SWBFUpdate1.0 beta release for modders

Started by Led, December 11, 2011, 11:51:12 AM

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December 11, 2011, 11:51:12 AM Last Edit: January 02, 2012, 08:26:07 PM by Buckler
Hi SWBFgamers,

I have released the first beta release of SWBFUpdate 1.0.  It is not complete, and I could use some help.
(see below for link)


If you have been following discussions, it is an addition of new sides, maps, and missions that can be added to online game play without affecting the download map limit or interfering with standard sides.

This post will be update with new information as it becomes available.

SWBFUpdate 1.0 Developers LUA kit
http://www.swbfgamers.com/index.php?topic=4007.0


SWBFUpdate 1.0 beta for Developers
(currently 500MB)
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=401



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

Work that needs to be done:

1) 
mission luas need to be created for SWBF2 conversion maps and other included mod maps (see next post in this topic for details) (snake :) )


OK, I made the luas for the conversion maps, still need to test them.

2)
We need to decide if any more maps need to be added

I think we can add Dagobah by sleepkiller, and tantive if sleepkiller thinks its good to go.



3)
More sides need to be included:
-silver CIS units (all units) (Target :) )
-invisible units/invisible mines
-new clone skins
-sleepkiller's jet droid
-other suggestions?


Need a bit of help loading up the jet droid




4)
Various mission luas need to be defined that use all of these maps and various side combinations

lots of ideas to implement things here



5)
Game modes need to be added (help us sleepkiller :) )


---------

related topic on Game Modes
http://www.swbfgamers.com/index.php?topic=3949.0


related topics that will now be locked

Sides update:
http://www.swbfgamers.com/index.php?topic=3903.0

Maps update:
http://www.swbfgamers.com/index.php?topic=3907.0




Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

December 11, 2011, 11:51:36 AM #1 Last Edit: December 11, 2011, 12:01:23 PM by Buckler
Snake, here is how you can help if you have time.
Use the file below for a template. 

replace this line for uta1 conversion map
   ReadDataFile("SWBFgamersUpdate1.0\\maps\\02-SWBF2conv\\uta1\\Data\\_lvl_pc\\uta1\\uta1.lvl")
to point to other maps

make new map lua file for other coversion maps.

make a new lua file for each stock side combination
rebs vs imps
imps vs imps
cis vs clones
rebs vs clones, etc.

make a new lua file for each custom side combination


It is essential that the directory structure I have set up is maintained.






---------------------------------------------------------------------------
-- 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
--  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("SIDE\\all.lvl",
        "all_inf_basicurban",
        "all_inf_lukeskywalker",
        "all_inf_smuggler");
    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_basic_tie",
        "imp_inf_dark_trooper",
        "imp_inf_darthvader");


--              Alliance Stats
        SetTeamName(ALL, "Alliance")
        SetTeamIcon(ALL, "all_icon")
    AddUnitClass(ALL, "all_inf_soldierurban",11)
    AddUnitClass(ALL, "all_inf_vanguard",3)
    AddUnitClass(ALL, "all_inf_pilot",4)
    AddUnitClass(ALL, "all_inf_marksman",4)
    AddUnitClass(ALL, "all_inf_smuggler",3)
    SetHeroClass(ALL, "all_inf_lukeskywalker")
    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(10.0, 0.25)
    ReadDataFile("SWBFgamersUpdate1.0\\maps\\02-SWBF2conv\\uta1\\Data\\_lvl_pc\\uta1\\uta1.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
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

I demand better Imperial and Rebel skins, they are always over-looked. (Just use the SWBF2 ones?)
They just look rubbish after running around with higher quality Clone and droid skins.

Quote from: Yule-nit 33 on December 11, 2011, 12:10:12 PM
I demand better Imperial and Rebel skins, they are always over-looked. (Just use the SWBF2 ones?)
They just look rubbish after running around with higher quality Clone and droid skins.

By all means!  Can you find some compiled sides for us to use?  Ideally, we would have the files to remunge, but if its just the [SIDE].lvl file then it would be OK.   Note that we would need to get permissions, or at least put the authors name in the credits.

A lot of the mod maps also have sides (for example, the clone skins in mon1).  I am including them so that they are not separated from the authors release.
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

December 11, 2011, 01:30:29 PM #4 Last Edit: December 11, 2011, 01:59:36 PM by SleepKiller
Quote from: Yule-nit 33 on December 11, 2011, 12:10:12 PM
I demand better Imperial and Rebel skins, they are always over-looked. (Just use the SWBF2 ones?)
I dunno if Buckler ended up using them but my all.lvl side had SWBFII skins.

And I'll work on the gamemodes today. Hopefully I can have them finsihed by the end of the week. (Hopeflly sooner.)

And here is a little request. Could someone make a side that has all four heros in and alter their health to be 500 and remove the self healing? Send me the source and the compiled .lvls. Thanks if anyone decides to make it. (If not I'll just do it myself.)

December 11, 2011, 02:03:26 PM #5 Last Edit: December 11, 2011, 02:19:13 PM by Buckler
Quote from: SleepKiller on December 11, 2011, 01:30:29 PM
I dunno if Buckler ended up using them but my all.lvl side had SWBFII skins.

And I'll work on the gamemodes today. Hopefully I can have them finsihed by the end of the week. (Hopeflly sooner.)

And here is a little request. Could someone make a side that has all four heros in and alter their health to be 500 and remove the self healing? Send me the source and the compiled .lvls. Thanks if anyone decides to make it. (If not I'll just do it myself.)


Hi sleepkiller,

I have not compiled your sides yet, but I will and will add them to the update.

Is there a game mode in addition to deathmatch ?  I can add the lua commands for that if needed.

I will try to do the heroes. 


EDIT:  Hero ODFs attached, I will now compile them--do you want them compiled as each individual level?
imp.lvl, all.lvl, etc ?  along with all the other units ?





Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

Quote from: Buckler on December 11, 2011, 02:03:26 PM
Is there a game mode in addition to deathmatch ?  I can add the lua commands for that if needed.
Their are serveral modes I plan on doing. I made a post about a page back, I think.


Mm, thanks for those but do you mind removing from the sides .req files everything but the hero? (This would cut down filesize dramaticly.) I intend to use them for one of the gamemodes.

December 11, 2011, 04:37:06 PM #9 Last Edit: December 11, 2011, 06:00:41 PM by Buckler

OK, will do. 

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=403

BTW, this is what my  req files look like (hopefully it's enough):
ucft
{
   REQN
   {
      "lvl"
      "all_inf_lukeskywalker"
      "all_inf_lukeskywalkersnow"
         }
}




Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet


January 02, 2012, 08:28:36 PM #11 Last Edit: January 02, 2012, 09:04:43 PM by Buckler
Edit, I got it to work  :cheer:


A couple of issues I could use help with:
-no jet sounds
-jet is a bit "blocky" looking
-the weapon for rocket looks the same as the weapon for blaster




Note that I spelled the unit name the way the ODF file name is listed:
"cis_inf_jetdoird"


below is my working LUA
Video http://www.xfire.com/video/526ab7/



---------------------------------------------------------------------------
-- 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(100);

        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_jetdoird",
        "cis_inf_countdooku",
        "cis_inf_droideka");

ReadDataFile("SWBFgamersUpdate1.0\\sides\\11-SleepKiller\\jetdroid\\side\\cis.lvl",
"cis_inf_jetdoird");


    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_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_assault",3)
    AddUnitClass(CIS, "cis_inf_pilotdroid",4)
    AddUnitClass(CIS, "cis_inf_assassindroid",4)
    AddUnitClass(CIS, "cis_inf_jetdoird",3)
    SetHeroClass(CIS, "cis_inf_countdooku")

--  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()
    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


Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

January 03, 2012, 04:29:17 AM #12 Last Edit: January 03, 2012, 04:33:03 AM by Phobos Developer
Quote from: Buckler on January 02, 2012, 08:28:36 PM
A couple of issues I could use help with:
-no jet sounds
-jet is a bit "blocky" looking
-the weapon for rocket looks the same as the weapon for blaster
I think if you are trying to use dark jet sounds you need to add this to the LUA
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");

Not sure about the blocky thing. The weapon mesh is controlled by the weapon ODF. You can call on a rocket mesh if you have the files in your MSH folder. I watched the video, it's a good idea for a unit but seems kind of overpowered. Would it be possible to switch in the IG-88 model instead? Are the source files for these sides public or still under development, I haven't been keeping tabs on this mod project kinda busy with other stuff. If you guys end up using stock super battle droid for this mod I would highly recommend removing the // null for the 4th weapon, concussion rockets are so cool I don't understand why lucasarts removed them.

January 03, 2012, 08:57:23 AM #13 Last Edit: January 03, 2012, 11:28:00 AM by Buckler
Here is a link to his (tentative) ODF files with the jetdroid model and effects by sky_216.


http://www.swbfgamers.com/index.php?topic=4073.msg41439;topicseen#new

Phobos, if you could tweak the battledroid, we can include that in the update too.  (and anything else you want to contribute, too.)


I would like to release the 1.0 update by the end of January for players, then have a mission update by mid-summer 2012.  Even if we don't use all the assets at this time, we can call on them in later mission files.


EDIT: I have tweaked the unit a bit and given the rocket launcher the same geometry as the mortar launcher.
I still have no sounds for the jet though.  Can someone give me a link to a sounds tutorial?  Or help explain them to me?  (also, I changed the name so its spelled "droid" :P )

The autolock rocket is a little bit powerful, but the unit has relatively low health and takes fall damage.  If I can get the req files correct, I will make a bunch of variants.


Thanks


Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

*RACES OFF TO CHECK OUT ODF FILES WHICH HE HAS NOT TOUCHED IN A MONTH*

*FINDS PROBLEMS INSTANTLY*

[GameObjectClass]

ClassLabel      = "soldier"
GeometryName        = "cis_inf_battledroid_jet2.msh"


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

ExplosionName   = "com_inf_droid_exp"
Label           = "Super Battle Droid"
UnitType        = "trooper"
IconTexture     = "cis_bdroid_icon"
MapTexture      = "troop_icon"
MapScale        = 1.4

GeometryName        = "cis_inf_battledroid_jet2"
GeometryLowRes      = "cis_inf_bdroid_low1"
SkeletonName        = "cis_inf_bdroid"
SkeletonLowRes      = "cis_inf_bdroid_lowres"
FirstPerson         = "CIS\cissbdrd;cis_1st_bdroid"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName       = "all_inf_snowtrooper"


OverrideTexture = "cis_inf_battledroid_green"



// This Jetpack is much more agressive than the REPS but slows down after a while.
JetJump = "25.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = "cis_sfx_jet_droid" // Skys effect.
JetType = "hover"
JetFuelRechargeRate = "0.1" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.2" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)


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       = 275.0 // 250

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

WeaponName1         = "cis_weap_inf_spyrifle" // Semi-Chain Gun
WeaponAmmo1         = 5
WeaponName2         = "cis_weap_inf_riflemissile"
WeaponAmmo2         = 4
WeaponName3         = "cis_weap_inf_radgrenade"
WeaponAmmo3         = 5
WeaponChannel3      = 1


AISizeType      = "SOLDIER"



ChunkFrequency = 0.6

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "bdroid_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "bdroid_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "bdroid_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "bdroid_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "bdroid_chunk5"
ChunkNodeName = "bone_a_spine"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

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          = ""
EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound             = "rep_weap_jetpack_turnon"
TurnOffSound            = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0
//LowHealthThreshold      = ".25"
FoleyFXClass            = "cis_inf_sbdroid"

// 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"


DropItemClass           = "com_item_powerup_ammo"
DropItemProbability     = 0.40
NextDropItem            = "-"DropItemClass           = "com_item_powerup_health100"
DropItemProbability     = 0.20
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_dual"
DropItemProbability     = 0.40


Just copy this one over your old one it fixes that.

*STARTS LOOKING FOR MORE BUGS*

Check the attachments for one named dump_these in_yor_ALL_folder do as the title says and put them in your ODF folder.

*STARTS LOOKING FOR EVEN MORE BUGS*

Copy this over your imp_weap_inf_torpedo_launcher_ord.odf

[OrdnanceClass]
ClassLabel = "missile"

[Properties]
ImpactEffectWater = "watersplash_md"

LightColor              = "64 224 64 150"
LightRadius             = "4.0"

ExplosionName = "imp_weap_inf_torpedo_launcher_exp"

GeometryName            = "com_weap_missile"
TrailEffect = "imp_sfx_roctkettrail"

OrdnanceSound = "com_weap_inf_ord_hum_rocket"

LifeSpan = "8.0"
TurnRate = "2.0"
Velocity = "55.0"
Gravity = "0.0"
Rebound = "0.0"

Damage = "900"

VehicleScale = "1.23"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.25"
AnimalScale = "1.0"


And theirs another attachment put the files in it into your IMP/Effects folder.

*KEEPS LOOKING FOR BUGS*

Okay one final fix put the files of this archive into you CIS/Effects folder