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Messages - wsa30h

#616
thanks anthony this may seem stupid but i cant find the camera dump function
#617
Memory pool "LightFlash" is full; raise count to at least 19
#618
how do i find nice coordinates AddCameraShot(10.793105, -0.062986, -0.603918, -0.047962, -170.583618, 118.981544, -150.443253);
#619
thanks Dark_pantom i kind of understand cheat engine is really hard to use for me aswell tried it on other games and coundnt figure it out.
#620
never mind i fixed it.
#621
Welcome Center / better late than never i suppose
July 13, 2019, 01:56:55 PM
Hi i am wsa30h and  i joined a couple of months ago but wasnt confident in introducing myself.
now i am on these forums asking for help on modding and helping others mod.
currently i am working on my fourth map called korriban desert ruins which features cross era play with empire vs republic and empire vs droids.
i hope to see ye ingame some time.
#622
ok so this is my whole 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 ALL = 2
    local IMP = 1
--  These variables do not change
    local ATT = 1
    local DEF = 2

    AddMissionObjective(IMP, "red", "level Korriban capture and hold command posts");
    AddMissionObjective(IMP, "orange", "level Korriban watch for rebels");
    AddMissionObjective(ALL, "red", "level Korriban watch for rebels");
    AddMissionObjective(ALL, "orange", "level Korriban capture and hold command posts");
   

    ReadDataFile("sound\\bes.lvl;bes2cw")
    ReadDataFile("dc:sound\\hot.lvl;hot1gcw")
        ReadDataFile("dc:sound\\tat.lvl;tat1cw")
    ReadDataFile("dc:sound\\kas.lvl;kas1cw")
    ReadDataFile("dc:sound\\nab.lvl;nab1gcw")
      ReadDataFile("sound\\bes.lvl;bes2gcw")
    ReadDataFile("dc:sound\\012lvl;012gcw")
    ReadDataFile("SIDE\\rep.lvl",
      "rep_bldg_forwardcenter",
        "rep_fly_assault_dome",
        "rep_fly_gunship",
        "rep_fly_gunship_dome",
        "rep_fly_jedifighter_dome",
        "rep_inf_basic",
        "rep_inf_macewindu",
        "rep_inf_jet_trooper",
        "rep_hover_fightertank",
        "rep_hover_speederbike",
        "rep_walk_atte")
    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_basic_tie",
"imp_inf_darthvader",
        "imp_walk_atst",
        "imp_hover_fightertank",
        "imp_walk_atat",
        "imp_hover_speederbike",
        "imp_inf_dark_trooper");

   ReadDataFile("SIDE\\all.lvl",
        "all_fly_xwing",
        "all_hover_combatspeeder",
        "all_inf_basicdesert",
        "all_inf_lukeskywalker",
        "all_inf_smuggler")
         ReadDataFile("SIDE\\cis.lvl",
    "cis_fly_droidfighter",
    "cis_fly_maf",
    "cis_hover_aat",
    "cis_hover_stap",
        "cis_inf_basic",
        "cis_inf_countdooku",
        "cis_tread_hailfire",
        "cis_walk_spider",
        "cis_inf_droideka");

    SetAttackingTeam(ATT);

--      Alliance Stats
    SetTeamName(ALL, "republic")
    SetTeamIcon(ALL, "rep_icon")
   AddUnitClass(ALL, "rep_inf_clone_trooper",27)
    AddUnitClass(ALL, "rep_inf_arc_trooper",5)
    AddUnitClass(ALL, "rep_inf_clone_pilot",6)
    AddUnitClass(ALL, "rep_inf_clone_sharpshooter",6)
    AddUnitClass(ALL, "rep_inf_jet_trooper",3)
    SetHeroClass(ALL, "rep_inf_macewindu")


--      Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_trooper",27)
    AddUnitClass(IMP, "imp_inf_shock_trooper",5)
    AddUnitClass(IMP, "imp_inf_pilottie",6)
    AddUnitClass(IMP, "imp_inf_scout_trooper",6)
    AddUnitClass(IMP, "imp_inf_dark_trooper",3)
    SetHeroClass(IMP, "imp_inf_darthvader")
   
--  Attacker Stats
    SetUnitCount(ATT, 50)
    SetReinforcementCount(ATT, 800)


--  Defender Stats
    SetUnitCount(DEF, 52)
    SetReinforcementCount(DEF, 840)


--  Local Stats
    SetTeamName(3, "locals")
    AddUnitClass(3, "all_inf_soldierdesert", 15);
    AddUnitClass(3, "all_inf_vanguard", 5);
    AddUnitClass(3, "all_inf_pilot", 5);
    AddUnitClass(3, "all_inf_marksman", 5);
    AddUnitClass(3, "all_inf_smuggler", 5);
    AddUnitClass(3, "cis_inf_battledroid", 15);
    AddUnitClass(3, "cis_inf_assault", 5);
    AddUnitClass(3, "cis_inf_assassindroid", 5);
    AddUnitClass(3, "cis_inf_droideka", 3);
    SetUnitCount(3, 50)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsEnemy(3, DEF)
    SetTeamAsEnemy(ATT, 3)
    SetTeamAsEnemy(DEF, 3)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 3) -- Droidekas
    AddWalkerType(3, 3) -- 3 attes with 3 leg pairs each
    AddWalkerType(1, 8) -- 6 atsts with 1 leg pairs each
    AddWalkerType(2, 1) -- 2 atats with 2 leg pairs each
    SetMemoryPoolSize("CommandWalker", 4)
  SetMemoryPoolSize("EntityHover", 33)
    --SetMemoryPoolSize("EntityFlyer", 5)
  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
--  SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize ("EntitySoldier",500)
--    SetMemoryPoolSize("SoundSpaceRegion", 85)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 900)
--    SetMemoryPoolSize("Obstacle", 725)
    --SetMemoryPoolSize("EntityLight", 150)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:korriban\\korriban.lvl")
    SetDenseEnvironment("false")
    --AddDeathRegion("Sarlac01")
   --  SetMaxFlyHeight(90)
  --  SetMaxPlayerFlyHeight(90)


--  Sound Stats
          OpenAudioStream("sound\\bes.lvl",  "bes2gcw_music");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\bes.lvl",  "bes2");
    OpenAudioStream("sound\\bes.lvl",  "bes2");
   
    SetBleedingVoiceOver(Rep, Rep, "rep_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(Rep, IMP, "rep_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(IMP, Rep, "imp_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);

    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(REP, IMP, "rep_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, REP, "imp_off_victory_im", .1, 1);

    SetOutOfBoundsVoiceOver(1, "impleaving");
    SetOutOfBoundsVoiceOver(2, "repleaving");

SetAmbientMusic(All, 1.0, "all_nab4_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.99, "all_nab4_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_nab4_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_nab4_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "imp_nab4_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.1,"imp_nab4_amb_end",    2,1);


SetVictoryMusic(REP, "rep_bes_amb_victory");
    SetDefeatMusic (REP, "rep_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(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 3 - Jabbas' Palace
    AddCameraShot(10.793105, -0.062986, -0.603918, -0.047962, -170.583618, 118.981544, -150.443253);


end



#623
why cant parts of the script be changed for example this part without crashing the game? local ALL = 2  local IMP = 1 to local Rep = 2
and this part  AddUnitClass(ALL, "rep_inf_clone_trooper",27) to  this  AddUnitClass(REP, "rep_inf_clone_trooper",27)
    AddUnitClass(ALL, "rep_inf_arc_trooper",5)
    AddUnitClass(ALL, "rep_inf_clone_pilot",6)
    AddUnitClass(ALL, "rep_inf_clone_sharpshooter",6)
    AddUnitClass(ALL, "rep_inf_jet_trooper",3)
    SetHeroClass(ALL, "rep_inf_macewindu")
    AddUnitClass(ALL, "rep_inf_arc_trooper",5)
   

AddUnitClass(REP, "rep_inf_clone_pilot",6)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",6)
    AddUnitClass(REP, "rep_inf_jet_trooper",3)
    SetHeroClass(REP, "rep_inf_macewindu")
#624
yes i actually watched his video only if you try to make team 1 and 2s reinforcement bleed it doesent bleed when you play as the third team.
#625
what error does visual munge give you ? also if you find what lua it is i might be able to help. usually this problem happens when there is something wrong in the lua.
#626
SWBF1 Modding / Re: how to alling a minimap ?
July 12, 2019, 07:06:23 AM
interesting i just cant get the mini map to be perfect but i got it pretty close today and still cant figure out why my fly trough movies doesent work on the disc version i know it wont work on steam even serejas preview movies dont work on the steam version but do on the disc.
#627
can someone make a tutorial on how to play as locals by using cheat engine ?
#628
SWBF1 Modding / Re: how to alling a minimap ?
July 12, 2019, 03:55:33 AM
yeah i tried adjusting the mapbounds but the position dont change on the minimap.
#629
SWBF1 Modding / how to alling a minimap ?
July 12, 2019, 02:37:37 AM
how do i make my custom minimap properly aligned ?
#630
yeah i did that it doesent fix iteslf when its broken i renamed the healtrecharge to health give and increased its health to 8000 so i know that its reading that one. does that command work in bf2 ? it doesent seem to work in bf1 unless there is a specific place am supposed to put that line of code ?