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WIP: Geonosis Fortress

Posted: Sat Aug 12, 2006 9:24 pm
by Tohron
Okay, now that the week-long vacation I've been on is over, I've found the time to announce this map. First, lets start with the plot:

The Battle of Geonosis is drawing to a close. A regiment of the 327th Star Corps has reached one of the last remaining Coreships, which is defended by a massive fortification. They are pitted against high-power turret defenses that can rip through gunships and vehicles alike, swarms of Geonosian warriors, unyielding battle droid defenders, and a division of Geonosian starfighters. In order to win, they must breach the perimeter wall, take control of the fortress, seize the hanger, and disable the Coreship. But a horde of foes prepares to counterattack, ready to drive the clones back from the walls and destroy them completely.


Features
-Destructable perimeter wall
-Realistic unit armoring and firepower
-Rocket classes with stronger rockets, less ammunition, and a nasty recoil effect if they fire without crouching
-Geonosian fighters that require skill to fly and have working tractor and repulsor beams (being modeled)
-LAATs with fast, short-range remote rockets.
-Properly colored clone armor
-Ability to explore some of the Coreship's interior.
-High-power turrents, which can be disabled by destroying controls inside the spire, hanger, and Coreship
-Geonosian warrior and Geonosian pilot (both with long flying time)
-Jet trooper with long flying time
-General Grievous vs. Aayla Secura
-Hero Assault mode
-Intense CTF action


Screenshots
http://i82.photobucket.com/albums/j252/ ... ess/F1.jpg
http://i82.photobucket.com/albums/j252/ ... ess/F2.jpg
http://i82.photobucket.com/albums/j252/ ... ess/F3.jpg
http://i82.photobucket.com/albums/j252/ ... ess/F4.jpg
http://i82.photobucket.com/albums/j252/ ... ess/F5.jpg
http://i82.photobucket.com/albums/j252/ ... ess/F6.jpg
http://i82.photobucket.com/albums/j252/ ... ess/F7.jpg
http://i82.photobucket.com/albums/j252/ ... ess/F8.jpg
http://i82.photobucket.com/albums/j252/ ... ess/F9.jpg
http://i82.photobucket.com/albums/j252/ ... ss/F10.jpg
http://i82.photobucket.com/albums/j252/ ... ss/F11.jpg
http://i82.photobucket.com/albums/j252/ ... ss/F12.jpg
http://i82.photobucket.com/albums/j252/ ... ss/F13.jpg
http://i82.photobucket.com/albums/j252/ ... ss/F14.jpg
http://i82.photobucket.com/albums/j252/ ... ss/F15.jpg
http://i82.photobucket.com/albums/j252/ ... ss/F16.jpg
http://i82.photobucket.com/albums/j252/ ... ss/F17.jpg
http://i82.photobucket.com/albums/j252/ ... ss/F18.jpg
http://i82.photobucket.com/albums/j252/ ... ss/F19.jpg
http://i82.photobucket.com/albums/j252/ ... ss/F20.jpg


Problems (help needed)
-I need to use the particle editor to created effects for the walls, but when I try to run it it says "This application has failed to start because d3dx9_25.dll was not found" Anyone know how to fix this?
-I am trying to add Geonosians as a spawnable class, but am currently getting this error(I recently just copied everything from the Geonosian side to the CIS side, and modified the CIS req accordingly - I got a similar error when I tried to read from the Geonosian side):

Code: Select all

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk geo_inf_geonosian in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\GNF\Data\_lvl_pc\SIDE\cis.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk  in dc:SIDE\cis.lvl
Here is my c_con.lua:

Code: Select all

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams") 
	
	--  REP Attacking (attacker is always #1)
    REP = 1;
    CIS = 2;
    --  These variables do not change
    ATT = REP;
    DEF = CIS;


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(350)
    SetMaxPlayerFlyHeight (350)
    
    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("dc:SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_sniper",
                             "rep_fly_gunship_sc",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_walk_atte",
                             "rep_hero_anakin",
                             "rep_hover_barcspeeder")
    ReadDataFile("dc:SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_fly_geofighter",
                             "geo_inf_geonosian",
                             "cis_hover_stap",
                             "cis_tread_hailfire",
                             "cis_walk_spider",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul",
                             "cis_hover_aat")
                             
                             
    ReadDataFile("dc:SIDE\\tur.lvl", 
    			"tur_bldg_laser",
    			"tur_bldg_hoth_dishturrent",
    			"tur_bldg_geoturrent",
    			"tur_bldg_spa_cis_cannon",
    			"tur_bldg_tower")          
                             
	SetupTeams{
		rep = {
			team = REP,
			units = 20,
			reinforcements = 150,
			soldier  = { "rep_inf_ep3_rifleman",9, 25},
			assault  = { "rep_inf_ep3_rocketeer",1, 4},
			engineer = { "rep_inf_ep3_engineer",1, 4},
			sniper   = { "rep_inf_ep3_sniper",1, 4},
			officer = {"rep_inf_ep3_officer",1, 4},
			special = { "rep_inf_ep3_jettrooper",1, 4},
	        
		},
		cis = {
			team = CIS,
			units = 20,
			reinforcements = 150,
			soldier  = { "cis_inf_rifleman",9, 25},
			assault  = { "cis_inf_rocketeer",1, 4},
			engineer = { "cis_inf_engineer",1, 4},
			sniper   = { "cis_inf_sniper",1, 4},
			officer = {"geo_inf_geonosian",1, 4},
			special = { "cis_inf_droideka",1, 4},
		}
	}
     
    SetHeroClass(CIS, "cis_hero_darthmaul")
    SetHeroClass(REP, "rep_hero_anakin")
   

    --  Level Stats
    --  ClearWalkers()
    AddWalkerType(0, 4) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 6) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 9) -- 3x2 (3 pairs of legs)
    local weaponCnt = 1024
    SetMemoryPoolSize("Aimer", 100)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
	SetMemoryPoolSize("EntityCloth", 32)
	SetMemoryPoolSize("EntityFlyer", 32)
    SetMemoryPoolSize("EntityHover", 32)
    SetMemoryPoolSize("CommandFlyer", 10)
    SetMemoryPoolSize("CommandWalker", 10)
    SetMemoryPoolSize("EntityFlyer", 32)
    SetMemoryPoolSize("EntityLight", 200)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 32)
    SetMemoryPoolSize("MountedTurret", 90)
	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:GNF\\GNF.lvl", "GNF_conquest")
    ReadDataFile("dc:GNF\\GNF.lvl", "GNF_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(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)

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

    SetAmbientMusic(REP, 1.0, "rep_yav_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
    SetAmbientMusic(REP, 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(REP, "rep_yav_amb_victory")
    SetDefeatMusic (REP, "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
I simply don't know what to do - any ideas?

-I can't seem to get the Hoth dish turrets and Geonosian turrets I placed to work. I am retrieving their ODFs from the tur side in my map side folder, but they don't show up. When I retrieved the ODFs from my world's ODF folder (after copying everything) they showed up but the game crashed when you entered them. You can refer to my above LUA.


-How exactly would I add an LAAT turrent position for the remote rockets that fires from the two rocket launchers atop the LAAT? Are there hardpoints on the wings that could be used to fire beam weapons?

Credit List
-Linus
-Astute



There, that's it! Any help is welcome.

RE: WIP: Geonosis Fortress

Posted: Sat Aug 12, 2006 9:31 pm
by Sniper_eye
looks good :)

RE: WIP: Geonosis Fortress

Posted: Sat Aug 12, 2006 9:43 pm
by sawyerdk9
Are you sure that the files are being munged?

RE: WIP: Geonosis Fortress

Posted: Sat Aug 12, 2006 9:45 pm
by crazytieguy
I don't know the answers to any of your problems (unfortunately), but the map looks awesome!

RE: WIP: Geonosis Fortress

Posted: Sat Aug 12, 2006 9:56 pm
by geoman777
Screens look amazing.

However, I was wondering how the CIS vehicles would get thru the destructable walls. I think it would kind of ruin the idea if there were just holes where tanks from both sides can enter.

RE: WIP: Geonosis Fortress

Posted: Sat Aug 12, 2006 10:05 pm
by Penguin
your loading the geonosisian from the cis.lvl O.o

Re: RE: WIP: Geonosis Fortress

Posted: Sat Aug 12, 2006 10:35 pm
by Tohron
Penguin wrote:your loading the geonosisian from the cis.lvl O.o
I know, as I said I copied everything in the geo side to the cis side and modified the cis side req to try and fix the problem, but the error still showed, only it was for the cis side now.

And to the comment about whether everything is being munged, I did notice that the geo side in the gamedata/addon (when it was there) had no shell. I'm not sure whether that's supposed to be the case.

RE: Re: RE: WIP: Geonosis Fortress

Posted: Sat Aug 12, 2006 11:58 pm
by Raptor522
I'm as useless as crazytieguy (jk :P) but the map looks awesome.

RE: Re: RE: WIP: Geonosis Fortress

Posted: Sun Aug 13, 2006 12:30 am
by Protector_Pulch
1.Looks incredible !
2.Looks like from RC-fantastic !
3. I Can't help you - what a pity !

RE: Re: RE: WIP: Geonosis Fortress

Posted: Sun Aug 13, 2006 12:53 am
by Linus
Where can I find a full ODF (including health and walking speed) for the super battle droid? If the clone trooper draws from the same health value, is there anything special I need to do to give the SBD it's own health and walking speed, besides entering values into its ODF?
Tohron, look in the Confederacy of Independent Systems-folder.
The *ODF-file for the aimed droid is ''cis_inf_default_rifleman.odf''.
If you want to give it more health, add the ''MaxHealth = ''number''''-tag to the file. If you want to add more speed, add ''MaxSpeed = ''number''''... ;)

- Linus

RE: Re: RE: WIP: Geonosis Fortress

Posted: Sun Aug 13, 2006 1:11 am
by Chamboozer
Is this the type of map where the republic can win just by charging, or will they have to put the CIS fortress to siege?

RE: Re: RE: WIP: Geonosis Fortress

Posted: Sun Aug 13, 2006 6:56 am
by Rockwind
this map looks awsome. And going inside the coreship sounds brillient

Re: RE: Re: RE: WIP: Geonosis Fortress

Posted: Sun Aug 13, 2006 5:43 pm
by Tohron
Linus wrote:
Where can I find a full ODF (including health and walking speed) for the super battle droid? If the clone trooper draws from the same health value, is there anything special I need to do to give the SBD it's own health and walking speed, besides entering values into its ODF?
Tohron, look in the Confederacy of Independent Systems-folder.
The *ODF-file for the aimed droid is ''cis_inf_default_rifleman.odf''.
If you want to give it more health, add the ''MaxHealth = ''number''''-tag to the file. If you want to add more speed, add ''MaxSpeed = ''number''''... ;)

- Linus
Thanks, that solves one thing at least.

And about the map, the Republic will have to lay siege to the fort - they have to destroy enough of the wall to get through, and the turrets do enough damage to make their destruction essential for a successful assault.

EDIT: Oh, and something about my Geonosian problem - I have them set up in the officer position, not sure if that has anything to do with my problem.

RE: Re: RE: Re: RE: WIP: Geonosis Fortress

Posted: Sun Aug 13, 2006 6:02 pm
by Hebes24
Looks really good! I like the idea of having to breach the wall before being able to fully assault the CIS coreship. :P
You also might want to change to ep2 clones, instead of ep3 clones. :wink:

Sorry, but the only thing I could have helped with is the odf thing, which Linus just answered.

Posted: Sun Aug 13, 2006 9:01 pm
by timusafa
hey, map looks great, and i'll be looking for a beta soon... maybe? :)

But, to give u my two cents, i would suggest scattering some debris in front of the fortress walls. Maybe an AT-TE corpse here, an LAAT corpse there, and some random rock formations... just to give the walk to the base some depth :D

Posted: Sat Aug 19, 2006 8:44 pm
by Delta-038
For the error "d3dx9_25.dll was not found" that means that you probably don't have Direct X 9 installed/installed correctly/and/or/all of the file are not being detected/corrupted. I believe d3dx9 means "Direct 3D DirectX9" so that definetly has something to do with it. Or could have something to do with you video hardware, it may not fully support DirectX9 or may only be running in Lower DirectX levels.

Posted: Sat Aug 19, 2006 9:18 pm
by Sniper_eye
Delta-038 wrote:For the error "d3dx9_25.dll was not found" that means that you probably don't have Direct X 9 installed/installed correctly/and/or/all of the file are not being detected/corrupted. I believe d3dx9 means "Direct 3D DirectX9" so that definetly has something to do with it. Or could have something to do with you video hardware, it may not fully support DirectX9 or may only be running in Lower DirectX levels.
dude, read the rulez, you just bumped a 6 day old topic :?

Posted: Sat Aug 19, 2006 9:35 pm
by Penguin
6 days isn't a bump, a month is more like a bump

Posted: Sat Aug 19, 2006 9:39 pm
by Sniper_eye
Penguin wrote:6 days isn't a bump, a month is more like a bump
oh, my bad :lol: