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Messages - Idren

#61
Quote from: Phobos on February 09, 2017, 02:19:25 PM
It probably has to do with the LUA and imp being set to team 3 instead of team 2. Post your mission LUA here and I'll see what needs to be changed.

Alright here's my Tat4a.lua (where I added my side)
I'll keep looking around for where else the "Gammoreans" might be coming from too.

[spoiler]
--start header
function ScriptInit()
local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
--end header

--start objectives
AddMissionObjective(IMP,"red", "level.Tat4.objectives.1");
AddMissionObjective(IMP,"orange", "level.Tat4.objectives.2");
AddMissionObjective(IMP,"orange", "level.Tat4.objectives.3");
AddMissionObjective(ALL,"red", "level.Tat4.objectives.1");
AddMissionObjective(ALL,"orange", "level.Tat4.objectives.2");
AddMissionObjective(ALL,"orange","level.Tat4.objectives.3");
--end objectives

--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1gcw");
--end soundlvl

-- Start sidelvls
--ALLIANCE

ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert", --The units REQ for the level
"all_inf_lukeskywalker", --The hero's REQ for the level
"all_inf_smuggler"); --The 5th troop's REQ (wookie smuggler)

--EMPIRE
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_basic",
"imp_inf_dark_trooper");
--end sidelvls

--start loadouts
--ALLIANCE

SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldierdesert",10)
AddUnitClass(ALL, "all_inf_vanguard",1)
AddUnitClass(ALL, "all_inf_pilot",2)
AddUnitClass(ALL, "all_inf_marksman",2)
AddUnitClass(ALL, "all_inf_smuggler",1)
SetHeroClass(ALL, "all_inf_lukeskywalker")

--EMPIRE
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",10)
AddUnitClass(IMP, "imp_inf_shock_trooper",1)
AddUnitClass(IMP, "imp_inf_pilottie",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",2)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
--end loadouts


--start teamstats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 200)
--end teamstats

--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
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("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
--end memorypools

--start worldlvl
ReadDataFile("dc:Tat4\\Tat4.lvl")
--end worldlvl

--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay

--start flyheight
--end flyheight

--start ainotify
--end ainotify

--start stayinturrets
--end stayinturrets

--start denseenvironment

SetDenseEnvironment("false")
--end denseenvironment

--start birdsandfish
--end birdsandfish

--start deathregions
--end deathregions

--start soundconfig

OpenAudioStream("sound\\tat.lvl","tatgcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\gcw.lvl","gcw_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_tac_vo");
OpenAudioStream("sound\\tat.lvl","tat1_emt");
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,0.99,"all_tat_amb_middle",1,1);
SetAmbientMusic(ALL,0.1,"all_tat_amb_end",2,1);
SetAmbientMusic(IMP,1.0,"imp_tat_amb_start",0,1);
SetAmbientMusic(IMP,0.99,"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("SpawnDisplayUnitChange","shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange","shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplayBack","shell_menu_exit");
SetPlanetaryBonusVoiceOver(IMP,IMP,0,"imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP,ALL,0,"imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP,IMP,1,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,1,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,2,"imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP,ALL,2,"imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP,IMP,3,"imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(IMP,ALL,3,"imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP,IMP,4,"imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP,ALL,4,"imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP,IMP,5,"imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP,ALL,5,"imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP,IMP,6,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,6,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,7,"imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP,ALL,7,"imp_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,ALL,0,"all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(ALL,IMP,0,"all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(ALL,ALL,1,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,1,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,2,"all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(ALL,IMP,2,"all_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(ALL,ALL,3,"all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL,IMP,3,"all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(ALL,ALL,4,"all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL,IMP,4,"all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(ALL,ALL,5,"all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(ALL,IMP,5,"all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(ALL,ALL,6,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,6,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,7,"all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,IMP,7,"all_bonus_imp_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots

AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer

end
--end footer
[/spoiler]

EDIT: I re-munged and apparently it's fixed now? I'm not sure what was wrong - I might try to re-create the problem to find out what was going on.

EDIT 2: So in the .lua - at one point I changed the line: SetTeamName(IMP, "Empire") to something that wasn't "Empire" - and it apparently defaulted everything to Gammorean - not sure when I changed it back, but that fixed it after re-munging.  I just tried: SetTeamName(IMP, "CIS") and ingame my side had the CIS base holograms, and all the units were labeled as "Unit 123" like the real CIS.  So apparently the SetTeamName() adds all those Unit strings that show up when you kill them, and sets up the base holograms and stuff.

Where do you edit in order to change that? I haven't been able to find it in the Sides folders and stuff.  Like if I wanted to change the base holograms for a team / the list of names the units have?
#62
Thanks so much for helping me out! I was finally able to add my own re-textured Side!
The strange thing was that the Imperial base showed up Yellow, and were all labeled as killed Gammoreans?
Is this something to do with it being a dc:SIDE and it defaulting to gammorean stuff?  Where do I go to change this?
#63
Thanks for the quick reply!  For how short it was it made something click in my brain (hopefully correctly) :)
The proces doesn't seem quite so mysterious after looking at the TAT3 stuff REALLY in depth.  I couldn't see the connections between the LVL, REQ, ODF, MSH, and TGA files before. I think I've got at least a general idea of what's going on now?

So for a reskin: I would make a new side using the BFBuilder Pro (import side) - change the various .tgas I want changed, munge, take the new side's .lvl file and put it in my map's "Data\_lvl_pc\Side" folder.  Add the side via the mission.LUAs and it should work?

So my current understanding / guesswork has led me to believe the following order of events:

1. "addme" appends the level to the game's list and runs the scripts under "Common\Scripts". 
2. These scripts create the missions/eras by reading in the .LVL files for the Sound, Sides, and Level
          (made from ZeroEdit) and their required .REQ files.
3. The .REQ files are used to load in their .ODFs
4. The .ODFs load their respective .MSHs
5. The .MSHs load their respective .TGA files.
???

I don't currently have time to test it out (gotta get to classes)
But I'm attaching the tat3a.lua script found here:"DataTAT3\Common\Scripts\TAT\tat3a.lua"
with comments of my attempt at figuring out the various functions and any additional questions/clarifications I have.  I'll be attempting adding the new side later today when I'm back from school.


Here's the tat3a.lua with my comments in green
I'm kind of hoping for clarification where I'm right/wrong (hoping that's not too much to ask)
So thanks a TON for anyone willing to spend the time helping me out.
[spoiler]---------------------------------------------------------------------------
-- 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()
--  Empire Attacking (attacker is always #1)
    local ALL = 1
    local IMP = 2
--  These variables do not change
    local ATT = 1
    local DEF = 2

   -- my guess is that the AddMissionObjective function sets up
   -- the localization for the objectives added? I have no clue
   -- what the "red" / "orange" stands for or why it's important.

    AddMissionObjective(IMP, "red", "level.tat3.objectives.1");
    AddMissionObjective(IMP, "orange", "level.tat3.objectives.2");
    AddMissionObjective(IMP, "orange", "level.tat3.objectives.3");
    AddMissionObjective(ALL, "red", "level.tat3.objectives.1");
    AddMissionObjective(ALL, "orange", "level.tat3.objectives.2");
    AddMissionObjective(ALL, "orange", "level.tat3.objectives.3");
   
      SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(ALL, 0.95)


   -- So ReadDataFile is the function you add in your
   -- .lvl files that you've created and their respective
   -- ".req" files? - I'm not 100% sure what's being
   -- referenced here.
   -- It looks like the arguments for ReadDataFile
   -- should be:
   --ReadDataFile(location of main .lvl file, comma separated list of reqs (w/o the .req) needed for that .lvl file)
   --I'm not sure about the 1st call to ReadDataFile though with the ";" seemingly out of place...

    ReadDataFile("dc:sound\\tat.lvl;tat3gcw")
    ReadDataFile("SIDE\\all.lvl",
        "all_inf_basicdesert",
        "all_inf_smuggler");

    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_basic_tie",
        "imp_inf_dark_trooper");

    ReadDataFile("dc:SIDE\\gam.lvl",
        "gam_inf_gamorreanguard")
   
    SetAttackingTeam(ATT);

--      Alliance Stats
    --SetTeamName(team, Name as seen ingame?)
   --SetTeamIcon(I would assume it's referencing a texture or something, but I can't find it.
    -- AddUnitClass looks like it's referencing ".odf" files and not ".reqs"
   -- Do these ODFs have to match up with the .reqs read from ReadDataFile above?

    SetTeamName(ALL, "Alliance")
    SetTeamIcon(ALL, "all_icon")
    AddUnitClass(ALL, "all_inf_soldierdesert",10)
    AddUnitClass(ALL, "all_inf_vanguard",1)
    AddUnitClass(ALL, "all_inf_pilot",2)
    AddUnitClass(ALL, "all_inf_marksman",2)
    AddUnitClass(ALL, "all_inf_smuggler",1)

--      Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_trooper",10)
    AddUnitClass(IMP, "imp_inf_shock_trooper",1)
    AddUnitClass(IMP, "imp_inf_pilottie",2)
    AddUnitClass(IMP, "imp_inf_scout_trooper",2)
    AddUnitClass(IMP, "imp_inf_dark_trooper",1)

   
--  Attacker Stats   
   -- These sections I'm not sure how the BleedThreshold works.
   -- I know it has to do with when a team isn't holding enough bases
   -- and starts losing reinforcements, but I'm not sure about these
   -- values that are being entered.

    SetUnitCount(ATT, 16)
    SetReinforcementCount(ATT, 200)
--    AddBleedThreshold(ATT, 31, 0.0)
--    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 0.75)
    AddBleedThreshold(ATT, 10, 1.5)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 16)
    SetReinforcementCount(DEF, 200)
--    AddBleedThreshold(DEF, 31, 0.0)
--    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 0.75)
    AddBleedThreshold(DEF, 10, 1.5)
    AddBleedThreshold(DEF, 1, 3.0)

--  Local Stats
    SetTeamName(3, "locals")
    AddUnitClass(3, "gam_inf_gamorreanguard",3)
    SetUnitCount(3, 3)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsEnemy(3, DEF)

   
   
--  Level Stats
   
   --This section is a mystery to me. I've seen around that the
   --AddWalkerType(x,y) references walkers w/0 legs (droideka)
   --1 pair(atst), 2 pair(atat/spider?), and 3 pair(atte)
   -- I'm not sure why this section is clearing/adding walker types for
   -- Jabbas Palace though?
   --
   -- I'm also lost on what SetMemoryPoolSize() is doing and how I would
   -- be able to use it in a map
   -- Also I noticed there's another ReadDataFile("dc:TAT\\tat3.lvl") here
   -- and I'm curious as to why it's not up with the other ReadDataFile() calls

   ClearWalkers()
    AddWalkerType(0, 0)
    AddWalkerType(1, 4)
    AddWalkerType(2, 0)
    --SetMemoryPoolSize("EntityHover", 12)
    --SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
--  SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("SoundSpaceRegion", 81)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:TAT\\tat3.lvl")
    SetDenseEnvironment("true")
    --AddDeathRegion("Sarlac01")
    SetMaxFlyHeight(90)
    SetMaxPlayerFlyHeight(90)


--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatgcw_music");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");

    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, 0.99, "all_tat_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_tat_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "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");

    --SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 0, "imp_bonus_all_medical");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 1, "");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 2, "imp_bonus_all_sensors");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 3, "imp_bonus_all_hero");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 5, "imp_bonus_all_sabotage");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 6, "");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 7, "imp_bonus_all_training");--advanced training

    --SetPlanetaryBonusVoiceOver(ALL, ALL, 0, "all_bonus_all_medical");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 0, "all_bonus_imp_medical");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 1, "");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 1, "");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 2, "all_bonus_all_sensors");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 2, "all_bonus_imp_sensors");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 3, "all_bonus_imp_hero");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 5, "all_bonus_all_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 5, "all_bonus_imp_sabotage");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 6, "");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 6, "");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 7, "all_bonus_all_training");--advanced training
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 7, "all_bonus_imp_training");--advanced training


--  Camera Stats
   --These are for the end-screen-shot at Victory/Defeat and you get
   --the coordinates from SPTest's dumpcamera functionality I think?

--Tat 3 - Jabbas' Palace
    AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);
    AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551);
    AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990);
    AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519);
    AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025);
    AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255);
    AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096);
    AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620);
    AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437);
    AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003);
    AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054);
    AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029);
    AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563);

end
[/spoiler]

I know these things have probably been laid out plain before, so I'm incredibly thankful for any/all help from you all.
#64
Hi,

I'm working on my first mod in a while, and I'm hoping for some help figuring out how to make edits to a side.  Specifically I'm trying to re-skin / make various edits to the IMP side (renames, retextures, etc.) but only for my new map/world - and not for the entire game. (I don't want to overwrite the game's standard setup.)

I've been searching / reading tons of topics that are somewhat related to this on the site, but I haven't been able to find a tutorial / someone else's question regarding this specific portion.

I'm still a newbie when it comes to anything outside of ZeroEdit.

Thanks in advance!
#65
Welcome Center / Hi all!
February 07, 2017, 09:10:49 PM
Hey everybody!
I've been playing BF1 and 2 since their respective releases - and loved working with BFBuilder back when it was first getting going and when filefront was still up and running.  I've recently been wanting to get back into modding/map-making and discovered this place! I'm THRILLED :cheer: that there's still an active community for this stuff!  My mods in the past mostly consisted of just level building - though I could never change the sky to be anything but Geonosis, and I could never do much of anything but use ZeroEdit to build maps.

Now, I'm a Computer Science student and I've finished up a 3D Modeling/Animation minor - and I'm looking to get back into the modding scene with some more skills! :)

- bboettcher