Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Led

#5341
Requests / Re: Sleepkiller CFC escape
February 24, 2012, 09:11:48 AM
Thanks, SK, I have the new test server up.

It seems to prefer the alley spawn now. 

Do you think the first spawn node is always preferred?

The CFC spawn percentage is about right--could I talk you into putting a few more nodes
on the roof of the front entrance?   ;)
#5342
Requests / Re: Sleepkiller CFC escape
February 24, 2012, 03:20:55 AM
I guess that its a random number generator issue. 

Yes, it would be good to have a few on the roof and a few in the alley. 

If the server has a new feature, we should highlight it :)

I put up a test server, btw.
#5343
Requests / Sleepkiller CFC escape
February 24, 2012, 03:00:15 AM
Hi SK,

A couple of requests for the CFC escape mod--

it seems that 19/20 or more times I always spawn right next to the pit.

Once I spawned in the alley.

Could you make it so that the likely hood of spawning out of the CFC is about 67%?  i.e. 1/3 in CFC, 1/3 on roof, 1/3 in alley.


Also, is it possible to make the units spawn facing certain directions?  For the alley, point them toward the rear entrance, for the CFC point them up the ramp, for the roof, point them to the courtyard CP.

Thanks  :cheers:



#5344
Quote from: tirpider on February 23, 2012, 07:41:21 PM

I bet the snipers are going to love it as well.

heh, especially since its a player side mod--we can snipe him in day light and he is in darkness :P
#5345
Quote from: {TcF}Dr.Penguin on February 23, 2012, 10:14:48 AM
If I just made it clones Vs. Clones would other people be able to play without downloading any thing?

Yes (the server would need the new mission.lvl file, but players would not). 

They units would look exactly alike for each team, but the reticule would turn red for units on the enemy clone team.

#5346
click on this link:
http://www.swbfgamers.com/index.php?topic=310.0

and then use your browser to search for the word "space"

#5347
Here is my clones vs empire lua for cloud city. 

Study it and make similar changes for rhen var.

Pay particular attention to the AddunitClass section.

When you make the changes, double click on munge.bat.  If you use
windows 7, you will need to set compatibility mode for XP.



---------------------------------------------------------------------------
-- 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()
--  Attacker is always #1
    local ALL = 1
    local IMP = 2
    local REP = 1

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

SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(ALL, 0.95)

SetMaxFlyHeight(100);

        AddMissionObjective(IMP, "orange", "level.bespin2.objectives.1");
    AddMissionObjective(IMP, "red", "level.bespin2.objectives.2");
    AddMissionObjective(ALL, "orange", "level.bespin2.objectives.1");
    AddMissionObjective(ALL, "red", "level.bespin2.objectives.2");

    ReadDataFile("sound\\bes.lvl;bes2gcw");
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\\imp.lvl",
        "imp_inf_basic_tie",
        "imp_inf_dark_trooper",
        "imp_inf_darthvader");


--              Alliance Stats
SetTeamName(REP, "Republic");
    SetTeamIcon(REP, "rep_icon");
    AddUnitClass(REP, "rep_inf_clone_trooper",11)
    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);

--              Imperial Stats
        SetTeamName(IMP, "Empire")
        SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_trooper",11)
    AddUnitClass(IMP, "imp_inf_shock_trooper",3)
    AddUnitClass(IMP, "imp_inf_pilottie",4)
    AddUnitClass(IMP, "imp_inf_scout_trooper",4)
    AddUnitClass(IMP, "imp_inf_dark_trooper",3)
    SetHeroClass(IMP, "imp_inf_darthvader")


--  Attacker Stats
    SetUnitCount(ATT, 25)
    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, 25)
    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()
    SetMemoryPoolSize("MountedTurret", 10)
    SetMemoryPoolSize("Obstacle", 514)
    SetSpawnDelay(2.0, 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",  "bes2gcw_music");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\bes.lvl",  "bes2");
    OpenAudioStream("sound\\bes.lvl",  "bes2");

    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, "all_bes_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.99, "all_bes_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_bes_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_bes_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "imp_bes_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.1,"imp_bes_amb_end",    2,1);

    SetVictoryMusic(ALL, "all_bes_amb_victory");
    SetDefeatMusic (ALL, "all_bes_amb_defeat");
    SetVictoryMusic(IMP, "imp_bes_amb_victory");
    SetDefeatMusic (IMP, "imp_bes_amb_defeat");

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin");
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null");
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null");
    --SetSoundEffect("BirdScatter",         "birdsFlySeq1");
    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
--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
#5348
yes, let's hope that is temporary.
#5349
Here is a place to post some Lucas Arts SWBF related websites.

Note:  Mostly inactive, but there may be a nugget or two of information on them.


Support Forums:
http://forums.lucasarts.com/category.jspa?categoryID=88

Lucas Forums:
http://www.lucasforums.com/forumdisplay.php?f=608

Lucas Files:
http://www.lucasfiles.com/?s=&action=category&id=97
#5350
Requests / Re: Skin Testers please!
February 19, 2012, 04:54:27 PM
Thanks SK!



OK unit33,

this one seems to crash everything:
42_tiepilot.msh

There seem to be some issues with some of the MSH's calling a proper TGA file.

Please see my xfire page for videos and screen shots.
http://www.xfire.com/profile/

Then there are some low-res model issues.







Here are some munge warnings:
Done
Munging 42_tiepilot.msh
SplitSkinnedSegments: Split segment with 18 bones (max 16) into 11, 8 (1 overlap
)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 16) into 12, 10 (1 overla
p)
_ReduceShadowMesh: reduced edge count from 876 to 870
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (226 verts 1322 edges)
42_tiepilot has no collision Geometry!
Munging ep3_deathgunner.msh
SplitSkinnedSegments: Split segment with 19 bones (max 16) into 11, 9 (1 overlap
)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 16) into 12, 10 (1 overla
p)
_ReduceShadowMesh: reduced edge count from 876 to 870
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (226 verts 1322 edges)
ep3_deathgunner has no collision Geometry!
#5351
Requests / Re: Skin Testers please!
February 19, 2012, 04:14:47 PM
As I am new to skinning, perhaps another modder can help me sort a few things out.


I have these two files for "heavy":
ep3_deathgunner.msh
rep_inf_ep3deathgunner.tga


Did I do this right?  I replaced the GeometryName under class label with
the name of the msh file as
ep3_deathgunner.msh

and the other geometry name with
ep3_deathgunner

1) is the lack of a low-res version a problem?
2) is there anything I need to do with the TGA file?

My result is at the bottom of this post.


Below is a portion of my shock trooper ODF file:


----------------------------------------------------------------------------------------------------
GameObjectClass]
ClassLabel             = "soldier"
GeometryName          = "ep3_deathgunner.msh"

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

UnitType         = "assault"
IconTexture       = "imp_gunner_icon"
MapTexture          = "troop_icon"
MapScale          = 1.4

GeometryName       = "ep3_deathgunner"
GeometryLowRes         = "imp_inf_shocktrooper_low1"
AnimationName       = "all_inf_snowtrooper"
FirstPerson         = "IMP\impstrp;imp_1st_stormtrooper"
FirstPersonFOV         = "70"
ThirdPersonFOV         = "65"

-----------------------------------------------------------------




#5352
Thanks for joining everyone!  Sorry I had to exit for a bit.

I will leave it up for a day or two in case you want to explore some more.
#5353
one of the maps crashes....working to figure out which one...

ok, if it crashes again, we will remove the offending map and restart
#5354
Requests / Re: Skin Testers please!
February 19, 2012, 07:35:39 AM
sorry, i wasn't able to get it done last weekend.  Let me try now  ;)

ok, i tried some things with the imp sides.  I can't say I did everything correctly.

Check out my xfire shots.

more later--
#5355
Thanks Schtick!

The DC is up now, feel free to try it out.

Otherwise, I will see everyone in a few hours.