here

Posted: Fri Mar 31, 2006 2:13 am
by jangoisbaddest
No clue on the locals, but as far as having an exact number of bots on the field at a time, just make sure that in your mission LUA:

a) if it's more than 32 for any of the seprate teams (ex CIS), make sure you set uber mode on
b) the "unit = xx" line for that team is where you want it (how many you want on the field at any given time for that team)
c) the min/max bot spawn commands are exactly where you want them. ex:
sniper = { "rep_inf_ep3_sniper", 6, 8}, where 6 is the minimum number of that class on the field at one time, and 8 is the maximum. If all of these maximums are set too low, then you will only have that many bots on the field regardless of you unit count mentioned before.

Sorry if you already know this, just tryin to help :D

Posted: Fri Mar 31, 2006 1:59 pm
by BF2-Master
I'll try to fix your map. The luas are on my desktop. Ya see, I was on vacation.[/quote]