I have searched faaaaaaaar and wiiiide (or maybe just the search function) looking for a map or mod that allows you to play as the Naboo guard or Gungans against the CIS (like the campaign).
Does anyone know where to find it?
Hmm, well according to this thing it exists(Looks at the pics below).
http://battlefront.wikia.com/wiki/Royal_Naboo_Security_Force
Quote from: Ltin on June 28, 2013, 05:05:15 PM
I have searched faaaaaaaar and wiiiide (or maybe just the search function) looking for a map or mod that allows you to play as the Naboo guard or Gungans against the CIS (like the campaign).
Does anyone know where to find it?
if you dont find it i can send a mission lvl mod for it real quick its easy to make that mod
i remember there being some pla server that did it....
i dont know if that was mission mod or what.
That was a historical map of naboo. It works online without download if the host puts it up because the map lua is in everyone's mission.lvl file.
Okay then, i have the mission.lvl editor, what would i do to it to do this?
In regard the the historical mission, all you need is for someone to host the map using a batch file for the dedicated server software.
Otherwise, you can make you own mission mod map.
If you edit the stock LUA for CIS vs Republic (nab2c.LUA (C = clones are attacking)) with note pad, it's found in the /SCRIPTS/ folder, you can paste this
ReadDataFile("SIDE\\gar.lvl",
"gar_inf_basic");
right under or above this ReadDataFile("SIDE\\rep.lvl",
"rep_hover_fightertank",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu");
ReadDataFile("SIDE\\cis.lvl",
"cis_hover_aat",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
----
That will make the gar (or Royal Guards) accessible to the map, now for actually allowing them to spawn:
You will see this -- 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",3)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",3)
AddUnitClass(REP, "rep_inf_jet_trooper",2)
SetHeroClass(REP, "rep_inf_macewindu")
Paste this OVER it
-- Republic Stats
SetTeamName(GAR, "Naboo Guard");
SetTeamIcon(GAR, "GAR_icon");
AddUnitClass(GAR, "gar_inf_soldier",12)
AddUnitClass(GAR, "gar_inf_pilot",5)
AddUnitClass(GAR, "gar_inf_vanguard",5)
----
Finished result should work just fine, since the sound functions stay the same from Clones to Guards.
If that doesn't work, either try it more carefully, or someone else can easily do the task for you.
Quote from: -RepublicCommando- on June 28, 2013, 07:48:04 PM
Finished result should work just fine, since the sound functions stay the same from Clones to Guards.
If that doesn't work, either try it more carefully, or someone else can easily do the task for you.
Would that work for any map/era?
For Theed: http://starwarsbattlefront.filefront.com/file/Naboo_Theed_Naboo_Crisis_version;116863
Check filefront guys. They still have lots of SWBFI mods and maps we don't have. :tu:
Quote from: Ltin on June 28, 2013, 09:41:15 PM
Would that work for any map/era?
Yes, the concept is the same.
You might get some issues with sound though, and would need the ReadDataFile sound reference from whatever map era you are putting in a new one.
Lots of fun stuff with mission.lvl
There was also "Naboo: Parley", which has disappeared.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Ftaris.jk257.com%2Fswbf%2Fpics%2FNP%2FNP-4.jpg&hash=17f129d75a5b219004dc8c8fb43a754659d93e9f)
Yes I've wanted to try out that map for a while now. Maybe we can ask one of the map archivers if they have it?
this isnt in the right spot anymore is it...
could someone move it ot where it is supposed to be?
also, whats the name of the regular battledroid thats in the first 2 missions? i would like to replace the sbd with it
You could just
- download mission builder
- rename NAB1c_h.LUA to NAB1c.lua
- munge
then play naboo clone wars instant action for historical mode that way. same with other missions. the other methods posted involve alot of script editing which isn't needed at all for what you're asking.
Heres your droids
AddUnitClass(CIS, "cis_inf_battledroid_inf",15)
AddUnitClass(CIS, "cis_inf_battledroid_av",5)
AddUnitClass(CIS, "cis_inf_battledroid_pilot",6)
AddUnitClass(CIS, "cis_inf_battledroid_sniper",6)
thank you. i think im going to have to try that. i did what republiccommando said, and its just crashing my game. ill comeback to that later.....
edit: in an attemp to try and find out whats wrong, im putting nab2c here
edit again: whoops, i forgot i deleted it and put back the stock one.......
3rd edit: i think i might have found my problem, will test when i get around to it
4th edit: this is what i had [spoiler] ---------------------------------------------------------------------------
-- 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 creped from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Attacker is always #1
local REP = 2;
local CIS = 1;
-- These variables do not change
local ATT = 1;
local DEF = 2;
AddMissionObjective(REP, "orange", "level.naboo2.objectives.1");
AddMissionObjective(REP, "red", "level.naboo2.objectives.2");
-- AddMissionObjective(REP, "red", "level.naboo2.objectives.3");
AddMissionObjective(CIS, "orange", "level.naboo2.objectives.1");
-- AddMissionObjective(CIS, "red", "level.naboo2.objectives.2");
AddMissionObjective(CIS, "red", "level.naboo2.objectives.3");
ReadDataFile("sound\\nab.lvl;nab2cw");
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_fightertank",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu");
ReadDataFile("SIDE\\gar.lvl",
"gar_inf_basic");
ReadDataFile("SIDE\\cis.lvl",
"cis_hover_aat",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
SetAttackingTeam(ATT);
-- Republic Stats
SetTeamName(GAR, "Naboo Guard");
SetTeamIcon(GAR, "GAR_icon");
AddUnitClass(GAR, "gar_inf_soldier",12)
AddUnitClass(GAR, "gar_inf_pilot",5)
AddUnitClass(GAR, "gar_inf_vanguard",5)
-- 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",3)
AddUnitClass(CIS, "cis_inf_assassindroid",3)
AddUnitClass(CIS, "cis_inf_droideka",2)
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("EntityHover", 6)
SetMemoryPoolSize("MountedTurret", 20)
SetSpawnDelay(10.0, 0.25);
ReadDataFile("NAB\\nab2.lvl")
SetDenseEnvironment("true")
AddDeathRegion("Water");
AddDeathRegion("Waterfall");
SetMaxFlyHeight(-20)
-- Birdies
SetNumBirdTypes(1);
SetBirdType(0,1.0,"bird");
SetBirdFlockMinHeight(-28.0);
-- Sound
OpenAudioStream("sound\\nab.lvl", "nabcw_music");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\nab.lvl", "nab2");
OpenAudioStream("sound\\nab.lvl", "nab2");
OpenAudioStream("sound\\nab.lvl", "nab2_emt");
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);
SetOutOfBoundsVoiceOver(2, "repleaving");
SetOutOfBoundsVoiceOver(1, "cisleaving");
SetAmbientMusic(REP, 1.0, "rep_nab_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_nab_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_nab_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_nab_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_nab_amb_end", 2,1);
SetVictoryMusic(REP, "rep_nab_amb_victory");
SetDefeatMusic (REP, "rep_nab_amb_defeat");
SetVictoryMusic(CIS, "cis_nab_amb_victory");
SetDefeatMusic (CIS, "cis_nab_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, 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
--SetSoundEffect("BirdScatter", "birdsFlySeq1");
--ScriptCB_SndBusFade("Root", 3.0, 1.0, 0.0);
-- Camera Stats
--Nab2 Theed
--Palace
AddCameraShot(-0.007592, -0.000002, -0.999971, 0.000209, -168.559723, -45.250122, 13.399481);
--Fountain
AddCameraShot(0.255033, 0.003789, -0.966818, 0.014365, -45.806969, -47.785381, -45.429058);
--Rotunda
AddCameraShot(0.621417, -0.119417, -0.760412, -0.146128, -276.067444, -18.259653, -77.929230);
end
[/spoiler]
Quote from: Kit Fisto on June 28, 2013, 10:00:26 PM
For Theed: http://starwarsbattlefront.filefront.com/file/Naboo_Theed_Naboo_Crisis_version;116863
Check filefront guys. They still have lots of SWBFI mods and maps we don't have. :tu:
I don't think you saw this Ltin. You don't have to mod anything to play this. :)
Quote from: Kit Fisto on June 29, 2013, 07:25:11 PM
I don't think you saw this Ltin. You don't have to mod anything to play this. :)
i did check filefront.... and i still would like to know this.
also, i only want the three classes the campaign is shipped with. not 5 -_-
Quote from: Ltin on June 29, 2013, 07:26:15 PM
i did check filefront.... and i still would like to know this.
also, i only want the three classes the campaign is shipped with. not 5 -_-
I will make it for you tomorrow.
Hang in there.
you dont need to. what phobos' said worked. but i still want to know why its crashing -_- i did it all right i think.....
Quote from: Ltin on June 29, 2013, 07:34:06 PM
you dont need to. what phobos' said worked. but i still want to know why its crashing -_- i did it all right i think.....
my respsonse got deleted???
anyway i typed: Post your LUA and sptest logs here.
Quote from: Phobos on June 29, 2013, 07:38:41 PM
my respsonse got deleted???
anyway i typed: Post your LUA and sptest logs here.
i put the lua in the first post. where do i get sptest?
heres the sptest loader
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=344
idk if it includes sptest.exe
i dont see the LUA in first post either. sptest will usually tell you if someting in the LUA is causing a crash.
Quote from: Phobos on June 29, 2013, 07:45:05 PM
heres the sptest loader
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=344
idk if it includes sptest.exe
i dont see the LUA in first post either. sptest will usually tell you if someting in the LUA is causing a crash.
its in the spoiler at the top of the page. ill try and get sptest working
edit: im confused. what do i do?
top of page? all i see is this
Quote from: Ltin on June 28, 2013, 05:05:15 PM
I have searched faaaaaaaar and wiiiide (or maybe just the search function) looking for a map or mod that allows you to play as the Naboo guard or Gungans against the CIS (like the campaign).
Does anyone know where to find it?
run sptest. when it crashes, check bfront.log
post it here in the CODE tag
http://www.sendspace.com/file/5bt37x
http://www.sendspace.com/file/ktuspe
these go here
C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData
then run SPtest, and when game crashes, check the BFront.log
You must have a different number of posts per page then. Its reply #15.
sptest isnt in there. Is it supposed to be in the folder? Or do i run the sptest[wprdthatidontrememberareherebecauseikonatabletrightnow] and then it appears there?
sptest i posted in my previous post. download it from sendspace and put it in that folder.
yes i have the max view of posts per page (50).
Quote from: Phobos on June 29, 2013, 08:57:11 PM
sptest i posted in my previous post. download it from sendspace and put it in that folder.
yes i have the max view of posts per page (50).
ohh thats what that was. I thought it had something to do with some off site code tag. Ill dl that and see what it says
edit: sptest
Opened logfile BFront.log 2013-06-30 1055
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1410)
Weapon 'weapons.gar.weap.inf_thermaldetonator' is not localized for stats page
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaScript.cpp(1951)
error: bad argument sent to Lua API function
stack traceback:
1: function `SetTeamName' [C]
2: function `ScriptInit' [(none)]
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(171)
Team has no unit classes
and heres the lua again
---------------------------------------------------------------------------
-- 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 creped from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Attacker is always #1
local GAR = 2;
local CIS = 1;
-- These variables do not change
local ATT = 1;
local DEF = 2;
AddMissionObjective(REP, "orange", "level.naboo2.objectives.1");
AddMissionObjective(REP, "red", "level.naboo2.objectives.2");
-- AddMissionObjective(REP, "red", "level.naboo2.objectives.3");
AddMissionObjective(CIS, "orange", "level.naboo2.objectives.1");
-- AddMissionObjective(CIS, "red", "level.naboo2.objectives.2");
AddMissionObjective(CIS, "red", "level.naboo2.objectives.3");
ReadDataFile("sound\\nab.lvl;nab2cw");
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_fightertank",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu");
ReadDataFile("SIDE\\gar.lvl",
"gar_inf_basic");
ReadDataFile("SIDE\\cis.lvl",
"cis_hover_aat",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
SetAttackingTeam(ATT);
-- Republic Stats
SetTeamName(GAR, "Naboo Guard");
SetTeamIcon(GAR, "GAR_icon");
AddUnitClass(GAR, "gar_inf_soldier",12)
AddUnitClass(GAR, "gar_inf_pilot",5)
AddUnitClass(GAR, "gar_inf_vanguard",5)
-- 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",3)
AddUnitClass(CIS, "cis_inf_assassindroid",3)
AddUnitClass(CIS, "cis_inf_droideka",2)
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("EntityHover", 6)
SetMemoryPoolSize("MountedTurret", 20)
SetSpawnDelay(10.0, 0.25);
ReadDataFile("NAB\\nab2.lvl")
SetDenseEnvironment("true")
AddDeathRegion("Water");
AddDeathRegion("Waterfall");
SetMaxFlyHeight(-20)
-- Birdies
SetNumBirdTypes(1);
SetBirdType(0,1.0,"bird");
SetBirdFlockMinHeight(-28.0);
-- Sound
OpenAudioStream("sound\\nab.lvl", "nabcw_music");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\nab.lvl", "nab2");
OpenAudioStream("sound\\nab.lvl", "nab2");
OpenAudioStream("sound\\nab.lvl", "nab2_emt");
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);
SetOutOfBoundsVoiceOver(2, "repleaving");
SetOutOfBoundsVoiceOver(1, "cisleaving");
SetAmbientMusic(REP, 1.0, "rep_nab_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_nab_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_nab_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_nab_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_nab_amb_end", 2,1);
SetVictoryMusic(REP, "rep_nab_amb_victory");
SetDefeatMusic (REP, "rep_nab_amb_defeat");
SetVictoryMusic(CIS, "cis_nab_amb_victory");
SetDefeatMusic (CIS, "cis_nab_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, 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
--SetSoundEffect("BirdScatter", "birdsFlySeq1");
--ScriptCB_SndBusFade("Root", 3.0, 1.0, 0.0);
-- Camera Stats
--Nab2 Theed
--Palace
AddCameraShot(-0.007592, -0.000002, -0.999971, 0.000209, -168.559723, -45.250122, 13.399481);
--Fountain
AddCameraShot(0.255033, 0.003789, -0.966818, 0.014365, -45.806969, -47.785381, -45.429058);
--Rotunda
AddCameraShot(0.621417, -0.119417, -0.760412, -0.146128, -276.067444, -18.259653, -77.929230);
end
umm, seriously, wahts goin' on with this? i dont know what it means
local REP = 2;
i think you want GAR = 2;
Quote from: Buckler on June 30, 2013, 01:41:03 PM
local REP = 2;
i think you want GAR = 2;
what does that do?
Quote from: Ltin on June 30, 2013, 01:43:39 PM
what does that do?
defines team 2 as naboo guards instead of republic clones.
Ohh yea thats probably important.
i fixxed it and now sptest gives me this
Opened logfile BFront.log 2013-06-30 2042
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaScript.cpp(1951)
error: bad argument sent to Lua API function
stack traceback:
1: function `AddMissionObjective' [C]
2: function `ScriptInit' [(none)]
its probably trrying to add missionobjectives for REP again.
make sure if REP isn't called on in readdata lvl that its not called on anywhere else in the LUA. go to replace - > "REP" to "GAR" that should take care of the bugs.
wut.
Quote from: Ltin on June 30, 2013, 06:45:24 PM
wut.
Try this 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 cGARed from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Attacker is always #1
local GAR = 2;
local CIS = 1;
-- These variables do not change
local ATT = 1;
local DEF = 2;
AddMissionObjective(GAR, "orange", "level.naboo2.objectives.1");
AddMissionObjective(GAR, "red", "level.naboo2.objectives.2");
-- AddMissionObjective(GAR, "red", "level.naboo2.objectives.3");
AddMissionObjective(CIS, "orange", "level.naboo2.objectives.1");
-- AddMissionObjective(CIS, "red", "level.naboo2.objectives.2");
AddMissionObjective(CIS, "red", "level.naboo2.objectives.3");
ReadDataFile("sound\\nab.lvl;nab2cw");
ReadDataFile("SIDE\\REP.lvl",
"REP_hover_fightertank",
"REP_inf_basic",
"REP_inf_jet_trooper",
"REP_inf_macewindu");
ReadDataFile("SIDE\\gar.lvl",
"gar_inf_basic");
ReadDataFile("SIDE\\cis.lvl",
"cis_hover_aat",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
SetAttackingTeam(ATT);
-- GARublic Stats
SetTeamName(GAR, "Naboo Guard");
SetTeamIcon(GAR, "GAR_icon");
AddUnitClass(GAR, "gar_inf_soldier",12)
AddUnitClass(GAR, "gar_inf_pilot",5)
AddUnitClass(GAR, "gar_inf_vanguard",5)
-- 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",3)
AddUnitClass(CIS, "cis_inf_assassindroid",3)
AddUnitClass(CIS, "cis_inf_droideka",2)
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("EntityHover", 6)
SetMemoryPoolSize("MountedTurret", 20)
SetSpawnDelay(10.0, 0.25);
ReadDataFile("NAB\\nab2.lvl")
SetDenseEnvironment("true")
AddDeathRegion("Water");
AddDeathRegion("Waterfall");
SetMaxFlyHeight(-20)
-- Birdies
SetNumBirdTypes(1);
SetBirdType(0,1.0,"bird");
SetBirdFlockMinHeight(-28.0);
-- Sound
OpenAudioStream("sound\\nab.lvl", "nabcw_music");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\nab.lvl", "nab2");
OpenAudioStream("sound\\nab.lvl", "nab2");
OpenAudioStream("sound\\nab.lvl", "nab2_emt");
SetBleedingVoiceOver(GAR, GAR, "GAR_off_com_GARort_us_overwhelmed", 1);
SetBleedingVoiceOver(GAR, CIS, "GAR_off_com_GARort_enemy_losing", 1);
SetBleedingVoiceOver(CIS, GAR, "cis_off_com_GARort_enemy_losing", 1);
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_GARort_us_overwhelmed", 1);
SetOutOfBoundsVoiceOver(2, "GARleaving");
SetOutOfBoundsVoiceOver(1, "cisleaving");
SetAmbientMusic(GAR, 1.0, "GAR_nab_amb_start", 0,1);
SetAmbientMusic(GAR, 0.99, "GAR_nab_amb_middle", 1,1);
SetAmbientMusic(GAR, 0.1,"GAR_nab_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_nab_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_nab_amb_end", 2,1);
SetVictoryMusic(GAR, "GAR_nab_amb_victory");
SetDefeatMusic (GAR, "GAR_nab_amb_defeat");
SetVictoryMusic(CIS, "cis_nab_amb_victory");
SetDefeatMusic (CIS, "cis_nab_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, 0, "CIS_bonus_CIS_medical");
SetPlanetaryBonusVoiceOver(CIS, GAR, 0, "CIS_bonus_GAR_medical");
SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
SetPlanetaryBonusVoiceOver(CIS, GAR, 1, "");
SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors");
SetPlanetaryBonusVoiceOver(CIS, GAR, 2, "CIS_bonus_GAR_sensors");
SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero");
SetPlanetaryBonusVoiceOver(CIS, GAR, 3, "CIS_bonus_GAR_hero");
SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves");
SetPlanetaryBonusVoiceOver(CIS, GAR, 4, "CIS_bonus_GAR_reserves");
SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(CIS, GAR, 5, "CIS_bonus_GAR_sabotage");
SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
SetPlanetaryBonusVoiceOver(CIS, GAR, 6, "");
SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS, GAR, 7, "CIS_bonus_GAR_training");--advanced training
SetPlanetaryBonusVoiceOver(GAR, GAR, 0, "GAR_bonus_GAR_medical");
SetPlanetaryBonusVoiceOver(GAR, CIS, 0, "GAR_bonus_CIS_medical");
SetPlanetaryBonusVoiceOver(GAR, GAR, 1, "");
SetPlanetaryBonusVoiceOver(GAR, CIS, 1, "");
SetPlanetaryBonusVoiceOver(GAR, GAR, 2, "GAR_bonus_GAR_sensors");
SetPlanetaryBonusVoiceOver(GAR, CIS, 2, "GAR_bonus_CIS_sensors");
SetPlanetaryBonusVoiceOver(GAR, GAR, 3, "GAR_bonus_GAR_hero");
SetPlanetaryBonusVoiceOver(GAR, CIS, 3, "GAR_bonus_CIS_hero");
SetPlanetaryBonusVoiceOver(GAR, GAR, 4, "GAR_bonus_GAR_reserves");
SetPlanetaryBonusVoiceOver(GAR, CIS, 4, "GAR_bonus_CIS_reserves");
SetPlanetaryBonusVoiceOver(GAR, GAR, 5, "GAR_bonus_GAR_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(GAR, CIS, 5, "GAR_bonus_CIS_sabotage");
SetPlanetaryBonusVoiceOver(GAR, GAR, 6, "");
SetPlanetaryBonusVoiceOver(GAR, CIS, 6, "");
SetPlanetaryBonusVoiceOver(GAR, GAR, 7, "GAR_bonus_GAR_training");--advanced training
SetPlanetaryBonusVoiceOver(GAR, CIS, 7, "GAR_bonus_CIS_training");--advanced training
--SetSoundEffect("BirdScatter", "birdsFlySeq1");
--ScriptCB_SndBusFade("Root", 3.0, 1.0, 0.0);
-- Camera Stats
--Nab2 Theed
--Palace
AddCameraShot(-0.007592, -0.000002, -0.999971, 0.000209, -168.559723, -45.250122, 13.399481);
--Fountain
AddCameraShot(0.255033, 0.003789, -0.966818, 0.014365, -45.806969, -47.785381, -45.429058);
--Rotunda
AddCameraShot(0.621417, -0.119417, -0.760412, -0.146128, -276.067444, -18.259653, -77.929230);
end