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#16
SWBF1 Modding / Re: Tactical Droid Hero Issues
May 10, 2019, 11:15:36 PM
That would be very nice of you! I'd love to use that for future projects. I would, of course, credit you :)
#17
Released Maps and Mods / Kashyyyk: Village 2.0
May 10, 2019, 09:28:21 PM
Kashyyyk: Village 2.0

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1492

Below is a copy of the ReadMe, which should tell you everything you need to know about the map  :happy:
----------------------------------------------------------------------------------------------
Welcome and thank you for downloading "KASHYYYK: VILLAGE" version 2.0!
This is a custom mod map for Star Wars Battlefront 1.

--Installation:---

1. Download the file.
2. Go to your downloads folder and extract the files with Wk1_V2 and put them into your Star Wars Battlefront/GameData/AddOn file.
3. Play!

====WHAT'S NEW IN VERSION TWO?====
1. Adjusted spawn points for the Lower Village command post, so they are more clustered near the CP.
2. Count Dooku has been arrested for illegal possession of a time machine, and no longer assists the CIS in this battle. He has been replaced with OOM-47.
3. The wookies have received armaments and training from the Republic, greatly expanding their roster and weapon loadouts.
4. The Rebel Alliance now have the Rebel Conciliator added to their roster to fill the gap left by the Wookie Smuggler.
5. The secondary defending team (Clones in CW era, Wookies in GCW,) have had their aggressiveness and unit counts adjusted for balance.
6. The secondary defending teams will now capture command posts for themselves instead of for their ally.
7. Adjusted the CIS reinforcement count for balance purposes.
8. The Wookies in the Clone Wars era now have a hero: Chief Tarfful!
9. Fixed some slightly floating objects.
10. Adjusted vehicle pathing and barriers, so now there should be far less of the tanks trying to climb impassable cliffs.
11. Added Mine hint node to the North Beach command post.
12. Removed unnecessary obstacles preventing vehicular travel to certain parts of the map.
13. Other general, quality of life improvements.


---STORY:---

Clone Wars:

The separatist invasion of Kashyyyk is moving swiftly. With the separatist forces rapidly conquering territory across the planet,
the Republic's clone forces are spread dangerously thin. The next stop for the confederate war machine is a valley occupied mostly by
a lake. The Republic has only recently deployed troops here, so the wookies must provide the bulk of the defence force for this region.
Unfortunately, both the Republic and wookie forces have been deployed in terrible positions; the CIS forces have effectively driven a wedge between them.
Cut off from each other, each team must assume control of their own command posts with no assistance from the other. To add to the Republic's woes,
their vehicles were dropped into the wookie's territory. The situation for the defenders is dire, but their resolve is strong. Fight with the wookies
and their Republic allies or with the CIS to secure this territory.

Galactic Civil War:

A rebel cell has been deployed to Kashyyyk to rally the local wookie tribes and overthrow the Imperial occupation. However, the Empire has caught
word of this local insurrection, and have tracked the upstart rebels to a valley on the planet. However, the Empire is too late to stop the uprising;
The wookies have already taken up arms and granted the Alliance use of one of their villages. The Empire must now face a battle on two fronts, and has
deployed vehicular support to put down the rebellion. The Alliance has done similar. The forest is hushed as all three armies march to battle...

----Credits:----
AceMastermind, for providing the OOM skin and mesh that I used to create the CIS hero.

All other work contained within this file are stock assets provided by Lucasarts and Pandemic. I have used no other custom
content from any other modder.

-------Use of this Content-------
Use of anything contained in this file is welcome to be adjusted or otherwise altered by anyone who wants to, so long as I receive credit for any said works.

--------Known Issues--------

1. The tanks for both eras are missing their firing sounds. I have no idea how to fix this, if you know a solution please make it known.
2. The minimap isn't perfect, but it serves it's function and you should have no issue figuring out where it is you're going.
3. The wookie grenade launcher is missing it's firing sounds.
4. Upon spawning, the first use of the Rebel Conciliator's disguise kit will turn the player into a wookie. Subsequent uses will correctly turn the player into an Imperial Stormtrooper. Not sure why it does this, but at least it works most of the time.
------------------------------------------------------------------------------------------

SCREENSHOTS:
https://steamcommunity.com/profiles/76561198060483003/screenshot/807744928413500780
https://steamcommunity.com/profiles/76561198060483003/screenshot/807744928413500891
https://steamcommunity.com/profiles/76561198060483003/screenshot/807744928413500675
https://steamcommunity.com/profiles/76561198060483003/screenshot/807744928413500411
https://steamcommunity.com/profiles/76561198060483003/screenshot/807744928413500518
#18
SWBF1 Modding / Re: Tactical Droid Hero Issues
May 10, 2019, 06:39:40 PM
I think that goes a bit above and beyond my capabilities as a modder. Think I'll juse use an OOM model instead. Thanks anyway though for all the help Giftheck!  :D
#19
SWBF1 Modding / Re: Tactical Droid Hero Issues
May 09, 2019, 11:55:26 AM
That's an absolute shame...It's the only Tactical Droid I've been able to find  :'(  Is there a simple way to reduce the polys? I have no experience with SWBF Modeling or XSI.

If all else fails, I'm sure I can find an OOM droid model that would fulfill my Hero needs.
#20
Welcome Center / Re: Greetings!
May 08, 2019, 11:03:11 PM
Welcome to the battlefront, soldier  :mf:

There is a Discord, but unfortunately I'm not a part of it so I can't link. I'm sure someone else can and will, though  8)
#21
SWBF1 Modding / Re: Tactical Droid Hero Issues
May 08, 2019, 07:57:24 PM
No idea, honestly. It is one of DEVISS's asset releases.

http://gametoast.com/viewtopic.php?f=64&t=24475&p=518170#p518170
#22
SWBF1 Modding / Re: Tactical Droid Hero Issues
May 07, 2019, 07:15:48 PM
Gonna throw another post in here because it seems I've run into yet another issue!  :whip:

Droid is doing this weird thing now where he walks like he's in a constant lowrez state, and you can't see his weapon. I've attached some images to show what I'm talking about. Also looks like some of the bones aren't weighted to the correct spots or something? I don't do any modeling so perhaps you guys know what's going on here.


https://steamcommunity.com/sharedfiles/filedetails/?id=1735313153
https://steamuserimages-a.akamaihd.net/ugc/807744928399983961/E2B53BA0840B767BFBDD7786852946A6F991D30A/
https://steamuserimages-a.akamaihd.net/ugc/807744928399904368/F3D8EE53124A2DFB1C2DDFE0D434C113F4634275/
#23
Honestly kinda surprised I ended up on his hate list in the last screen shot there in the OP. I only talked to him like, twice, and they were positive interactions.

Not sure whether to feel pride or confusion.  :blink:
#24
SWBF1 Modding / Re: Tactical Droid Hero Issues
May 07, 2019, 10:33:28 AM
Quote from: Giftheck on May 06, 2019, 10:58:31 PM
That does seem strange. If the stock CIS Assault Droid is being loaded, its weapons are loaded too. Might sound like a strange thing, but does loading the Tactical Droid after the stock CIS lvl instead of before it make any difference?

Quote from: Dark_Phantom on May 07, 2019, 04:45:16 AM
I'm going to side with Gistech here.  Try loading the weapon (so CIS) first instead of the tactical droid.  It's been a while since I've done cross-team weapons like this, but it seems to me that load order would be important. (load droid and weapons included in lvl, load CIS units and weapons in lvl).  Since the weapon is not included in the droid lvl and wasn't loaded into memory yet, it's not included when you spawn as the droid.

Of course there's a good chance I'm wrong :)

This seems to have fixed the issue! Thanks a lot guys!

Note to self: put default sides first in LUA, custom sides afterwards!
#25
Welcome to the Battlefront and our little corner of the internet!  8)
#26
SWBF1 Modding / Re: Tactical Droid Hero Issues
May 06, 2019, 05:07:40 PM
Quote from: Giftheck on May 06, 2019, 12:01:54 AM
Can I see your LUA?

EDIT: I think this is because unlike the Rebels, the CIS don't load the Battle Droid in its cis_inf_basic REQ file, since the slot is taken by the Super Battle Droid. Since the Battle Droid isn't in there, the weapons are not found at all. You will likely need to put in the weapon files in this case, or load in cis_inf_basic_battledroids in your LUA.

That makes a lot of sense actually. I changed out the blaster rifle for the stock rocket launcher and got rid of the concussion grenades, but still got these errors:


Message Severity: 3
.\source\EntitySoldier.cpp(6240)
Soldier "droid_inf_tactical" weapon 1 "cis_weap_inf_torpedo_launcher" not found

Message Severity: 3
.\source\EntitySoldier.cpp(6248)
Soldier "droid_inf_tactical" weapon 2 "cis_weap_inf_pistol" not found

Message Severity: 3
.\source\EntitySoldier.cpp(6255)
Soldier "droid_inf_tactical" weapon 3 "cis_weap_inf_thermaldetonator" not found


All of these should be loaded with the CIS REQ file. Maybe I'll just need to create custom weapons.

Also, here is my LUA:

---------------------------------------------------------------------------
-- 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 REP = 2
    local CIS = 1
--  These variables do not change
    local ATT = 1
    local DEF = 2

    AddMissionObjective(CIS, "red", "level.Wk1.objectives.1");
    AddMissionObjective(CIS, "orange", "level.Wk1.objectives.4");
    AddMissionObjective(CIS, "orange", "level.Wk1.objectives.3");
    AddMissionObjective(REP, "red", "level.Wk1.objectives.1");
    AddMissionObjective(REP, "orange", "level.Wk1.objectives.2");
    AddMissionObjective(REP, "orange", "level.Wk1.objectives.3");


    ReadDataFile("sound\\kas.lvl;kas1cw")
    ReadDataFile("sound\\nab.lvl;nab1cw")
    ReadDataFile("sound\\nab.lvl;nab2cw")
    ReadDataFile("sound\\kas.lvl;kas1gcw")

    ReadDataFile("dc:SIDE\\WOK.lvl",
        "wok_inf_basic");

    ReadDataFile("dc:SIDE\\Droid.lvl",
        "droid_inf_tactical");

    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_basic",
"cis_hover_aat",
"cis_fly_maf",
        "cis_inf_droideka");

  ReadDataFile("SIDE\\rep.lvl",
        "rep_inf_basic",
"rep_hover_fightertank",
"rep_fly_jedifighter");

    SetAttackingTeam(ATT);

--      Republic Stats
    SetTeamName(REP, "Wookies")
    AddUnitClass(REP, "wok_inf_warrior",12)
    AddUnitClass(REP, "wok_inf_guerilla",8)
    AddUnitClass(REP, "wok_inf_aerialist",5)
    AddUnitClass(REP, "wok_inf_pathfinder",3)
    AddUnitClass(REP, "wok_inf_elder",2)
    SetHeroClass(REP, "wok_inf_tarfful")
     
--      CIS Stats
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "cis_icon")
    AddUnitClass(CIS, "cis_inf_battledroid",20)
    AddUnitClass(CIS, "cis_inf_assault",8)
    AddUnitClass(CIS, "cis_inf_pilotdroid",6)
    AddUnitClass(CIS, "cis_inf_assassindroid",8)
    AddUnitClass(CIS, "cis_inf_droideka",8)
    SetHeroClass(CIS, "droid_inf_tactical")
     
--  Attacker Stats
    SetUnitCount(ATT, 50)
    SetReinforcementCount(ATT, 425)
--  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)
    SetTeamAsEnemy(ATT, 3)

--  Defender Stats
    SetUnitCount(DEF, 30)
    SetReinforcementCount(DEF, 400)
--  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)
    SetTeamAsFriend(DEF, 3)

--  Local Stats
    SetTeamName(3, "Republic")
    AddUnitClass(3, "rep_inf_clone_trooper",5)
    AddUnitClass(3, "rep_inf_clone_pilot",2)
    AddUnitClass(3, "rep_inf_clone_sharpshooter",4)
    AddUnitClass(3, "rep_inf_arc_trooper",4)
    SetUnitCount(3, 15)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsNeutral(3, DEF)
    SetTeamAggressiveness(3, 0.3)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 9) -- Droidekas
    AddWalkerType(1, 4) -- number of leg pairs, count
    AddWalkerType(2, 0)
    SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
-- SetMemoryPoolSize("SoundSpaceRegion", 81)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:Wk1\\Wk1.lvl")
    SetDenseEnvironment("true")
  --AddDeathRegion("Sarlac01")
  --SetMaxFlyHeight(90)
  --SetMaxPlayerFlyHeight(90)


--  Sound Stats
   OpenAudioStream("sound\\kas.lvl",  "kascw_music");
    OpenAudioStream("sound\\kas.lvl",  "kasgcw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\kas.lvl",  "kas");
    OpenAudioStream("sound\\kas.lvl",  "kas");
    OpenAudioStream("sound\\nab.lvl",  "nabcw_music");
    OpenAudioStream("sound\\nab.lvl",  "nab2");
    OpenAudioStream("sound\\nab.lvl",  "nab2");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\nab.lvl",  "nab2_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, "repleaving");
    SetOutOfBoundsVoiceOver(1, "cisleaving");

    SetAmbientMusic(REP, 1.0, "rep_kas_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_kas_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_kas_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_kas_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_kas_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_kas_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_kas_amb_victory");
    SetDefeatMusic (REP, "rep_kas_amb_defeat");
    SetVictoryMusic(CIS, "cis_kas_amb_victory");
    SetDefeatMusic (CIS, "cis_kas_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(CIS, CIS, 0, "cis_bonus_cis_medical");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 0, "cis_bonus_rep_medical");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "cis_bonus_cis_sensors");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 2, "cis_bonus_rep_sensors");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "cis_bonus_cis_reserves");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 4, "cis_bonus_rep_reserves");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "cis_bonus_cis_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(CIS, REP, 5, "cis_bonus_rep_sabotage");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "cis_bonus_cis_training");--advanced training
    --SetPlanetaryBonusVoiceOver(CIS, REP, 7, "cis_bonus_rep_training");--advanced training

    --SetPlanetaryBonusVoiceOver(REP, REP, 0, "rep_bonus_rep_medical");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 0, "rep_bonus_cis_medical");
    --SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
    --SetPlanetaryBonusVoiceOver(REP, REP, 2, "rep_bonus_rep_sensors");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 2, "rep_bonus_cis_sensors");
    SetPlanetaryBonusVoiceOver(REP, REP, 3, "rep_bonus_rep_hero");
    SetPlanetaryBonusVoiceOver(REP, CIS, 3, "rep_bonus_cis_hero");
    --SetPlanetaryBonusVoiceOver(REP, REP, 4, "rep_bonus_rep_reserves");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 4, "rep_bonus_cis_reserves");
    --SetPlanetaryBonusVoiceOver(REP, REP, 5, "rep_bonus_rep_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(REP, CIS, 5, "rep_bonus_cis_sabotage");
    --SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
    --SetPlanetaryBonusVoiceOver(REP, REP, 7, "rep_bonus_rep_training");--advanced training
    --SetPlanetaryBonusVoiceOver(REP, CIS, 7, "rep_bonus_cis_training");--advanced training


--  Camera Stats
--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
#27
SWBF1 Modding / Re: SWBF1 FOV Mod
May 06, 2019, 11:46:57 AM
Quote from: alextheaverage on May 06, 2019, 12:50:39 AM
I can't attach the file to this post but I have a moddb page with SIDE files and installation instructions.

https://www.moddb.com/mods/star-wars-battlefront-classic-2004-fov-change

You could also add your FOV mod to the downloads section of the site!  :happy:
#28
SWBF1 Modding / Re: Tactical Droid Hero Issues
May 05, 2019, 03:01:38 PM
It's telling me that the weapons I gave to the unit cannot be found, which is really weird. For one thing, they're default weapons that the CIS B1 battledroid class uses. I have another custom class I created that uses default rebel weapons and I'm not encountering any issues with that class.

I didn't bring over any of the weapon files, partly due to that rebel class working without them in that side folder. None of my other side folders have them, either.
#29
SWBF1 Modding / Tactical Droid Hero Issues
May 04, 2019, 08:30:38 PM
Hey everyone, I've been working on incorporating a new hero unit for my Kashyyyk: Village map. I've been using the assets from DEVISS for his tactical droid to accomplish this (found here: http://gametoast.com/viewtopic.php?f=64&t=24475&p=518170#p518170 ).

However, I've run into a problem. Whenever I start up the map, as soon as the hero, our "Tactical Droid", tries to spawn, the game crashes. I cannot figure out why this is. I'd really appreciate if you all could help figure out what is wrong with my ODF, which I have attached below:


[GameObjectClass]

ClassLabel = "soldier"
GeometryName = "cis_inf_TCW_Tactical_Droid.msh"


[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"

Label = "Battle Droid Infantry"
UnitType = "trooper"
IconTexture = "cis_bdroid_icon"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "cis_inf_TCW_Tactical_Droid"
GeometryLowRes = "cis_inf_TCW_Tactical_Droid"
SkeletonName = "tacticaldroid"
SkeletonLowRes = "bdroidlz"
FirstPerson = "CIS\cisbdrd;cis_1st_bdroid"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName = "all_inf_snowtrooper"

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"

CAMERASECTION = "CROUCHZOOM"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"


HealthType = "droid"
MaxHealth = 1000000.0
AddHealth = 1000000.0

CapturePosts = 0
NoEnterVehicles = 1

Acceleraton = 70.0
MaxSpeed = 6.5
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0

WeaponName1 = "cis_weap_inf_rifle"
WeaponAmmo1 = 0
WeaponName2 = "cis_weap_inf_pistol"
WeaponAmmo2 = 0
WeaponName3 = "cis_weap_inf_thermaldetonator"
WeaponAmmo3 = 0
WeaponChannel3 = 1
WeaponName4 = "cis_weap_inf_crackgrenade"
WeaponAmmo4 = 0
WeaponChannel4 = 1

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.07
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0

HurtSound = "cis_inf_com_chatter_wound"
DeathSound              = "droid_death"
AcquiredTargetSound     = "cis_inf_com_chatter_acquired"
HidingSound             = "cis_inf_com_chatter_hide"
ApproachingTargetSound  = "cis_inf_com_chatter_approach"
FleeSound               = "cis_inf_com_chatter_flee"
PreparingForDamageSound = "cis_inf_com_chatter_predamage"
HeardEnemySound         = "cis_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
//LowHealthThreshold      = ".25"
FoleyFXClass            = "cis_inf_droid"

// squad command VO
SCFieldMoveOutSound = "cis_inf_com_chatter_tac_moveout"
SCFieldHoldSound = "cis_inf_com_chatter_tac_hold"
SCFieldFollowSound = "cis_inf_com_chatter_tac_follow"
SCDriverGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound = "cis_inf_com_chatter_tac_spreadout"
SCPassengerStopSound = "cis_inf_com_chatter_tac_stop"
SCPassengerGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound = "cis_inf_com_chatter_tac_allclear"
SCGunnerSteadySound = "cis_inf_com_chatter_tac_stop"
SCGunnerGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCResponseYessirSound = "cis_inf_com_chatter_tac_yes"
SCResponseNosirSound = "cis_inf_com_chatter_tac_no"

// AI Squad Command VO
AISCFieldMoveOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCFieldHoldSound = "ai_cis_inf_com_chatter_tac_hold"
AISCFieldFollowSound = "ai_cis_inf_com_chatter_tac_follow"
AISCDriverGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound = "ai_cis_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound = "ai_cis_inf_com_chatter_tac_stop"
AISCPassengerGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound = "ai_cis_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound = "ai_cis_inf_com_chatter_tac_stop"
AISCGunnerGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCResponseYessirSound = "ai_cis_inf_com_chatter_tac_yes"
AISCResponseNosirSound = "ai_cis_inf_com_chatter_tac_no"


As a reference, here is a copy of DEVISS's Tactical Droid ODF (it was designed for BF2, which is where I think most of the issues are coming from.)

[GameObjectClass]
ClassParent     = "cis_inf_default"

[Properties]
GeometryName            = "cis_inf_TCW_Tactical_Droid"
GeometryLowRes          = "cis_inf_TCW_Tactical_Droid"
FirstPerson             = "CIS\cisbdrd;cis_1st_bdroid"

SkeletonName            = "tacticaldroid"
SkeletonLowRes          = "bdroidlz"
SkeletonRootScale   = "1.0"
CollisionRootScale  = "1.0"

ScanningRange        = 50.0
TransmitRange        = 500.0

UnitType            = "support"

AddHealth               = 10.0

MaxSpeed                = 6.0       // base forward speed
MaxStrafeSpeed          = 5.0       // base right/left speed
MaxTurnSpeed            = 3.0       // base turn speed

WEAPONSECTION = 1
WeaponName         = "wpn_weap_DT-57_Heavy_Blaster_Pistol"
WeaponAmmo         = 5

WEAPONSECTION = 2
WeaponName         = "wpn_weap_E-5_Blaster_Rifle_A"
WeaponAmmo         = 8

WEAPONSECTION = 3
WeaponName         = "cis_weap_inf_buff_damage"
WeaponAmmo         = 0
WeaponChannel      = 1

WEAPONSECTION = 4
WeaponName         = "cis_weap_inf_buff_defense"
WeaponAmmo         = 0
WeaponChannel      = 1

WEAPONSECTION = 5
WeaponName         = "com_weap_melee_attack"
WeaponAmmo         = 0
WeaponChannel      = 1


All the related files have been put in their appropriate folders for my side, so I'm not really sure what's going on. I've also triple checked my LUA to make sure nothing is going wrong there.

I used the default B1 battle droid ODF as a template, and replaced values as I needed to. Originally, the map wouldn't even load up all the way and would crash on the loading screen. I was able to overcome that hurdle by removing all the sections in my ODF related to Chunks.

Additionally, the map runs fine when Instant Action heroes are turned off. Thanks in advance for any help!
#30
Requests / Re: Side Mods Request?
May 04, 2019, 04:23:34 PM
BF1 Modder here. It's definitely possible to make custom sides and put them on custom maps! You'll need that side's .lvl file, which should be included in your mod map's folder at [Your map's ModID]/data/_lvl_pc/Side.

Once you have that, copy and paste it into Star Wars Battlefront/GameData/Data/_LVL_PC/SIDE, then replace whichever side file you were hoping to change. Make sure you rename your custom side to the one that is currently in the SIDE folder.



Please keep a couple things in mind, however:
1. DO NOT. I repeat, DO NOT delete the normal .lvl file. Rename, do whatever you have to, just don't get rid of it. Better to just put it back then have to reinstall the whole game if you want the vanilla sides again.

2. The change will apply to all the default and mod maps that call on the vanilla .lvl file. If you want it for just 1 specific map, you'll need to create a custom version of said map, which a tutorial for can be found here: http://www.swbfgamers.com/index.php?topic=3544.0

Hope this helps  :happy: