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.


Messages - Led

Pages: [1] 2 3 ... 363
1
SWBF1 Modding / Re: Playable native units
« on: November 19, 2017, 08:26:43 PM »
You can't join the natives, but you can make an entire team as Tuskens instead of Clones.  Just switch them around in the LUA  (make the clones the natives).  Give it a try, and if you get stuck, post your LUA.

2
The new games?  Nope.  Best look elsewhere.

3
Star Wars Battlefront II / Re: How do I make a dedicated server?
« on: November 18, 2017, 05:09:03 PM »
Hi! Im new here so I need help with setting up a dedictaed server and playing in it on the same PC. Port forwarding is a little bit of and issue for me because Im not fully familiar with it. I want to make a server whit will appear on the Internet browser and playing while hosting it. Can you please help me wiht that?

If you want to use SWBFspy, you must learn to port forward or else have a rented server that is directly on the internet.

Port forwarding is not difficult, you just need access to your home router and understand what local IP address the host computer is using.

4
Star Wars Battlefront / Re: Creating maps for SWBF 1
« on: November 17, 2017, 10:35:26 PM »
I think you will need to run the BoPC fix.  It is in the downloads.

5
SWBF1 Modding / Re: Playable jedi hero
« on: November 17, 2017, 10:18:25 PM »


If I change the hero class to a normal trooper unit like the guy with the rocket launcher, do I also have to edit the number in SetUnitCount?

Also, is there a way to make the Tusken guys on the vanilla Tatooine map playable? I thought it might be possible as there are mods for the Tusken on custom maps but I only play on the vanilla ones.

You do not need to edit SetUnitCount for the hero, since only one will spawn.  The hero can be any unit.


And yes, on Tatooine, you can play as a Tusken--just edit the mission LUA to put a tusken in one of the selectable slots (like instead of sniper or something).

One you get good with mission LUA, we can show you how to do side modding and make your own units and maps  :cheers:


6
SWBF1 Modding / Re: Playable jedi hero
« on: November 17, 2017, 01:58:12 PM »
I got targeted by the AI as soon as I turned Instant Action Heroes ON. Thing is, two jedi spawned; one for each team. Do you guys think there's a way to keep the jedi from spawning? Or at least the one that's on the same team as me :D

You can set the hero class as another unit (like sniper) or you can try to just delete that hero class line.

The hero class is just an unplayable AI line that only spawns one unit.  I can be anything (defined in that era).

This line
 SetHeroClass(REP, "rep_inf_macewindu")

is the hero class line.

change it to
 SetHeroClass(REP, "rep_inf_clone_trooper")

7
SWBF1 Modding / Re: Playable jedi hero
« on: November 17, 2017, 09:07:08 AM »
I don't have my modding files with me, but to get the jedi from other eras (say Mace Windu in GCW), then you must add this above the code Led gave you (with the other chunks that say "readdatafile".
Code: Lua
  1. ReadDataFile("SIDE\\rep.lvl",
  2. "rep_inf_macewindu");
Then you can swap Mace Windu (rep_inf_macewindu) for one of the other units.
This can be easily replicated with Count Dooku as well.  I don't think they have any unique sounds so that should be adequate.

I don't think he was meaning cross-era, just how to play Vader in the GCW. 

But, once we get him to learn mission LUA, many things are possible :)

8
SWBF1 Modding / Re: Playable jedi hero
« on: November 16, 2017, 10:09:57 PM »
Do the equivalent in the other era.  You will get the hang of it.

I suggest you make a change or two, make the new mission, try it, make more changes, etc.

Also, keep backups of  the original scripts, and backups of any mods that you like.

If you get a cool mod that you want to share, you can upload it to our downloads area :cheers:

9
SWBF1 Modding / Re: Playable jedi hero
« on: November 16, 2017, 08:41:33 PM »
Yeah, this section:
SetTeamName(REP, "Republic");
    SetTeamIcon(REP, "rep_icon");
    AddUnitClass(REP, "rep_inf_clone_trooper",11)
    AddUnitClass(REP, "rep_inf_macewindu",0)     --was:  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_countdooku",0) --was AddUnitClass(CIS, "cis_inf_assault",3)
    AddUnitClass(CIS, "cis_inf_pilotdroid",4)
    AddUnitClass(CIS, "cis_inf_assassindroid",4)
    AddUnitClass(CIS, "cis_inf_droideka",3)
    SetHeroClass(CIS, "cis_inf_countdooku")

--  Attacker Stats
    SetUnitCount(ATT, 22)  --note was 25, decrease by 3 because 3 was in the replaced line
    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, 22) --note was 25, decrease by 3 because 3 was in the replaced line
    SetReinforcementCount(DEF, 200)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)



10
SWBF1 Modding / Re: Playable jedi hero
« on: November 16, 2017, 08:17:58 PM »
OK Maty, I am going to put you to work.

Download this item:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=319

uncompress it and place it on your computer in the C:\ drive

go into the scripts folder; like this one
C:\mission.lvl_PC_swbf1\scripts\BES

edit each *.lua file using notepad to look like the one that I posted.

after changing them, go to this folder
C:\mission.lvl_PC_swbf1
and double click on munge.bat

then go to this folder
C:\mission.lvl_PC_swbf1\_lvl_pc

and get the mission.lvl file and place it in your gamedata folder


If all the jedi are ignored, let me know and I will look into the side modding issue.   :cheers:







11
Star Wars Battlefront / MOVED: Playable jedi hero
« on: November 16, 2017, 08:07:12 PM »

12
SWBF1 Modding / Re: Playable jedi hero
« on: November 15, 2017, 12:27:25 PM »

Edit: something something microtransaction for new skins.

Also, more seriously, you can only kill yourself by hitting the respawn button or having someone land on top of you.  That is a side .lvl edit that would need done.

heh, let's make Loot Boxes  ;)

BTW, you can also die as the jedi in death regions, like the CFC.


13
SWBF1 Modding / Re: Playable jedi hero
« on: November 14, 2017, 08:51:48 PM »
OK, so I think it will work.  In my test, however, the AI never did target the jedi units...so if you love right clicking a killing AI, this is the mod for you.

I only tested this on one map:  Bespin Cloud City clone wars era.

1) go here and make a backup of mission.lvl (rename mission.lvl to mission.lvl.original)
C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC

2) uncompress and put the attached mission.lvl file in the same location

3) test it out on Cloud City clone wars era only

Below is the LUA that I changed.
Code: [Select]
---------------------------------------------------------------------------
-- 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(-10);

        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_countdooku",
        "cis_inf_droideka");



--  Republic Stats
    SetTeamName(REP, "Republic");
    SetTeamIcon(REP, "rep_icon");
    AddUnitClass(REP, "rep_inf_clone_trooper",11)
    AddUnitClass(REP, "rep_inf_macewindu",0)
    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_countdooku",0)
    AddUnitClass(CIS, "cis_inf_pilotdroid",4)
    AddUnitClass(CIS, "cis_inf_assassindroid",4)
    AddUnitClass(CIS, "cis_inf_droideka",3)
    SetHeroClass(CIS, "cis_inf_countdooku")

--  Attacker Stats
    SetUnitCount(ATT, 22)
    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, 22)
    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




14
SWBF1 Modding / Re: Playable jedi hero
« on: November 14, 2017, 08:58:35 AM »
From what I recall that still spawns 1 AI of that unit. I will look into that again though to confirm.

15
SWBF1 Modding / Re: Playable jedi hero
« on: November 14, 2017, 08:04:06 AM »
Hi DarkPhantom,

I can make a mission mod for him, but he wants to be the only hero on the battlefield, i.e. only player spawns as a unit, without any duplicate units available.

Do you know the setting for that?  Thanks  :cheers:

Pages: [1] 2 3 ... 363