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Messages - LitFam

#136
SWBF2 Modding / Death Watch
February 06, 2017, 12:36:42 AM
Does anyone know how to install unit (dwt_inf_soldier_3) from  DEVISS Death Watch Pack 1.0, Also  here is my lua. For some reason I can only add two of the death watch units (dwt_inf_soldier_2) and (dwt_inf_soldier_4).


[spoiler]--
-- 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()      
   
   ReadDataFile("dc:Load\\common.lvl")
   
    --This defines the CPs.  These need to happen first
    cp1 = CommandPost:New{name = "cp1"}
    cp2 = CommandPost:New{name = "cp2"}
   
     --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:Start()
    SetUberMode(1);
   
    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(800)
    SetMaxPlayerFlyHeight (800)
   
    SetMemoryPoolSize ("ClothData",40)
    SetMemoryPoolSize ("Combo",100)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",1300)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",1300) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",1300)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",1100)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",1200)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",200)     -- should be ~1x #combo 
   
   
    ReadDataFile("sound\\yav.lvl;yav1cw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                      "dwt_inf_soldier_1",
                      "dwt_inf_soldier_4",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_anakin",
                             "rep_hover_barcspeeder",
                      "rep_walk_atte")
    ReadDataFile("SIDE\\cis.lvl",
                            "cis_inf_crabdroid",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul",
                             "cis_hover_aat")
      

  ReadDataFile("dc:SIDE\\cis.lvl",
      "cis_inf_crabdroid")
      
      ReadDataFile("dc:SIDE\\rep.lvl",
      "dwt_inf_soldier_2",
      "dwt_inf_soldier_4")
                 
                             
                                       
                             
   SetupTeams{
      rep = {
         team = REP,
         units = 200,
         reinforcements = 7500,
         soldier  = { "rep_inf_ep3_rifleman",9, 50},
         assault  = { "rep_inf_ep3_rocketeer",1, 10},
         engineer = { "rep_inf_ep3_engineer",1, 10},
         sniper   = { "rep_inf_ep3_sniper",1, 10},
         officer = {"rep_inf_ep3_officer",1, 10},
         special = { "rep_inf_ep3_jettrooper",1, 10},
          
      },
      cis = {
         team = CIS,
         units = 200,
         reinforcements = 7500,
         soldier  = { "cis_inf_rifleman",9, 50},
         assault  = { "cis_inf_rocketeer",1, 10},
         engineer = { "cis_inf_engineer",1, 10},
         sniper   = { "cis_inf_sniper",1, 10},
         officer = {"cis_inf_officer",1, 5},
         special = { "cis_inf_droideka",1, 5},
      }
   }
   
   AddUnitClass(CIS, "cis_inf_crabdroid",1,5)
   AddUnitClass(REP, "dwt_inf_soldier_2",1,5)
    AddUnitClass(REP, "dwt_inf_soldier_4",1,5)
   
   --  Level Stats
    --  ClearWalkers()
   AddWalkerType(0, 5) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
   AddWalkerType(2, 10) -- 3 acklay with 2 leg pairs each
    AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)
    local weaponCnt = 1024
    SetMemoryPoolSize("AcklayData", 5)
    SetMemoryPoolSize("Aimer", 155)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
   SetMemoryPoolSize("CommandWalker", 2)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
   SetMemoryPoolSize("EntityCloth", 532)
   SetMemoryPoolSize("EntityFlyer", 540)
    SetMemoryPoolSize("EntityHover", 440)
    SetMemoryPoolSize("EntityLight", 505)
    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", 564)
   SetMemoryPoolSize("UnitController", 456)
   SetMemoryPoolSize("Weapon", weaponCnt)
   
    SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:UW1\\UW1.lvl", "UW1_conquest")
    ReadDataFile("dc:UW1\\UW1.lvl", "UW1_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

[/spoiler]
#137
SWBF2 Modding / Re: The Clone Wars Battlefield Mod WIP
November 26, 2016, 01:12:15 AM
Quote from: CommanderHazard on November 25, 2016, 10:49:27 AM
Well you gotta make other classes have OP tools as well. Like I said previously, there isn't a reason to play the other classes.

You got no skill!!!!
#138
SWBF2 Modding / Re: The Clone Wars Battlefield Mod WIP
November 24, 2016, 10:19:50 PM
Quote from: CommanderHazard on November 21, 2016, 03:14:58 PM
The Z-6 wont be that OP in the final version, right? Because, as of right now, it's godly. In my opinion, there is no reason to play the other classes, other than to be which character the class model is.

I love the 1 hit kills, remember we are trying to make it as close to the star wars tv shows!
#139
SWBF2 Modding / Re: The Clone Wars Battlefield Mod WIP
November 11, 2016, 07:37:59 PM
12Bros, I think my Super Tactical Droid will be done after you release alpha 1.4

Meaning the first CIS hero is Kalani for alpha 1.5, also it is your choice to determine which map Kalani should be on.

http://starwars.wikia.com/wiki/Kalani_(super_tactical_droid)
#140
SWBF2 Modding / Re: The Clone Wars Battlefield Mod WIP
November 07, 2016, 04:39:12 PM
Quote from: KingfromB1S on November 07, 2016, 02:48:52 PM
Hello, im extremely interested in being an alpha tester. I love star wars and I know alot about it. I have a small Youtube account @ King from Base1studios and I think I could help out with the mod. Thanks ~King

12bros I say we at least get 2 more youtubers for the alpha and then the alpha is officially CLOSED
#141
SWBF2 Modding / Re: The Clone Wars Battlefield Mod WIP
November 06, 2016, 03:26:06 PM
 Commando Droid Bouncing Bug
#142
SWBF2 Modding / Re: The Clone Wars Battlefield Mod WIP
November 04, 2016, 12:19:10 PM
Quote from: i2Bros on November 03, 2016, 03:22:28 PM
Of course, it was like a special derogation, since it was a big YT channel.

Cheers

I WILL BE POSTING A HUGE UPDATE ON MY MODB PAGE STAY TUNED...

#143
SWBF2 Modding / Re: The Clone Wars Battlefield Mod WIP
November 03, 2016, 02:15:07 PM
Quote from: i2Bros on November 03, 2016, 01:21:42 PM
I have just seen that I have really touched the sky after that.

I just watched to video, how did he get the alpha 1.3? Did he get permission?
#144
Quote from: NorbiK27 on October 31, 2016, 01:23:53 PM
I did. I can start the download but after time it will stop.

Pm 12Bros to make the file smaller for you...
#145
Quote from: NorbiK27 on October 31, 2016, 12:39:12 PM
Hey I have a problem downloading the mod. It seems like whatever I want to download from Dropbox it just wont download.

Did you put in the right password 12Bros sent you by PM?
#146
Quote from: swgaming1015 on October 30, 2016, 09:35:58 AM
After playing the latest Alpha, I've only found a few bugs:

The mod should be localised, i.e. all weapons and characters should be given their full names.

For some reason when I spawn as Yoda on Tantive IV the map crashes.

There was an issue with with Anakin's character model on the Polis Massa map ( see attached.)


Other than that the mod was really fun! When do you think it will be officially released?

YOU MUST HAVE YOUR TEXTURE SETTINGS SET TO HIGH OR THE MODELS WILL BE BROKEN...
#147
Quote from: swgaming1015 on October 30, 2016, 09:35:58 AM
After playing the latest Alpha, I've only found a few bugs:

The mod should be localised, i.e. all weapons and characters should be given their full names.

For some reason when I spawn as Yoda on Tantive IV the map crashes.

There was an issue with with Anakin's character model on the Polis Massa map ( see attached.)


Other than that the mod was really fun! When do you think it will be officially released?

Weird that doesn't happen to me when I spawn as Anakin in polis massa . What is your texture settings in the game high or low? Set the textures in video settings to high...
#148
Quote from: CannedSniper on October 30, 2016, 06:44:36 AM
Ummm if you get a Frenzy medal as hardcase and switch to get the elite rifle game freezes and you have to sign out to close the game.....

My patch settings make sure I get no Frenzy rewards and buffs and all that annoying stuff
#149
Quote from: CannedSniper on October 30, 2016, 06:44:36 AM
Ummm if you get a Frenzy medal as hardcase and switch to get the elite rifle game freezes and you have to sign out to close the game.....

That is what the 1.3 129 patch is for, you can disable rewards
#150
Quote from: i2Bros on October 30, 2016, 02:24:15 AM
LitFam I'm gonna PM you giving the CIS assets and a way to take screenshots in the game  :tu:

About the health regen to me it's fine, because most of the CIS units (like SBD, Magnaguards and Commandos) have higher health than clones and do Pretty huge damages.
About all the little bugs and glitches, they are Pretty hard to solve but I and Lit will try our best.

I have a way for the screen shots now but thanks, I would love to help you 12Bros on the CIS sides!

I am going to improve the B1 Battle Droids so they look like the TV Clone Wars Series Once You PM Me The CIS Assets, I Should Be Able To Open LVL Files With The Modding Tools On Modb.