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How do i make a Dark Troopers vs Wookiees map? [Solved]

Posted: Thu Apr 05, 2012 5:58 pm
by nobody3
As title suggests, I'm a noob at using mod tools.What I'm trying to make is simple mod for example only dark troopers vs wookies map on the default "flat land" map.From what I understood so far is that I have to make a custom side and that's where I'm stuck.It's really confusing for me.I'd like to request someone who knows how to, to write step-by-step what do I need to do to make only dark trooper vs wookie map (nothing else for now just this)
and please write it noob-friendly because the tutorials so far confused me.

Re: help a noob

Posted: Thu Apr 05, 2012 6:27 pm
by CressAlbane
You don't have to make a custom side, only a custom script.

If *** is your three-letter code,
Once you've created the map, go to your ***g_con.lua (found in data_***/Common/scripts/***) and edit the side setup. That's found in these lines:

Code: Select all

SetupTeams{
		all = {
			team = ALL,
			units = 20,
			reinforcements = 150,
			soldier	= { "imp_inf_pirate",9, 25},
			assault	= { "all_inf_rocketeer",1,4},
			engineer = { "all_inf_engineer",1,4},
			sniper	= { "all_inf_sniper",1,4},
			officer	= { "all_inf_officer",1,4},
			special	= { "all_inf_wookiee",1,4},

		},
		imp = {
			team = IMP,
			units = 20,
			reinforcements = 150,
			soldier	= { "imp_inf_samus",9, 25},
                        assault = { "imp_inf_samus_missile",4, 8},
                        engineer = { "imp_inf_samus_wavebeam",4, 8},
                        sniper = { "imp_inf_samus_plasmabeam",4, 8},
                        officer = { "imp_inf_samus_icebeam",4, 8},
                        
		},
	}
    

Make them like this:

Code: Select all

SetupTeams{
		all = {
			team = ALL,
			units = 20,
			reinforcements = 150,
			soldier	= { "all_inf_wookiee",9, 25},
			
		},
		imp = {
			team = IMP,
			units = 20,
			reinforcements = 150,
			soldier	= { "imp_inf_darktrooper",9, 25},
                                               
		},
	}
    
Now the only selectable classes will be the Wookiee for the Alliance and the Darktrooper for the Imperials.

If you want to change how many units are on each team, change the "9, 25". 9 is how many will spawn before the game looks for other classes (which there are none), and 25 is the max amount of that class on the field at one time.

Re: help a noob

Posted: Thu Apr 05, 2012 6:58 pm
by yuke5
Do everything that Cress Albane told you to, but if you want to make the two units unlocked when the map starts add these lines:

Code: Select all

SetClassProperty("all_inf_wookiee", "PointsToUnlock", 0)	
SetClassProperty("imp_inf_darktrooper", "PointsToUnlock", 0)
All in all, it will look like this:
Hidden/Spoiler:
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_wookiee",9, 25},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_darktrooper",9, 25},

},
}

SetClassProperty("all_inf_wookiee", "PointsToUnlock", 0)
SetClassProperty("imp_inf_darktrooper", "PointsToUnlock", 0)

Re: help a noob

Posted: Thu Apr 05, 2012 8:46 pm
by nobody3
Thank you guys youre awesome ill try it out tommorow as its too late but im sure it will work =)
another question, is there any way to make AI darktroopers use jetpack more often? and also shoot more often with their main weapon(arc caster) because they usually just stand there and shoot at me with pistol. I always wondered if its possible to mess with AI intelligence so they would use roll,jump and sprint more often, is that possible? anyway Thanks guys!

Re: How do i make a Dark Troopers vs Wookiees map?

Posted: Thu Apr 05, 2012 9:56 pm
by yuke5
If you want Dark Troopers to jet jump more often, take a look at this thread:

http://www.gametoast.com/forums/viewtop ... 27&t=20144

Read the bit about hint nodes, it'll explain a whole lot.

P.S. Remember to look in the FAQ often, if really helps a bunch. Even if you don't have a question right now, you might discover how to do something you didn't know before, or do something you didn't even know was possible. :thumbs:

forums/viewtopic.php?f=27&t=13806

Re: How do i make a Dark Troopers vs Wookiees map?

Posted: Fri Apr 06, 2012 5:42 am
by nobody3
Ok guys I tried that wookie-darktrooper mod but when I start the map the game just crashes instantly when the loading ends
im thinking i wrote that script wrong,does it matter if there is like one more line than normally? i just rewrote the file in notepad and munged it, is there anything else to do? Am I doing anything wrong? heres how it looks

Code: Select all

SetupTeams{
		all = {
			team = ALL,
			units = 20,
			reinforcements = 150,
			soldier	= { "all_inf_wookiee",9, 25},

		},
		imp = {
			team = IMP,
			units = 20,
			reinforcements = 150,
			soldier	= { "imp_inf_darktrooper",9, 25},

		},
	}

Re: How do i make a Dark Troopers vs Wookiees map?

Posted: Fri Apr 06, 2012 6:33 am
by Marth8880
This might be a stupid question, but that isn't your entire LUA, is it?

Re: How do i make a Dark Troopers vs Wookiees map?

Posted: Fri Apr 06, 2012 6:58 am
by nobody3
:D its not its just the setup teams part thing
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

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

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: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(40)
SetMaxPlayerFlyHeight(40)


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\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_wookiee",9, 25},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_darktrooper",9, 25},

},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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)

SetMemoryPoolSize("Aimer", 14)
SetMemoryPoolSize("EntityCloth", 25)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("MountedTurret", 14)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 384)
SetMemoryPoolSize("TreeGridStack", 500)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:AAA\\AAA.lvl", "AAA_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

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

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

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(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
[/code]

Re: How do i make a Dark Troopers vs Wookiees map?

Posted: Fri Apr 06, 2012 8:52 am
by CressAlbane
My mistake, "imp_inf_darktrooper" in SetupTeams should be "imp_inf_dark_trooper".

Re: How do i make a Dark Troopers vs Wookiees map?

Posted: Fri Apr 06, 2012 1:09 pm
by nobody3
thanks a lot it works flawlessly now!
another question if I may :angel:
what do I need to do to do this on other maps like tantive 4? im thinking i have to copy some files from assets folder but im not sure which, i tried reading the faq 2.0 but there wasn't exactly what I was looking for

Re: How do i make a Dark Troopers vs Wookiees map?

Posted: Fri Apr 06, 2012 5:14 pm
by Bob
nobody3 wrote: what do I need to do to do this on other maps like tantive 4? im thinking i have to copy some files from assets folder but im not sure which, i tried reading the faq 2.0 but there wasn't exactly what I was looking for
I don't want to troll you but I found this in the FAQ:
http://www.gametoast.com/forums/viewtop ... =27&t=8519

Re: How do i make a Dark Troopers vs Wookiees map? [Solved]

Posted: Fri Apr 06, 2012 6:50 pm
by nobody3
i found that too but its not the same thing is it?

Re: How do i make a Dark Troopers vs Wookiees map? [Solved]

Posted: Fri Apr 06, 2012 7:01 pm
by CressAlbane
I believe you're looking for this:
forums/viewtopic.php?f=27&t=16616&p=287596#p287596

Re: How do i make a Dark Troopers vs Wookiees map? [Solved]

Posted: Fri Apr 06, 2012 7:02 pm
by kinetosimpetus

Re: How do i make a Dark Troopers vs Wookiees map? [Solved]

Posted: Fri Apr 06, 2012 7:11 pm
by CressAlbane
^That's the same tut I linked to, Kinetos. :?

Re: How do i make a Dark Troopers vs Wookiees map? [Solved]

Posted: Fri Apr 06, 2012 7:57 pm
by nobody3
it seems complicated isnt there other way? plus i dont really want to update to 1.3 patch
i dont want to create new mode or era i only want to switch/remove some units from original map

Re: How do i make a Dark Troopers vs Wookiees map? [Solved]

Posted: Fri Apr 06, 2012 7:59 pm
by Marth8880
No, there probably isn't. What's wrong with the 1.3 patch? :S

Re: How do i make a Dark Troopers vs Wookiees map? [Solved]

Posted: Fri Apr 06, 2012 8:15 pm
by nobody3
well I play online from time to time and I prefer 1.0 for it and also my star wars behaves weird if i update by the way I found this in another topic and I think it's what Im looking for but I dont know how exactly to do it
Teancum wrote:You can actually streamline it yet again if you are only doing side changes (no changes to the physical map) by loading the default map asset:

ReadDataFile("kam\\kam1.lvl", "kamino1_conquest")

No reason to load a map from the addon folder if you're not using it. It also makes the download size much smaller.
can you help?

Re: How do i make a Dark Troopers vs Wookiees map? [Solved]

Posted: Fri Apr 06, 2012 8:20 pm
by CressAlbane
Yeah. You can even make a new map exactly like Tantive IV in this current project with a few lines. Looking at what Teancum wrote, change to this line in your LUA:

Code: Select all

ReadDataFile("tan/tan1.lvl", "tantive1_conquest")
This will load all the objects and command posts for Tantive IV in your current map!

EDIT: Hold on, that might not be right. Double-checking it now...

Re: How do i make a Dark Troopers vs Wookiees map? [Solved]

Posted: Fri Apr 06, 2012 8:26 pm
by nobody3
it may be stupid question but which lua are we talking about? the one i edited earlier or other?