problem with adding creatures
Moderator: Moderators
-
odi-wan
problem with adding creatures
well i'm working on a mapon what jedis are fighting against wampas and perhaps other creatures but when i want to test the map there's always an errors "Could not open CVB_eli.lvl". I made a "normal" Hero Assault map and changed in the lua one side to wampas but it doesn't work...

-
^Destroyer^
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
RE: problem with adding creatures
moved to SWBF2 Modding. Please pay attention to where you post.
-
odi-wan
RE: problem with adding creatures
well here is the lua if you find any mistake please post it
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end
---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo
ReadDataFile("ingame.lvl")
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hero_emperor",
"imp_hero_bobafett")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_anakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan")
ReadDataFile("SIDE\\cis.lvl",
"cis_hero_grievous",
"cis_hero_darthmaul",
"cis_hero_countdooku",
"cis_hero_jangofett")
ReadDataFile("SIDE\\snw.lvl"
"snw_inf_wampa")
--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]
--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")
SetupTeams{
hero = {
team = ALL,
units = 12,
reinforcements = -1,
soldier = { "all_hero_hansolo_tat",1,2},
assault = { "all_hero_chewbacca", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}
AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)
SetupTeams{
villain = {
team = IMP,
units = 15,
reinforcements = -1,
soldier = { "snw_inf_wampa", 1,2},
},
}
-- 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)
local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:CVB\\CVB.lvl", "CVB_eli")
SetDenseEnvironment("false")
-- Sound Stats
ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")
SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "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")
SetAttackingTeam(ATT)
-- 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
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end
---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo
ReadDataFile("ingame.lvl")
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hero_emperor",
"imp_hero_bobafett")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_anakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan")
ReadDataFile("SIDE\\cis.lvl",
"cis_hero_grievous",
"cis_hero_darthmaul",
"cis_hero_countdooku",
"cis_hero_jangofett")
ReadDataFile("SIDE\\snw.lvl"
"snw_inf_wampa")
--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]
--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")
SetupTeams{
hero = {
team = ALL,
units = 12,
reinforcements = -1,
soldier = { "all_hero_hansolo_tat",1,2},
assault = { "all_hero_chewbacca", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}
AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)
SetupTeams{
villain = {
team = IMP,
units = 15,
reinforcements = -1,
soldier = { "snw_inf_wampa", 1,2},
},
}
-- 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)
local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:CVB\\CVB.lvl", "CVB_eli")
SetDenseEnvironment("false")
-- Sound Stats
ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")
SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "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")
SetAttackingTeam(ATT)
-- 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
-
Murdocr
RE: problem with adding creatures
i'm not sure because i havn't messed with hero assault much, but try adding snw_inf_wampa using the addunitclass command. btw what are those two little line next to readdatafile(snw.lvl. try taking those out
-
odi-wan
RE: problem with adding creatures
ok i'll try it
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
RE: problem with adding creatures
The error you get means it can't actually find the LUA. Check addme.lua, mission.req and [mapname]g_eli.req.
-
odi-wan
RE: problem with adding creatures
where is "[mapname]g_eli.req."?????
-
Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
RE: problem with adding creatures
data_ABC/common/mission
-
odi-wan
RE: problem with adding creatures
well here's the CVBg_eli.req... don't knwo if there's anything wrong
ucft
{
REQN
{
"config"
"cor_movies"
}
REQN
{
"script"
"CVBg_eli"
}
}
ucft
{
REQN
{
"config"
"cor_movies"
}
REQN
{
"script"
"CVBg_eli"
}
}
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
RE: problem with adding creatures
That looks fine. Before you do anything else, open VisualMunge, hit 'select all' then 'clean'. Then once that's done hit 'deselect all' then check the 'common' checkbox, then munge.
-
odi-wan
RE: problem with adding creatures
it doesn't work...
-
odi-wan
RE: problem with adding creatures
do you have any other idea to fix the problem???
-
darth-jedi
RE: problem with adding creatures
Okay, do what I do,
For wampas, type this, DO NOT copy and paste, retype it. Put the cursor directly after the ) at the end of the REP ReadDataFile part. Press Enter. Then put as many spaces as needed to line up the cursor with the next ReadDataFile, Like so:
"rep_hero_anakin")
ReadDataFile("SIDE\\snw.lvl",
ReadDataFile("SIDE\\cis.lvl",
Then put the file name of the wampa like so:
ReadDataFile("SIDE\\snw.lvl",
"snw_inf_wampa")
Notice that every thing is lined up, this, and every last character, is very important, or it will not work.
That is all to do there. To make it a character to play, put the file name anywhere in the setup teams part of the lua. Any further questions, post them in this forum for me to read later.
Darth-Jedi
For wampas, type this, DO NOT copy and paste, retype it. Put the cursor directly after the ) at the end of the REP ReadDataFile part. Press Enter. Then put as many spaces as needed to line up the cursor with the next ReadDataFile, Like so:
"rep_hero_anakin")
ReadDataFile("SIDE\\snw.lvl",
ReadDataFile("SIDE\\cis.lvl",
Then put the file name of the wampa like so:
ReadDataFile("SIDE\\snw.lvl",
"snw_inf_wampa")
Notice that every thing is lined up, this, and every last character, is very important, or it will not work.
That is all to do there. To make it a character to play, put the file name anywhere in the setup teams part of the lua. Any further questions, post them in this forum for me to read later.
Darth-Jedi
-
darth-jedi
RE: problem with adding creatures
Extra character list:
(note: some may not work as they were not finished for the game)
des.lvl:
"tat_inf_jawa"
"tat_inf_tuskenhunter"
"tat_inf_tuskenraider"
ewk.lvl:
"ewk_inf_basic"
gam.lvl:
"gam_inf_gamorreanguard"
gar.lvl:
"gar_inf_soldier"
"gar_inf_vanguard"
"gar_inf_temple_soldier"
"gar_inf_temple_vanguard"
"gar_inf_naboo_queen"
geo.lvl:
"gen_inf_geonosian" (YES THERE IS AN N INSTEAD OF AN O AT THE BEGINNING)
"geo_inf_agro_geonosian"
"geo_inf_acklay"
gun.lvl:
"gun_inf_soldier"
"gun_inf_defender"
"gun_inf_rider"
jed.lvl:
"jed_knight_01"
"jed_knight_02"
"jed_knight_03"
"jed_knight_04"
"jed_master_01"
"jed_master_02"
"jed_master_03"
"jed_sith_01"
"jed_runner"
snw.lvl:
"snw_inf_wampa"
wok.lvl:
"wok_inf_basic"
(note: some may not work as they were not finished for the game)
des.lvl:
"tat_inf_jawa"
"tat_inf_tuskenhunter"
"tat_inf_tuskenraider"
ewk.lvl:
"ewk_inf_basic"
gam.lvl:
"gam_inf_gamorreanguard"
gar.lvl:
"gar_inf_soldier"
"gar_inf_vanguard"
"gar_inf_temple_soldier"
"gar_inf_temple_vanguard"
"gar_inf_naboo_queen"
geo.lvl:
"gen_inf_geonosian" (YES THERE IS AN N INSTEAD OF AN O AT THE BEGINNING)
"geo_inf_agro_geonosian"
"geo_inf_acklay"
gun.lvl:
"gun_inf_soldier"
"gun_inf_defender"
"gun_inf_rider"
jed.lvl:
"jed_knight_01"
"jed_knight_02"
"jed_knight_03"
"jed_knight_04"
"jed_master_01"
"jed_master_02"
"jed_master_03"
"jed_sith_01"
"jed_runner"
snw.lvl:
"snw_inf_wampa"
wok.lvl:
"wok_inf_basic"
-
odi-wan
Re: RE: problem with adding creatures
ok
Last edited by odi-wan on Fri Apr 28, 2006 8:19 am, edited 1 time in total.
-
odi-wan
Re: RE: problem with adding creatures
shall i put this into a normal map or in a hero assault map??darth-jedi wrote:Extra character list:
(note: some may not work as they were not finished for the game)
des.lvl:
"tat_inf_jawa"
"tat_inf_tuskenhunter"
"tat_inf_tuskenraider"
ewk.lvl:
"ewk_inf_basic"
gam.lvl:
"gam_inf_gamorreanguard"
gar.lvl:
"gar_inf_soldier"
"gar_inf_vanguard"
"gar_inf_temple_soldier"
"gar_inf_temple_vanguard"
"gar_inf_naboo_queen"
geo.lvl:
"gen_inf_geonosian" (YES THERE IS AN N INSTEAD OF AN O AT THE BEGINNING)
"geo_inf_agro_geonosian"
"geo_inf_acklay"
gun.lvl:
"gun_inf_soldier"
"gun_inf_defender"
"gun_inf_rider"
jed.lvl:
"jed_knight_01"
"jed_knight_02"
"jed_knight_03"
"jed_knight_04"
"jed_master_01"
"jed_master_02"
"jed_master_03"
"jed_sith_01"
"jed_runner"
snw.lvl:
"snw_inf_wampa"
wok.lvl:
"wok_inf_basic"
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darth-jedi
RE: Re: RE: problem with adding creatures
Use which ever units, and I would suggest, using an assault map, because then you don't have to deal with the addunitclass in the conquest luas.
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odi-wan
