ReadDataFile("dc:COMMON\\common.lvl") -- What am I doing wrong?

Started by Ty294, May 18, 2020, 10:31:08 AM

Previous topic - Next topic
Hey fellow modders, I'm having a big of an issue trying to get a custom common.lvl to load into an addon map. I've looked across several threads and messages around here and the best I've been able to come up with is you just need the line:

ReadDataFile("dc:COMMON\\common.lvl")

In your LUA, along with placing the modified common.lvl into "Data\_lvl_pc\COMMON"

The thing is... I've done that and then some, but it won't work. In fact, to be thorough, I have uploaded two different common files (common.lvl and sepan_common.lvl) into EVERY level of my addon folder.

SepV\Data\_lvl_pc\COMMON\eng

Every one of those five folders has the two .lvl folders in it, just to quintuply sure I have them there! Then I even put the sepan_common.lvl in the base files too, to see if I could load it from there...

Then, I added multiple lines in the LUA to try and get *any* of them to read:


---------------------------------------------------------------------------
-- 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 IMP = 1
    --local ALL = 2
    local CIS = 1
    local ALL = 2
    local Empire = 3
--  These variables do not change
    local ATT = 1
    local DEF = 2

    AddMissionObjective(CIS, "red", "level.SepV.objectives.1");
--    AddMissionObjective(CIS, "orange", "level.SepV.objectives.2");
    AddMissionObjective(CIS, "orange", "level.SepV.objectives.3");
--    AddMissionObjective(ALL, "red", "level.SepV.objectives.1");
    AddMissionObjective(ALL, "orange", "level.SepV.objectives.2");
    AddMissionObjective(ALL, "orange", "level.SepV.objectives.3");

    ReadDataFile("sound\\bes.lvl;bes1gcw");
    ReadDataFile("dc:sound\\SepV.lvl;SepanVgcw")

  ReadDataFile("dc:COMMON\\common.lvl")
  ReadDataFile("dc:COMMON\\sepan_common.lvl")
  ReadDataFile("dc:common.lvl")
  ReadDataFile("dc:sepan_common.lvl")
  ReadDataFile("COMMON\\sepan_common.lvl")

    ReadDataFile("SIDE\\all.lvl",
        "all_inf_basicdesert",
"all_inf_lukeskywalker",
        "all_inf_smuggler");

    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_basic_tie",
"imp_inf_darthvader",
        "imp_inf_dark_trooper",
"imp_fly_tiebomber",
        "imp_fly_tiefighter");

    ReadDataFile("dc:SIDE\\sep.lvl",
        "sep_fly_fighters",
"sep_fly_gunship",
"rip_inf_basic",
"dim_inf_basic",
"imp_inf_pilot");
   
    SetAttackingTeam(ATT);

--      Alliance Stats
    SetTeamName(ALL, "Alliance")
    SetTeamIcon(ALL, "all_icon")
    AddUnitClass(ALL, "rip_inf_pilot",10)
    AddUnitClass(ALL, "rip_inf_mechanic",5)
    AddUnitClass(ALL, "rip_inf_trooper",5)
    SetHeroClass(ALL, "all_inf_lukeskywalker")

--      Imperial Stats
    --SetTeamName(IMP, "Empire")
    --SetTeamIcon(IMP, "imp_icon")
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "CIS_icon")
    AddUnitClass(CIS, "dim_inf_pilot",10)
    AddUnitClass(CIS, "dim_inf_mechanic",5)
    AddUnitClass(CIS, "dim_inf_trooper",5)
    SetHeroClass(CIS, "imp_inf_darthvader")
   
--  Attacker Stats
    SetUnitCount(ATT, 20)
    SetReinforcementCount(ATT, 200)
--    AddBleedThreshold(ATT, 31, 0.0)
--    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 0.75)
    AddBleedThreshold(ATT, 10, 1.5)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 20)
    SetReinforcementCount(DEF, 200)
--    AddBleedThreshold(DEF, 31, 0.0)
--    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 0.75)
    AddBleedThreshold(DEF, 10, 1.5)
    AddBleedThreshold(DEF, 1, 3.0)

    SetTeamName(3, "Empire")
    SetTeamIcon(3, "imp_icon")
    AddUnitClass(3, "imp_inf_pilot",8)
    AddUnitClass(3, "imp_inf_gunner",8)
    SetUnitCount(3, 16)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsEnemy(3, DEF)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 4) -- Droidekas
    AddWalkerType(1, 4) -- number of leg pairs, count
    AddWalkerType(2, 0)
    --SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityFlyer", 55)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
--  SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("PowerupItem", 60)
--    SetMemoryPoolSize("SoundSpaceRegion", 85)
    SetMemoryPoolSize("EntityMine", 40)
    --SetMemoryPoolSize("Aimer", 200)
--    SetMemoryPoolSize("Obstacle", 725)
    --SetMemoryPoolSize("EntityLight", 150)

SetAllowBlindJetJumps(0)
SetMemoryPoolSize("Aimer", 999)
SetAttackerSnipeRange(500)
SetDefenderSnipeRange(500)

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:SepV\\SepV.lvl")
    ReadDataFile("dc:COMMON\\common.lvl")
    SetDenseEnvironment("false")
SetMinFlyHeight(20)
    SetMinPlayerFlyHeight(-50)
    SetMaxFlyHeight(150) --250
    SetMaxPlayerFlyHeight(150) --250
    SetAIVehicleNotifyRadius(400) --64
    SetStayInTurrets(1)

    AddDeathRegion("fall1")
    AddDeathRegion("death")

--  Sound Stats
    OpenAudioStream("sound\\bes.lvl",  "bes1gcw_music");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\bes.lvl",  "bes1");
    OpenAudioStream("sound\\bes.lvl",  "bes1");
    OpenAudioStream("dc:sound\\SepV.lvl",  "SepanV");
    OpenAudioStream("dc:sound\\SepV.lvl",  "SepanV");

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(ALL, CIS, "all_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, ALL, "imp_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, CIS, "imp_off_com_report_us_overwhelmed", 1);

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(ALL, CIS, "all_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, CIS, "imp_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, 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(CIS, 1.0, "imp_bes_amb_start",0,1);
    SetAmbientMusic(CIS, 0.99, "imp_bes_amb_middle",1,1);
    SetAmbientMusic(CIS, 0.1,"imp_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(CIS, "imp_bes_amb_victory");
    SetDefeatMusic (CIS, "imp_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("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, 3, "imp_bonus_imp_hero");
    SetPlanetaryBonusVoiceOver(CIS, ALL, 3, "imp_bonus_all_hero");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");

    SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
    SetPlanetaryBonusVoiceOver(ALL, CIS, 3, "all_bonus_imp_hero");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");


--  Camera Stats
--Tat 3 - Jabbas' Palace
    AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);
    AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551);
    AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990);
    AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519);
    AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025);
    AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255);
    AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096);
    AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620);
    AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437);
    AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003);
    AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054);
    AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029);
    AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563);

end


And yet, nothing ever changes. I tested the common.lvl on the base game to make sure it wasn't an issue with the .lvl itself, and it works just fine. So somehow I've got a loading issue going on here, and I cannot figure out what it is. Anyone know what I'm missing?

Thanks in advance!

try just loading one of the common lvl's in the lua
mods and maps in progress:<br />--Bf1 expanded edition 3.0 version
-- bf1 tcw battles
-- bf1 seasons mod season 1
-- bf2 expanded edition tbh

Quote from: wsa30h on May 18, 2020, 10:51:02 AM
try just loading one of the common lvl's in the lua

Is "loading" done differently than how I have it put in? Or are you saying to remove the lines until I'm only attempting to load one?

From what I remember, loading in a custom common is finicky, but Sereja has successfully done it for a long time.  His directory structure is:
Addon\004\Data\_lvl_pc\COMMON\common.lvl
then he seems to call it in the same way you do - what I remember from the discussion is that it's before sides but after sounds (which is where yours is, so that's good).

However, I would try something - please backup the stock common.lvl and try to load in the new common.lvl instead.  If it is crashing then, it is a problem with your common, if not, we need to dig deeper into why this isn't loading in and what you are trying to load in.
The BOBclan:  A Rich History


Quote from: Unit 33 on November 29, 2014, 03:44:44 AM
'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.

dont use the DC

hard code the folder structure from gamedata

I should have a tutorial in the tutorials section
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

serejas works for me i use it to load the pilot animations for the atrt and barspeeder so the only thing you can do is what dark_phantom said and test your common in place of the stock one.
mods and maps in progress:<br />--Bf1 expanded edition 3.0 version
-- bf1 tcw battles
-- bf1 seasons mod season 1
-- bf2 expanded edition tbh

Quote from: Dark_Phantom on May 18, 2020, 11:13:50 AM
From what I remember, loading in a custom common is finicky, but Sereja has successfully done it for a long time.  His directory structure is:
Addon\004\Data\_lvl_pc\COMMON\common.lvl
then he seems to call it in the same way you do - what I remember from the discussion is that it's before sides but after sounds (which is where yours is, so that's good).

However, I would try something - please backup the stock common.lvl and try to load in the new common.lvl instead.  If it is crashing then, it is a problem with your common, if not, we need to dig deeper into why this isn't loading in and what you are trying to load in.

I have tested it before that way and it does work just fine. That was my first thought was that the common.lvl was broken, but it apparently is not. Just tested it again to be thorough, and yeah, it isn't the common.lvl.

As for what I'm changing, basically I am wanting to change the faction logo .msh's, as well as possibly the faction icons that appear when you select the map (not sure if that part is possible).

I remember seeing something mentioned about faction logos in one of the threads, and something about maybe having to rework the shell or something? But I don't think it was explained how.

In order to better gauge whether what I was doing was working or not, I made one other small change, which was to override the default "ord_explosion.fx" with the one from BF2 (bigger and has more sparks), since I figured that should be an easy one to change. But either way I have not seen any change when attempting to load the custom common.

Quote from: Led on May 18, 2020, 11:17:19 AM
dont use the DC

hard code the folder structure from gamedata

I should have a tutorial in the tutorials section

So, like this?

ReadDataFile("GameData\\AddOn\\SepV\\Data\\_lvl_pc\\COMMON\\common.lvl")

or?

ReadDataFile("AddOn\\SepV\\Data\\_lvl_pc\\COMMON\\common.lvl")

(Just tried both of those, but with no success.)

Here is the tutorial
https://www.swbfgamers.com/index.php?topic=4923.msg46895#msg46895

just to make sure your common works, place it in the games common folder

and use:
ReadDataFile("COMMON\\common-dot.lvl") 

but of course your your common file name
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

I'm still getting no sign of it working. Here is my updated LUA:

---------------------------------------------------------------------------
-- 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 IMP = 1
    --local ALL = 2
    local CIS = 1
    local ALL = 2
    local Empire = 3
--  These variables do not change
    local ATT = 1
    local DEF = 2

    AddMissionObjective(CIS, "red", "level.SepV.objectives.1");
--    AddMissionObjective(CIS, "orange", "level.SepV.objectives.2");
    AddMissionObjective(CIS, "orange", "level.SepV.objectives.3");
--    AddMissionObjective(ALL, "red", "level.SepV.objectives.1");
    AddMissionObjective(ALL, "orange", "level.SepV.objectives.2");
    AddMissionObjective(ALL, "orange", "level.SepV.objectives.3");

    ReadDataFile("sound\\bes.lvl;bes1gcw");
    ReadDataFile("dc:sound\\SepV.lvl;SepanVgcw");

    --ReadDataFile("dc:COMMON\\common.lvl")
    --ReadDataFile("GameData\\AddOn\\SepV\\Data\\_lvl_pc\\COMMON\\common.lvl")
    --ReadDataFile("AddOn\\SepV\\Data\\_lvl_pc\\COMMON\\common.lvl")
   ReadDataFile("common\\common-sepv.lvl");

    ReadDataFile("SIDE\\all.lvl",
        "all_inf_basicdesert",
"all_inf_lukeskywalker",
        "all_inf_smuggler");

    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_basic_tie",
"imp_inf_darthvader",
        "imp_inf_dark_trooper",
"imp_fly_tiebomber",
        "imp_fly_tiefighter");

    ReadDataFile("dc:SIDE\\sep.lvl",
        "sep_fly_fighters",
"sep_fly_gunship",
"rip_inf_basic",
"dim_inf_basic",
"imp_inf_pilot");


    ReadDataFile("common\\common-sepv.lvl");
   
    SetAttackingTeam(ATT);

--      Alliance Stats
    SetTeamName(ALL, "Alliance")
    SetTeamIcon(ALL, "all_icon")
    AddUnitClass(ALL, "rip_inf_pilot",10)
    AddUnitClass(ALL, "rip_inf_mechanic",5)
    AddUnitClass(ALL, "rip_inf_trooper",5)
    SetHeroClass(ALL, "all_inf_lukeskywalker")

--      Imperial Stats
    --SetTeamName(IMP, "Empire")
    --SetTeamIcon(IMP, "imp_icon")
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "CIS_icon")
    AddUnitClass(CIS, "dim_inf_pilot",10)
    AddUnitClass(CIS, "dim_inf_mechanic",5)
    AddUnitClass(CIS, "dim_inf_trooper",5)
    SetHeroClass(CIS, "imp_inf_darthvader")
   
--  Attacker Stats
    SetUnitCount(ATT, 20)
    SetReinforcementCount(ATT, 200)
--    AddBleedThreshold(ATT, 31, 0.0)
--    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 0.75)
    AddBleedThreshold(ATT, 10, 1.5)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 20)
    SetReinforcementCount(DEF, 200)
--    AddBleedThreshold(DEF, 31, 0.0)
--    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 0.75)
    AddBleedThreshold(DEF, 10, 1.5)
    AddBleedThreshold(DEF, 1, 3.0)

    SetTeamName(3, "Empire")
    SetTeamIcon(3, "imp_icon")
    AddUnitClass(3, "imp_inf_pilot",8)
    AddUnitClass(3, "imp_inf_gunner",8)
    SetUnitCount(3, 16)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsEnemy(3, DEF)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 4) -- Droidekas
    AddWalkerType(1, 4) -- number of leg pairs, count
    AddWalkerType(2, 0)
    --SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityFlyer", 55)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
--  SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("PowerupItem", 60)
--    SetMemoryPoolSize("SoundSpaceRegion", 85)
    SetMemoryPoolSize("EntityMine", 40)
    --SetMemoryPoolSize("Aimer", 200)
--    SetMemoryPoolSize("Obstacle", 725)
    --SetMemoryPoolSize("EntityLight", 150)

SetAllowBlindJetJumps(0)
SetMemoryPoolSize("Aimer", 999)
SetAttackerSnipeRange(500)
SetDefenderSnipeRange(500)

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:SepV\\SepV.lvl")
    ReadDataFile("dc:COMMON\\common.lvl")
    SetDenseEnvironment("false")
SetMinFlyHeight(20)
    SetMinPlayerFlyHeight(-50)
    SetMaxFlyHeight(150) --250
    SetMaxPlayerFlyHeight(150) --250
    SetAIVehicleNotifyRadius(400) --64
    SetStayInTurrets(1)

    AddDeathRegion("fall1")
    AddDeathRegion("death")

--  Sound Stats
    OpenAudioStream("sound\\bes.lvl",  "bes1gcw_music");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\bes.lvl",  "bes1");
    OpenAudioStream("sound\\bes.lvl",  "bes1");
    OpenAudioStream("dc:sound\\SepV.lvl",  "SepanV");
    OpenAudioStream("dc:sound\\SepV.lvl",  "SepanV");

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(ALL, CIS, "all_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, ALL, "imp_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, CIS, "imp_off_com_report_us_overwhelmed", 1);

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(ALL, CIS, "all_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, CIS, "imp_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, 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(CIS, 1.0, "imp_bes_amb_start",0,1);
    SetAmbientMusic(CIS, 0.99, "imp_bes_amb_middle",1,1);
    SetAmbientMusic(CIS, 0.1,"imp_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(CIS, "imp_bes_amb_victory");
    SetDefeatMusic (CIS, "imp_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("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, 3, "imp_bonus_imp_hero");
    SetPlanetaryBonusVoiceOver(CIS, ALL, 3, "imp_bonus_all_hero");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");

    SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
    SetPlanetaryBonusVoiceOver(ALL, CIS, 3, "all_bonus_imp_hero");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");


--  Camera Stats
--Tat 3 - Jabbas' Palace
    AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);
    AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551);
    AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990);
    AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519);
    AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025);
    AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255);
    AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096);
    AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620);
    AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437);
    AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003);
    AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054);
    AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029);
    AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563);

end


Here's where I put the files:




(Never mind the --common.lvl, that is the latest Steam one, which I replaced with a 1.2 version so I could get the Freecam back.)

I noticed in the tutorial thread that the other thread it links to mentions a common.req file, though that is just for the BF2 loading screen. Is there another element like that which I am missing here though? Some minor addition to another file somewhere?

Also, if anyone is willing to take a few minutes to test it to see if they can get it to work, here is my common.lvl file. The changes you should see are the Rebel and CIS icons replaced with a wrench icon (just borrowed one of the other holo icons from the assets for testing purposes) and the main ordnance impact replaced with the larger BF2 version.

I appreciate all the help guys!

it looks like it should work. quick question does the empire icon work when you have them set as team 3 ?
mods and maps in progress:<br />--Bf1 expanded edition 3.0 version
-- bf1 tcw battles
-- bf1 seasons mod season 1
-- bf2 expanded edition tbh

Quote from: wsa30h on May 19, 2020, 02:03:04 AMquick question does the empire icon work when you have them set as team 3 ?

It does, yes.

thanks also dont forget your third faction can have an invisible reinforcement counter  SetReinforcementCount(3, 350)
just change the 350 to whatever you want.
mods and maps in progress:<br />--Bf1 expanded edition 3.0 version
-- bf1 tcw battles
-- bf1 seasons mod season 1
-- bf2 expanded edition tbh

Quote from: wsa30h on May 19, 2020, 08:11:50 AM
thanks also dont forget your third faction can have an invisible reinforcement counter  SetReinforcementCount(3, 350)
just change the 350 to whatever you want.

Oh, didn't know that one. Thanks! Might come up in a future project, though for this map the Empire is supposed to have unlimited reinforcement count, so I won't be adding it here.




Update on the other front, turns out it is an issue with my common. The way I found out was I downloaded one of Sereja's asset folders, borrowed his common, then threw it into my map's folder, and just added the old "ReadDataFile("dc:COMMON\\common.lvl")" back into the LUA. All of a sudden my pistol animation was replaced with the Han Solo-style pistol animation that Sereja's maps use!

I have to guess that this means that my common is lacking something. It works just fine if I replace the base common in Gamedata, but it won't override the base common when in a mod folder. I will play around with it a bit, but if anyone has any idea what this could be...?

I am pretty sure he uses the common.lvl builder that this site uses, I don't know if you are using anything different:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1541
(I combined common and shell for convenience, but looking back I may separate again in a future update)
The BOBclan:  A Rich History


Quote from: Unit 33 on November 29, 2014, 03:44:44 AM
'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.

Quote from: Dark_Phantom on May 19, 2020, 11:56:56 AM
I am pretty sure he uses the common.lvl builder that this site uses, I don't know if you are using anything different:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1541
(I combined common and shell for convenience, but looking back I may separate again in a future update)

I was using the battlebelk interface tool, also found here. However, I just tried the one you suggested just now... same result. Am I supposed to do something with the shell? Or edit one of the files under LUA? (I noticed the battlebelk version of the tool does not have that folder in the "Custom" section.)

I may have to message Sereja to see if he did anything else differently, if nobody else knows.