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Messages - MatyTheWolf

#1
SWBF1 Modding / Re: Playable native units
November 22, 2017, 02:24:17 AM
Quote from: Ascertes on November 21, 2017, 07:51:32 AM
There's no reason why this couldn't be done. Easiest way to accomplish this is through Led's tutorial on editing stock maps. I'll have to link it later because I'm using my phone right now. I too am a Tusken Raiders lover and have wanted to have playable Tuskens on Dune Sea since I got the game in 04.  :happy: I seriously hope you could do this! There's plenty of resources around the site to help you accomplish this; take a browse!

Hey man, thought I was the only Tusken-liking-guy around :D I edited the .lua file with the knowledge that Led told me. I managed to have yellow command posts and all enemies had red ones (Alliance and Empire). I couldn't let my Tusken team spawn at the two Tusken starting Command posts. Instead we had the rebel starting CPs with no vehicles spawning! Maybe Led or his tutorial can show me how to fix it :3
#2
Released Maps and Mods / Re: Naboo Theed: Royal Guard Mod
November 19, 2017, 09:43:12 PM
This is a great mod, I can only recommend it after trying it out myself. It enables the Naboo: Plains Gungans, Naboo: Theed Royal Guards and Kashyyk: Islands Wookies as joinable teams. You'll have to select said maps in Instant Action and play them on Clone Wars Era. You're going to fight against the CIS each time.

12/10 would Wookie again.
#3
SWBF1 Modding / Re: Playable native units
November 19, 2017, 09:34:39 PM
Quote from: Led on November 19, 2017, 06:26:43 PM
You can't join the natives, but you can make an entire team as Tuskens instead of Clones.  Just switch them around in the LUA  (make the clones the natives).  Give it a try, and if you get stuck, post your LUA.

Not that I'm having doubts about your knowledge, sir.
But would you take a look at the Naboo Plains Mod? It's making the Naboo Royal Guards, Gungans and Wookies on Kashyyk: Islands playable as a whole team and you even get yellow command posts! I thought it would work with the Tusken as well :c Thank you regardless for your advice :)
#4
SWBF1 Modding / Playable native units
November 19, 2017, 05:40:52 PM
Hey guys, I was wondering if there's a way to play as one of the Tusken on Tatooine. Like, joining the team 'Tusken' and interact with command posts and so on.
#5
SWBF1 Modding / Re: Playable jedi hero
November 17, 2017, 09:33:40 PM
Quote from: Led on November 17, 2017, 08:18:25 PM
You do not need to edit SetUnitCount for the hero, since only one will spawn.  The hero can be any unit.


And yes, on Tatooine, you can play as a Tusken--just edit the mission LUA to put a tusken in one of the selectable slots (like instead of sniper or something).

One you get good with mission LUA, we can show you how to do side modding and make your own units and maps  :cheers:

Awesome pawsome! I meant if it's possible to play the team Tusken on the vanilla Tatooine map so I can help the Tusken to win the battle :D Not only one Tusken. There's a mod that allows you to play the Naboo Royal Guard on Theed, normally you have to play CIS, so I thought it might be easy for you to tell me what I have to do in order to make the team 'Tusken' playable and spawn at their command posts and such :)

Edit: I've edited the lua files and can now play as a jedi on any map, in any era. Only one problem: For the AI to target me normally, I have to put a jedi in SetHeroClass which spawns one additional jedi besides myself. Is there any way to freeze or keep that additional jedi from spawning? That's the only thing I can't figure out for now. :P
#6
SWBF1 Modding / Re: Playable jedi hero
November 17, 2017, 03:57:15 PM
Quote from: Led on November 17, 2017, 11:58:12 AM
You can set the hero class as another unit (like sniper) or you can try to just delete that hero class line.

The hero class is just an unplayable AI line that only spawns one unit.  I can be anything (defined in that era).

This line
SetHeroClass(REP, "rep_inf_macewindu")

is the hero class line.

change it to
SetHeroClass(REP, "rep_inf_clone_trooper")

If I change the hero class to a normal trooper unit like the guy with the rocket launcher, do I also have to edit the number in SetUnitCount?

Also, is there a way to make the Tusken guys on the vanilla Tatooine map playable? I thought it might be possible as there are mods for the Tusken on custom maps but I only play on the vanilla ones.
#7
SWBF1 Modding / Re: Playable jedi hero
November 17, 2017, 11:45:29 AM
I got targeted by the AI as soon as I turned Instant Action Heroes ON. Thing is, two jedi spawned; one for each team. Do you guys think there's a way to keep the jedi from spawning? Or at least the one that's on the same team as me :D
#8
SWBF1 Modding / Re: Playable jedi hero
November 16, 2017, 09:33:34 PM
Quote from: Led on November 16, 2017, 08:09:57 PM
Do the equivalent in the other era.  You will get the hang of it.

I suggest you make a change or two, make the new mission, try it, make more changes, etc.

Also, keep backups of  the original scripts, and backups of any mods that you like.

If you get a cool mod that you want to share, you can upload it to our downloads area :cheers:
Yep, I will experiment around with some of the numbers, too bad english isn't my first language.
About the 'other era' thing. In order to also unlock the other era's jedi, I have to simply copy and paste the rebel/empire stats into the file if the map? It's that easy? :D
#9
SWBF1 Modding / Re: Playable jedi hero
November 16, 2017, 07:50:56 PM
Quote from: Led on November 16, 2017, 06:41:33 PM
Yeah, this section:
SetTeamName(REP, "Republic");
    SetTeamIcon(REP, "rep_icon");
    AddUnitClass(REP, "rep_inf_clone_trooper",11)
    AddUnitClass(REP, "rep_inf_macewindu",0)     --was:  AddUnitClass(REP, "rep_inf_arc_trooper",3)
    AddUnitClass(REP, "rep_inf_clone_pilot",4)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
    AddUnitClass(REP, "rep_inf_jet_trooper",3)
    SetHeroClass(REP, "rep_inf_macewindu")
    SetAttackingTeam(ATT);

--  CIS Stats
    SetTeamName(CIS, "CIS");
    SetTeamIcon(CIS, "cis_icon");
    AddUnitClass(CIS, "cis_inf_battledroid",11)
   AddUnitClass(CIS, "cis_inf_countdooku",0) --was AddUnitClass(CIS, "cis_inf_assault",3)
    AddUnitClass(CIS, "cis_inf_pilotdroid",4)
    AddUnitClass(CIS, "cis_inf_assassindroid",4)
    AddUnitClass(CIS, "cis_inf_droideka",3)
    SetHeroClass(CIS, "cis_inf_countdooku")

--  Attacker Stats
   SetUnitCount(ATT, 22)  --note was 25, decrease by 3 because 3 was in the replaced line
    SetReinforcementCount(ATT, 200)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 22) --note was 25, decrease by 3 because 3 was in the replaced line
    SetReinforcementCount(DEF, 200)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

Ah, alright, now I know what I have to edit to play the jedi in the clone wars era. What do I have to do so I can play Luke or Vader on the different maps? If you can tell me this one last thing I think I might be able to edit the files the right way :P
#10
SWBF1 Modding / Re: Playable jedi hero
November 16, 2017, 06:35:09 PM
Quote from: Led on November 16, 2017, 06:17:58 PM
OK Maty, I am going to put you to work.

Download this item:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=319

uncompress it and place it on your computer in the C:\ drive

go into the scripts folder; like this one
C:\mission.lvl_PC_swbf1\scripts\BES

edit each *.lua file using notepad to look like the one that I posted.

after changing them, go to this folder
C:\mission.lvl_PC_swbf1
and double click on munge.bat

then go to this folder
C:\mission.lvl_PC_swbf1\_lvl_pc

and get the mission.lvl file and place it in your gamedata folder


If all the jedi are ignored, let me know and I will look into the side modding issue.   :cheers:
Thank you very much for the tutorial, I really appreciate it. Before I'm getting to changing the lua files, can you tell me what I am supposed to change? Do I only have to switch one of the classes out with the jedi's name and that's it for editing? This really is my only question for now, if the jedi will be ignored, I'll send you a PM :)
#11
SWBF1 Modding / Re: Playable jedi hero
November 15, 2017, 08:47:17 PM
Quote from: Led on November 14, 2017, 06:51:48 PM
OK, so I think it will work.  In my test, however, the AI never did target the jedi units...so if you love right clicking a killing AI, this is the mod for you.

I only tested this on one map:  Bespin Cloud City clone wars era.

1) go here and make a backup of mission.lvl (rename mission.lvl to mission.lvl.original)
C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC

2) uncompress and put the attached mission.lvl file in the same location

3) test it out on Cloud City clone wars era only

Below is the LUA that I changed.

---------------------------------------------------------------------------
-- 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()
--  REP Attacking (attacker is always #1)
    local REP = 1;
    local CIS = 2;
--  These variables do not change
    local ATT = 1;
    local DEF = 2;

SetTeamAggressiveness(CIS, 0.95)
SetTeamAggressiveness(REP, 0.95)
SetMaxFlyHeight(-10);

        AddMissionObjective(CIS, "orange", "level.bespin2.objectives.1");
    AddMissionObjective(CIS, "red", "level.bespin2.objectives.2");
    AddMissionObjective(REP, "orange", "level.bespin2.objectives.1");
    AddMissionObjective(REP, "red", "level.bespin2.objectives.2");

    ReadDataFile("sound\\bes.lvl;bes2cw");
    ReadDataFile("SIDE\\rep.lvl",
        "rep_fly_assault_dome",
        "rep_inf_basic",
        "rep_inf_jet_trooper",
        "rep_inf_macewindu");
    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_basic",
        "cis_inf_countdooku",
        "cis_inf_droideka");



--  Republic Stats
    SetTeamName(REP, "Republic");
    SetTeamIcon(REP, "rep_icon");
    AddUnitClass(REP, "rep_inf_clone_trooper",11)
    AddUnitClass(REP, "rep_inf_macewindu",0)
    AddUnitClass(REP, "rep_inf_clone_pilot",4)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
    AddUnitClass(REP, "rep_inf_jet_trooper",3)
    SetHeroClass(REP, "rep_inf_macewindu")
    SetAttackingTeam(ATT);

--  CIS Stats
    SetTeamName(CIS, "CIS");
    SetTeamIcon(CIS, "cis_icon");
    AddUnitClass(CIS, "cis_inf_battledroid",11)
    AddUnitClass(CIS, "cis_inf_countdooku",0)
    AddUnitClass(CIS, "cis_inf_pilotdroid",4)
    AddUnitClass(CIS, "cis_inf_assassindroid",4)
    AddUnitClass(CIS, "cis_inf_droideka",3)
    SetHeroClass(CIS, "cis_inf_countdooku")

--  Attacker Stats
    SetUnitCount(ATT, 22)
    SetReinforcementCount(ATT, 200)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 22)
    SetReinforcementCount(DEF, 200)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 8) -- 8 droidekas with 0 leg pairs each
    SetMemoryPoolSize("MountedTurret", 10)
    SetMemoryPoolSize("Obstacle", 514)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("BES\\bes2.lvl")
    SetDenseEnvironment("true")


--  Birdies
   -- SetNumBirdTypes(1);
  --  SetBirdType(0,1.0,"bird");
  --  SetBirdFlockMinHeight(-28.0);

    AddDeathRegion("DeathRegion");
    AddDeathRegion("DeathRegion2");

--  Sound
    OpenAudioStream("sound\\bes.lvl",  "bes2cw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\bes.lvl",  "bes2");
    OpenAudioStream("sound\\bes.lvl",  "bes2");

    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);

    SetAmbientMusic(REP, 1.0, "rep_bes_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_bes_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_bes_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_bes_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_bes_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_bes_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_bes_amb_victory");
    SetDefeatMusic (REP, "rep_bes_amb_defeat");
    SetVictoryMusic(CIS, "cis_bes_amb_victory");
    SetDefeatMusic (CIS, "cis_bes_amb_defeat");

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

    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, 3, "CIS_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero");
    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
--Bespin 2
--Courtyard
AddCameraShot(0.364258, -0.004224, -0.931226, -0.010797, -206.270294, -44.204708, 88.837059);
--Carbon Chamber
AddCameraShot(0.327508, 0.002799, -0.944810, 0.008076, -184.781006, -59.802036, -28.118919);
--Wind Tunnel
AddCameraShot(0.572544, -0.013560, -0.819532, -0.019410, -244.788055, -61.541622, -44.260509);


end



Hey, I just tested it out and man, you just gave me what I couldn't have when I was a child and playing the game! :D Thank you very much, I actually like it, it's cool and works just like I wanted for the most part. But there's some things now that came to my mind..

1. Is it possible to make this available on every map and era in the game?

2. Is it possible to 'exchange' the 'special units' for the jedi unit? (Destroyer droid, jet trooper, dark trooper, wookie warrior)?

3. Do you think there's a way to make the AI target you? I mean.. they DO target you when they're in one of these grey standard turrets you find on nearly every map of the game, which means that there may be something wrong with the code I assume even though I have no clue about it xD

:cheers:
#12
SWBF1 Modding / Re: Playable jedi hero
November 14, 2017, 12:07:12 PM
Holy moly, so many new replies! :0
Thank you guys for helping me out with this, I really appreciate it! Sorry for doubleposting, I'll make sure to edit my posts from now on.

I have a question for now: Is it possible to do this on the normal singleplayer instant action maps? Or do I need to play on custom maps? I really am a newbie when it comes to modding, so forgive me :D

#13
SWBF1 Modding / Re: Playable jedi hero
November 13, 2017, 10:00:23 PM
Quote from: Led on November 06, 2017, 08:39:00 AM
Hi Maty,

Welcome to the site.  I think this should be possible, but I have at least one  question for now:

-is this for single player or multiplayer (some commands work only in single player)

This may be possible but may require some maps edits, such as local allied sides.   :cheers:

Hey hey hey! Any updates so far? :)
#14
SWBF1 Modding / Re: Playable jedi hero
November 09, 2017, 01:35:14 PM
Hi! It'd be just for singleplayer.
#15
SWBF1 Modding / Playable jedi hero
November 05, 2017, 11:41:14 PM
Hello everybody,

I was wondering if there's a mod that let's you play as one of the four jedi in SWBF1 without other NPCs spawning as jedis as well. I've been looking for one but I can't find one that I like, so I'll hope that you guys can help me out here!

Regards
Maty