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Messages - Rayce

#1246
Quote from: Whisper in the Wind on March 11, 2014, 07:03:13 PM
I've gotta feeling we aren't going to get such high amounts of customization with this one... but who knows?...
Well, i'm an optimist.  :P But keep in in mind that most modern hard drives are much bigger.  ;)
#1247
Some new ideas I had:

Since a lot of you are split between it having character customization and regular classes, I thought maybe it could have BOTH! It could have a few basic classes (Soldier, sniper, heavy, etc.) and then a spot where you could make your OWN classes for each faction! (Including different appearances for each class)

An idea I had for a campaign mission: So great, Leia was rescued, but what about all the OTHER prisoners on the Death Star?!? Did the Rebels just let them all die when it got blown up? What if they didn't? Basically, you'd command a team of infiltrators and board the Death Star in the heat of battle, fight your way to the cell block to rescue the prisoners and race against time to escape! I think that would be EPIC.

If not for the reboot, maybe for the unity 3D game.
#1248
SWBF1 Modding / Re: Mission.lvl mod through addon?
March 08, 2014, 05:35:02 PM
Quote from: Dark_Phantom on March 07, 2014, 07:51:43 PM
At the moment, I notice your "ifs_sp_era" references are not equivalent to the missions you are calling on.

Example:
Code (lua) Select

--ifs_sp_era
{ tag = "mpmc", string = "MPM CLONE WARS", },


Your game is going to look for "BES2mpmc" instead of your reference of BES2g or BES2l.  Change one of your references to equal the other and it should hopefully work.
It works now, thanks!
#1249
SWBF1 Modding / Re: Mission.lvl mod through addon?
March 07, 2014, 10:49:56 AM
Quote from: Dark_Phantom on March 06, 2014, 03:23:06 PM
Well, actually it isn't the randomizer.  The randomizer disabled is giving me the same problem.  I'm going to mess around with a different method and see if I can't fix it.  The method used in Mando Wars is still under construction but the simpler method is making a new mission.lvl (with all stock missions and the new missions you want) and a shell configured with a third era.  I think that this will be less tedious and work better, and I could write a tutorial and an example Shell.  Addon maps may not work with the working method though.
I tried something: I made the side mod (main play mod 6) into separate eras (using the tutorial you and Phobos made erlier) and then put the relevant  side files into a different folder (Gamedata\Data\lvl_PC\MPM6) and made sure the mission scripts called for them. And renamed the modified world files (bes3, nab3, etc.). The era buttons show up but it crashes. I have determined that the sides aren't the problem, as the mission.lvl also modifies the stock campaign missions, and they work. So I must have screwed something up in the other files (which I have attached below).
Quote from: Phobos on March 07, 2014, 04:31:58 AM
You will either have to use seperate addon folders (renamed),
Already do that, I have that many maps.
Quote from: Phobos on March 07, 2014, 04:31:58 AMor stockify the mod maps (build them into the shell instead of using addon).
On that thought, I might end up doing it in the style of the BF1.5 mod.
Quote from: Phobos on March 07, 2014, 04:31:58 AMthe other option is to play 1.3 which has a much higher limit about 500 mod maps. but this requires the cd to play and doesnt work online.
I use the Best of PC DVD.
Quote from: Phobos on March 07, 2014, 04:31:58 AMAt the very least to do what you're asking requires modding new mission LUA scripts to call on the custom sides and specified worlds. Modding in the shell LUA is more work but the script you would need to alter for adding new stock missions that dont interfere with addon is missionlist.LUA. If you were using just one or two sides for a bunch of maps it could be set up as a new era but that requires modding additional shell scripts.
I'd be ok with editing some extra scripts, as I have plans on making some era mods of my own.
#1250
SWBF1 Modding / Re: Mission.lvl mod through addon?
March 06, 2014, 03:16:48 PM
It seems to work, Dark Phantom was able to make a fully functional era mod HERE. I tried it out and the only issue is it seems you can't play it back-to-back, though that might also be caused by the randomizer script (The second team is randomly selected).
#1251
SWBF1 Modding / Re: Mission.lvl mod through addon?
March 06, 2014, 10:34:28 AM
Hmm... yes, I would prefer an SP option. A bit disappointing about the mission count thing, though.
#1252
SWBF1 Modding / Re: Mission.lvl mod through addon?
March 05, 2014, 02:59:29 PM
Overriding stock missions. So I can have a sides mod active without it conflicting with other maps I have installed (like Ginev's Tatooine or any of Sereja's maps) without increasing my addon mission count.
#1253
I was wondering if it's possible to make a Mission.lvl mod though an addon folder. This would greatly improve how I organize the mods I have installed. (Specifically, I can have one AddOn folder with the main play mod (or other side mod) and the maps I normally play, and one with Sereja's maps (since they crash if the stock sides are changed)). If so, how would I accomplish this?
#1254
SWBF1 Modding / Re: Help with eras
January 04, 2014, 05:43:50 PM
Sorry i'm  late on this, this should be everything.
#1255
Quote from: Buckler on November 17, 2013, 07:54:27 PM
maybe this website

http://swtorista.com


The snowtrooper pic is good, but this only has wearable outfits, no screens of npcs, they still might be useful, though.
EDIT: I have found a site that has many good pics of characters.
#1256
General / Re: Who here still loves YouTube?
November 17, 2013, 08:12:03 PM
The visual upgrade of 2009or10: I got over it.
The visual upgrade of 2011: I got over it.
The in updates of 2012 they removed all customization from the channels and ruined the organization of videos and comments, that ticked me off enough for me to stop using my channel.  These updates are the cherry on top of the cake of frustration. With stricter copyright rules and commercials in front of videos, you might as well be watching regular tv. I am not very satisfied with youtube right now.
#1257
I still need help with this someone please respond.
#1258
SWBF1 Modding / Re: Help with eras
November 09, 2013, 09:42:50 AM
I still need help with this.
#1259
SWBF1 Modding / Re: Help with vehicles in mission maps
November 04, 2013, 05:27:39 PM
Quote from: Buckler on November 04, 2013, 01:10:24 PM
Do these vehicles spawn in the map already for this era?
Yes.
#1260
I'm making a mission map of gogo12's mygeeto (won't be released), but the vehicles aren't showing up. Here's the lua:
[spoiler]--start header
function ScriptInit()
local CIS = 1
local REP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(REP,"red", "level.Myg2.objectives.1");
AddMissionObjective(REP,"orange", "level.Myg2.objectives.2");
AddMissionObjective(REP,"orange", "level.Myg2.objectives.3");
AddMissionObjective(CIS,"red", "level.Myg2.objectives.1");
AddMissionObjective(CIS,"orange", "level.Myg2.objectives.2");
AddMissionObjective(CIS,"orange","level.Myg2.objectives.3");
--end objectives
--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1cw");
--end soundlvl

-- Start sidelvls
ReadDataFile("dc:SIDE\\sep.lvl",
"cis_inf_basic",
"cis_inf_grievous",
"cis_inf_droideka");
ReadDataFile("SIDE\\cis.lvl",
"cis_hover_stap",
"cis_fly_maf",
"cis_hover_aat",
"cis_fly_droidfighter");
ReadDataFile("dc:SIDE\\ep3.lvl",
"rep_inf_basicsnow",
"rep_inf_kiadimundi",
"rep_inf_ep3jet_troopersnow");
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_gunship",
"rep_fly_jedifighter",
"rep_walk_atte",
"rep_hover_fightertank")
--end sidelvls
--start loadouts
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid",24)
AddUnitClass(CIS, "cis_inf_assault",10)
AddUnitClass(CIS, "cis_inf_pilotdroid",10)
AddUnitClass(CIS, "cis_inf_assassindroid",10)
AddUnitClass(CIS, "cis_inf_droideka",10)
SetHeroClass(CIS, "cis_inf_grievous")
SetTeamName(REP, "Republic")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "rep_inf_ep3clone_troopersnow",24)
AddUnitClass(REP, "rep_inf_ep3heavy_troopersnow",10)
AddUnitClass(REP, "rep_inf_ep3clone_pilotsnow",10)
AddUnitClass(REP, "rep_inf_ep3clone_sharpshootersnow",10)
AddUnitClass(REP, "rep_inf_ep3jet_troopersnow",10)
SetHeroClass(REP, "rep_inf_kiadimundi")
--end loadouts
--start teamstats
SetUnitCount(ATT, 64)
SetReinforcementCount(ATT, 800)
SetUnitCount(DEF, 64)
SetReinforcementCount(DEF, 800)
--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, 4)-- special -> droidekas
AddWalkerType(1, 4)-- 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:..\\..\\..\\MCW\\data\\_lvl_pc\\MCW\\MCW.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","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(CIS,CIS,"cis_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(CIS,REP,"cis_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,CIS,"rep_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,REP,"rep_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
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);
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);
SetVictoryMusic(CIS,"cis_tat_amb_victory");
SetDefeatMusic (CIS,"cis_tat_amb_defeat");
SetVictoryMusic(REP,"rep_tat_amb_victory");
SetDefeatMusic (REP,"rep_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(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
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
--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]
This only uses the vehicles from the base map, the custom sides are from main play mod 6.