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Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: jeff11223344 on September 14, 2021, 06:58:33 PM

Title: Local Vechicles
Post by: jeff11223344 on September 14, 2021, 06:58:33 PM
Hello everyone.

For Star Wars Battlefront 2004 I'm trying to swap around the Tatooine Dune Sea Map. I'm made it so the tusken raiders are playable in their default spawn points while swapping them with the rebels and the CIS as a playable faction for both eras. So far it has been successful except for one aspect. I can't get the vehicles to spawn for the rebels and CIS as they are now the "local" faction and I have no idea how to make vehicles spawn for the local factions.

I will post both my luas.

This is for the clone wars era.

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

    AddMissionObjective(REP, "orange", "level.tat1.objectives.1");
    AddMissionObjective(REP, "red", "level.tat1.objectives.2");
    AddMissionObjective(CIS, "orange", "level.tat1.objectives.1");
    AddMissionObjective(CIS, "red", "level.tat1.objectives.2");

     SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)

    ReadDataFile("sound\\tat.lvl;tat1cw");

    ReadDataFile("SIDE\\rep.lvl",
        "rep_fly_assault_dome",
        "rep_fly_jedifighter",
        "rep_hover_speederbike",
        "rep_hover_fightertank",
        "rep_inf_basic",
        "rep_inf_jet_trooper",
        "rep_inf_macewindu");
    ReadDataFile("SIDE\\cis.lvl",
        "cis_fly_droidfighter",
        "cis_hover_aat",
        "cis_hover_stap",
        "cis_inf_basic",
        "cis_inf_countdooku",
        "cis_inf_droideka");
    ReadDataFile("SIDE\\des.lvl",
        "tat_inf_tuskenhunter",
        "tat_inf_tuskenraider");

    SetAttackingTeam(ATT);

--          Republic 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")

--          CIS Stats
    SetTeamName(CIS, "locals");
    AddUnitClass(CIS, "tat_inf_tuskenraider", 5);
    AddUnitClass(CIS, "tat_inf_tuskenhunter", 2);

--  Attacker Stats
    SetUnitCount(ATT, 25)
    SetReinforcementCount(ATT, 250)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 14)
    SetReinforcementCount(DEF, 500)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--  Local Stats
    SetTeamName(3, "CIS")
    SetTeamIcon(3, "cis_icon");
    AddUnitClass(3, "cis_inf_battledroid",11)
    AddUnitClass(3, "cis_inf_assault",3)
    AddUnitClass(3, "cis_inf_pilotdroid",4)
    AddUnitClass(3, "cis_inf_assassindroid",4)
    AddUnitClass(3, "cis_inf_droideka",3)
    AddUnitClass(3, "cis_inf_countdooku",1)
    SetUnitCount(3, 26)
   SetReinforcementCount(3, 250)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 8)
    SetMemoryPoolSize("EntityHover", 16)
    SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
    SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("TAT\\tat1.lvl")
    SetDenseEnvironment("false")
    AddDeathRegion("Sarlac01")
    SetMaxFlyHeight(90)
    SetMaxPlayerFlyHeight(90)

--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatcw_music");
    OpenAudioStream("sound\\tat.lvl",  "tat1");
    OpenAudioStream("sound\\tat.lvl",  "tat1");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\tat.lvl",  "tat1_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(1, "Repleaving");
    SetOutOfBoundsVoiceOver(2, "Cisleaving");

    SetAmbientMusic(REP, 1.0, "rep_tat_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_tat_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_tat_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_tat_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_tat_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_tat_amb_victory");
    SetDefeatMusic (REP, "rep_tat_amb_defeat");
    SetVictoryMusic(CIS, "cis_tat_amb_victory");
    SetDefeatMusic (CIS, "cis_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(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
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);

end


This one is from the gcw.

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

    AddMissionObjective(IMP, "orange", "level.tat1.objectives.1");
    AddMissionObjective(IMP, "red", "level.tat1.objectives.2");
    AddMissionObjective(ALL, "orange", "level.tat1.objectives.1");
    AddMissionObjective(ALL, "red", "level.tat1.objectives.2");

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



    ReadDataFile("sound\\tat.lvl;tat1gcw");
    ReadDataFile("SIDE\\all.lvl",
        "all_fly_xwing",
        "all_hover_combatspeeder",
        "all_inf_basicdesert",
        "all_inf_lukeskywalker",
        "all_inf_smuggler")
    ReadDataFile("SIDE\\imp.lvl",
        "imp_fly_destroyer_dome",
        "imp_fly_tiefighter",
        "imp_hover_speederbike",       
        "imp_walk_atst",
        "imp_inf_basic_tie",
        "imp_inf_dark_trooper",
        "imp_inf_darthvader")
    ReadDataFile("SIDE\\des.lvl",
        "tat_inf_tuskenhunter",
        "tat_inf_tuskenraider")
      
ReadDataFile("Common2\\common.lvl")


    SetAttackingTeam(ATT);

--      Alliance Stats
    SetTeamName(ALL, "locals")
    AddUnitClass(ALL, "tat_inf_tuskenraider",11)
    AddUnitClass(ALL, "tat_inf_tuskenhunter",3)

--      Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_trooper",5)
    AddUnitClass(IMP, "imp_inf_shock_trooper",2)
    AddUnitClass(IMP, "imp_inf_pilottie",3)
    AddUnitClass(IMP, "imp_inf_scout_trooper",1)
    AddUnitClass(IMP, "imp_inf_dark_trooper",1)
    SetHeroClass(IMP, "imp_inf_darthvader")

--  Attacker Stats
    SetUnitCount(ATT, 25)
    SetReinforcementCount(ATT, 250)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 14)
    SetReinforcementCount(DEF, 500)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--  Local Stats
    SetTeamName(3, "Alliance")
    SetTeamIcon(3, "all_icon")
    AddUnitClass(3, "all_inf_soldierdesert",11)
    AddUnitClass(3, "all_inf_vanguard",3)
    AddUnitClass(3, "all_inf_pilot",4)
    AddUnitClass(3, "all_inf_marksman",4)
    AddUnitClass(3, "all_inf_smuggler",1)
    AddUnitClass(3, "all_inf_lukeskywalker",1)   
    SetUnitCount(3, 25)
    SetReinforcementCount(3, 250)

--  Level Stats
    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("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("TAT\\tat1.lvl")
    SetDenseEnvironment("false")
    AddDeathRegion("Sarlac01")
    SetMaxFlyHeight(90)
    SetMaxPlayerFlyHeight(90)


--  Sound Stats
    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("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
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);

end

If anyone knows how to make the vehicles spawn for the local factions then that would be great! I think that it may have to do with editing the map itself with zero editor but so far I am clueless.

Thank you.
Title: Re: Local Vechicles
Post by: Led on September 15, 2021, 02:58:59 AM
If I recall correctly, each team is assigned a number.  The number is given in the world file at the vehicle spawn, i.e not in the mission lua.  Change and remunge the entire map, or you can hexedit. 

refer to adding vehicles tutorial
Title: Re: Local Vechicles
Post by: wsa30h on September 15, 2021, 03:20:05 AM
refer here if you are looking for 4 team conquest http://www.swbfgamers.com/index.php?topic=13757.0
Title: Re: Local Vechicles
Post by: jeff11223344 on September 15, 2021, 06:42:18 PM
'Led' regarding your comment, it seems as if I have already attempted something like this with the zero editing but forgot. I will attach a photo showing what I have previously tried.

I have tried to add the vehicle on the right hand tab in the past and nothings happened as a result. Capture.JPG

'wsa30h' with your comment I tried to attempt to do what you did with what you posted with your other topic but nothing I did worked. I feel as if there is one simple step I am missing or not doing correctly.
Title: Re: Local Vechicles
Post by: Giftheck on September 16, 2021, 12:52:43 AM
I bring some bad news for you: local factions that are not team 1 or 2 cannot be assigned vehicles, with the exception of campaign maps which have a 'SetHistorical()' flag in them. In that insteance, vehicle spawns use the HistoricalDEF and HistoricalATK properties of the vehicle spawns as opposed to the team-specific ones.
Title: Re: Local Vechicles
Post by: wsa30h on September 16, 2021, 02:16:49 AM
actually if he sets the the team to be called imp rep all or cis in his lua and then copies classalliance class empire class cis classrepublic into the com_bldg_controlzone then he can have team 3 or any team number have vehicles provided he set them as the name of a main faction. he must also match the number of said team that was put into the lua so if team 3 is called empire set the cp to team 3 in zero editor. the cp will be red however with the empires logo. for team 3 he can just  used the locals field and keep the other one reserved for team 4.
Title: Re: Local Vechicles
Post by: jeff11223344 on September 17, 2021, 03:46:06 AM
Quote from: wsa30h on September 16, 2021, 02:16:49 AMactually if he sets the the team to be called imp rep all or cis in his lua and then copies classalliance class empire class cis classrepublic into the com_bldg_controlzone then he can have team 3 or any team number have vehicles provided he set them as the name of a main faction. he must also match the number of said team that was put into the lua so if team 3 is called empire set the cp to team 3 in zero editor. the cp will be red however with the empires logo. for team 3 he can just  used the locals field and keep the other one reserved for team 4.

Thank you so much. That helped 100% now the vehicles are in. What you said wokred perfectly.
Title: Re: Local Vechicles
Post by: wsa30h on September 17, 2021, 03:06:42 PM
glad to help.
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