Menu

Show posts

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

Show posts Menu

Topics - Robobermann

#1
SWBF2 Modding / Crashing With New Ordanance
November 10, 2018, 12:00:27 PM
I have been trying to introduce a hero assault mode to my mod, but I have been having an issue where when I add new force powers to heroes. The game crashes when I try to load hero assault, but works perfectly fine in conquest. My first thought was that I should raise memory pools relating to emitterordanance, but that hasn't yielded any results which left me pretty confused. Here is my lua if it helps:

Code:
[spoiler]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
   EnableSPHeroRules()
    -- This is the actual objective setup
   TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
                  multiplayerScoreLimit = 100,
                  textATT = "game.modes.tdm",
                  textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
   TDM:Start()

    AddAIGoal(1, "Deathmatch", 100)
    AddAIGoal(2, "Deathmatch", 100)
end

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
    StealArtistHeap(1536*1024)
    -- Designers, these two lines *MUST* be first!
    SetPS2ModelMemory(2097152 + 65536 * 8)
   
    SetMemoryPoolSize ("ClothData",30)
    SetMemoryPoolSize ("Combo",40)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",600)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",800) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",800)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",500)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",5000)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",100)     -- should be ~1x #combo

    ReadDataFile("ingame.lvl")

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

    SetMaxFlyHeight(40)
   SetMaxPlayerFlyHeight(40)
ReadDataFile("DC:sound\\ABD.lvl;ABDgcw")   
    ReadDataFile("sound\\tat.lvl;tat2gcw")

    ReadDataFile("DC:SIDE\\all.lvl",
                "all_hero_luke_jedi",
                "all_hero_hansolo_tat",
                "all_hero_leia",
                "all_hero_chewbacca")
                   
    ReadDataFile("DC:SIDE\\imp.lvl",
                "imp_hero_darthvader",
                "imp_hero_lord_starkiller",
                "imp_hero_bobafett")
               
    ReadDataFile("DC:SIDE\\rep.lvl",
                "rep_hero_yoda",
                "rep_hero_opporancisis",
         --       "rep_hero_anakin",
         --       "rep_hero_aalya",
         --       "rep_hero_kiyadimundi",
                "rep_hero_obiwan")
               
    ReadDataFile("DC:SIDE\\cis.lvl",
                "cis_hero_grievous",
                "cis_hero_darthmaul",
                "cis_hero_countdooku",
                "cis_hero_jangofett")

    --[[ Turrets disabled
    ReadDataFile("SIDE\\tur.lvl",
                "tur_bldg_chaingun_roof",
                "tur_weap_built_gunturret")             
    SetMemoryPoolSize("MountedTurret", 15)
    --]]

    --ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")
       
    SetupTeams{
        hero = {
            team = ALL,
            units = 32,
                reinforcements = -1,
                soldier = { "all_hero_hansolo_tat",1,2},
                assault = { "all_hero_chewbacca",   1,2},
                engineer= { "all_hero_luke_jedi",   1,2},
                sniper  = { "rep_hero_obiwan",  1,2},
                officer = { "rep_hero_yoda",        1,2},
                special = { "rep_hero_opporancisis",   1,2},           
        },
    }   

    AddUnitClass(ALL,"all_hero_leia",   1,2)
    AddUnitClass(ALL,"rep_hero_aalya",  1,2)
    AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)

    SetupTeams{
        villain = {
            team = IMP,
            units = 32,
            reinforcements = -1,
                soldier = { "imp_hero_bobafett",    1,2},
                assault = { "imp_hero_darthvader",1,2},
                engineer= { "cis_hero_darthmaul", 1,2},
                sniper  = { "cis_hero_jangofett", 1,2},
                officer = { "cis_hero_grievous",    1,2},
                special = { "imp_hero_lord_starkiller", 1,2},

        },
    }   
    AddUnitClass(IMP, "rep_hero_anakin",1,2)
    AddUnitClass(IMP, "cis_hero_countdooku",1,2)

    --  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
   
    local weaponCnt = 96
    SetMemoryPoolSize("Aimer", 1)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 320)
    SetMemoryPoolSize("ConnectivityGraphFollower", 23)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityCloth",41)
    SetMemoryPoolSize("EntityDefenseGridTurret", 0)
    SetMemoryPoolSize("EntityDroid", 0)
   SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
    SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
    SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
    SetMemoryPoolSize("EntitySoundStream", 2)
    SetMemoryPoolSize("EntitySoundStatic", 45)
    SetMemoryPoolSize("MountedTurret", 0)
    SetMemoryPoolSize("Navigator", 23)
    SetMemoryPoolSize("Obstacle", 667)
    SetMemoryPoolSize("Ordnance", 160)   -- not much ordnance going on in the level
    SetMemoryPoolSize("ParticleEmitter", 600)
    SetMemoryPoolSize("ParticleEmitterInfoData", 600)
    SetMemoryPoolSize("PathFollower", 23)
    SetMemoryPoolSize("PathNode", 128)
    SetMemoryPoolSize("ShieldEffect", 0)
    SetMemoryPoolSize("TentacleSimulator", 24)
    SetMemoryPoolSize("TreeGridStack", 290)
    SetMemoryPoolSize("UnitAgent", 23)
    SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("ParticleEmitterObject", 500)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
    SetMemoryPoolSize("Weapon", weaponCnt)

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("TAT\\tat2.lvl", "tat2_tdm")
    SetDenseEnvironment("false")

    --  Sound Stats
   
    ScriptCB_EnableHeroMusic(0)
    ScriptCB_EnableHeroVO(0)
   
    voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
   
    voiceQuick = OpenAudioStream("sound\\global.lvl",  "all_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl",  "imp_unit_vo_quick", voiceQuick)   
   
    OpenAudioStream("sound\\global.lvl",  "gcw_music")
    OpenAudioStream("sound\\tat.lvl",  "tat2")
    OpenAudioStream("sound\\tat.lvl",  "tat2")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")

    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, "gen_amb_celebDeathmatch",  0,1)
    -- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
    -- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end",    2,1)
    SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch",  0,1)
    -- SetAmbientMusic(IMP, 0.9, "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")

    SetAttackingTeam(ATT)

    --  Camera Stats
    --Tat2 Mos Eisley
    AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
    AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
    AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
    AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
    AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end[/spoiler]
#2
SWBF2 Modding / Homefront - Sides mod
November 07, 2018, 11:11:03 AM
Hey guys, I've been working on a sides mod and I thought I could share a little teaser for a custom hero with you guys before I release it to the public:

https://youtu.be/ZcLLq_VlWQg

Clone wars era showcase (outdated):


It has support for conquest on every stock map (more game modes to come in the future) and features custom units, sounds, etc. I've been playing this mod with a group of friends online, and we've had a lot of fun. A trailer is currently in the works, so I will let you guys download it whenever that is finished.
#3
SWBF2 Modding / Bleed on Destructible Command Posts
October 29, 2018, 06:46:53 PM
I'm wondering about the destructible command posts for SWBF2 (including AT-ATs, Hoth Shield Generator, and AT-TEs). For some reason, unlike in the first SWBF, they do not contribute to a loss of reinforcements. I found an interesting variable called "ValueBleed" which I'm assuming causes reinforcements to bleed, but the value on this variable for destructible command posts is no different than for normal command posts. My question is, if possible, how can one make destructible command posts cause reinforcements to bleed in SWBF2?
#4
Hello. I'm new to SWBF2 modding and want to make a sides mod that uses custom sound effects for various weapons. I have found several tutorials for this, and spent many hours trying to get it to work, but the sounds still do not play. I was wondering if there is anybody that knows how to do this and is willing to help.

I have attached a file to show my C:\BF2_ModTools\data_ABC\Sound\worlds\ABC folder.
Inside my effects folder there is a .wav file titled "e11"
Contents of ABC.asfx:

effects\e11.wav    -resample pc 22050


Contents of ABC.req:

ucft
{
    REQN
    {
        "str"
        "align=2048"
        "ABC"
    }
    REQN
    {
        "lvl"
   "ABCgcw"
   "ABCcw"
    }

}

Contents of ABCcw.req:

ucft
{
    REQN
    {
    "bnk"
    "align=2048"
    }

    REQN
    {
    "config"
    }
}

Contents of ABCgcw.req:

ucft
{
    REQN
    {
    "bnk"
    "align=2048"
    "ABC"
    }

    REQN
    {
    "config"
    "Sound_Prop_File_Referenced_Here"
    "ABC"
    "global_world"
    "exp_obj"
    "exp_obj_large"
    "wok_vo"
    "gcw_vo"
    "gcw"

    }
}

Contents of Sound_Prop_File_Referenced_Here.snd:

SoundProperties()
{
    Name("e11");
    Group("weapons");
    Inherit("weapon_template");
    SampleList()
    {
        Sample("e11", 1.0);
    }
}

I have also edited the imp_weap_inf_rifle odf in C:\BF2_ModTools\data_ABC\Sides\imp\odf.
I changed the line with FireSound           = "imp_weap_inf_rifle_fire" to FireSound           = "e11"

Next I hit select all in visual munge and get the following error message:

ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
   1 Errors    0 Warnings

Followed by a bunch of:

soundflmunge.exe : Error : Unable to open file ..\

First I copy the ABC file from C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront II\addon\ and paste it to C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront II\\GameData\addon\

Since I have been editing the imperial side, I take the imp.lvl file from C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront II\addon\ABC\data\_LVL_PC\SIDE

and place it in C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront II\GameData\data\_lvl_pc\side

The final result is that the stormtrooper blaster rifle is silent. Again, any help would be appreciated.