(SBF) Hypori: Greivous Attacks -need help with this
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- SBF_Dann_Boeing
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(SBF) Hypori: Greivous Attacks -need help with this
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.
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.
-
Lord-Bandu
-
BF2-Master
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RE: (SBF) Hypori: Greivous Attacks -need help with this
I can make the .lua's right. PM me, I'll give you my e-mail, and I'll fix em'.
- SBF_Dann_Boeing
- Groove Walrus

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- SBF_Dann_Boeing
- Groove Walrus

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well he hasnt e-mailed me back yet so here is my lua that i wanted to mod:
and i tried even without ki adi mundi as the hero and it still doesnt work
so please help me out here
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--
--
-- 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
and i tried even without ki adi mundi as the hero and it still doesnt work
so please help me out here
Last edited by SBF_Dann_Boeing on Sun Mar 26, 2006 9:57 pm, edited 1 time in total.
-
drummerzoid1
- SBF_Dann_Boeing
- Groove Walrus

- Posts: 1529
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omg
i just found the problem...i think...i forgot a comma after something, lemme test it now
i just found the problem...i think...i forgot a comma after something, lemme test it now
Last edited by SBF_Dann_Boeing on Sun Mar 26, 2006 10:38 pm, edited 1 time in total.
- SBF_Dann_Boeing
- Groove Walrus

- Posts: 1529
- Joined: Wed Aug 31, 2005 11:33 pm
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- Location: An Igloo High Upon a Mountain Top
-
Schizo
You have eight CPs, correct? In that case, you'll need to edit these lines:
To include:
That'll solve the AI not spawning problem.
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"} 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"} - SBF_Dann_Boeing
- Groove Walrus

- Posts: 1529
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- SBF_Dann_Boeing
- Groove Walrus

- Posts: 1529
- Joined: Wed Aug 31, 2005 11:33 pm
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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
Last edited by SBF_Dann_Boeing on Wed Mar 29, 2006 8:51 pm, edited 1 time in total.
- SBF_Dann_Boeing
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- SBF_Dann_Boeing
- Groove Walrus

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- SBF_Dann_Boeing
- Groove Walrus

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OOM-9
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- jangoisbaddest
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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
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
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BF2-Master
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