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#5416
SWBF2 Modding / Re: Looking for Fast Spawn modding info
January 30, 2012, 10:50:07 AM
Hi Pyro,


Be sure to use Sleepkiller's tool for SWBF2 (Battlebelks is for SWBF).

The integer representation for PS2 and PC may be different, I don't know about that but Tirpider might be able to help there.

I don't believe that you can increase the number of ATTE on a map with that value--I think each one still needs a spawn point in the map lvl file.
#5417
hi SK,

I have moved the topic--as you would have noticed.

Can you recommend a SWBF2 map that's not too challenging to try this on?

I can work through your tutorial and note anything that I can't figure out.
#5418
General / Re: Favorite Pizza Toppings?
January 28, 2012, 03:59:43 PM
Quote from: Unit 33 on January 28, 2012, 03:32:49 PM
Please do not bump topics over 30 days old.

Meh, no worries.  I think we can relax that rule.

#5420
No Worries, we still have 3.5 hours as of this post :)
#5421
Requests / Re: Endor stock map : Vehicles removed
January 28, 2012, 06:27:30 AM
OK, I will upload a dedicated server package for no-vehicles.  I will update this post when it is complete.


Here is the server that PLA uses for no vehicles:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=428
#5422
OK, first post updated with Map Pack Info!
#5423
First, be sure you have all the maps needed for the server.  You must have all of them that are in play or else you wont be able to join any of them.

Start SWBF, select Multiplayer, then select DIRECT CONNECTION.

Type in the IP address, and hit JOIN.

If all goes well, you will be able to play.

With direct connection, both MAC and PC players can play at the same time.

----------------------------------
Special Note for Installing mod Maps:

Instructions for Mod Maps

extract the file(s) and
place the contents into the battlefront Addon folder,
usually located at:
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\AddOn

 
You may only have about 20-25 maps in the addon folder.  Move extra maps EXCEPT tat3 to a new location.


====> you must have all maps in play to join

 
IMPORTANT:  there should already be a folder called Tat3 in your Addon folder

NEVER delete or move this folder!  It is Jabbas palace.

Note:   you must have all maps hosted by the server in order to join any of them.

#5425
Quote from: SchTicK on January 27, 2012, 04:50:11 PM
Doesn't look like I will make this one. :(

Ah sorry Schtick--but do not worry, we will continue to have these :)
#5426
SWBF2 Modding / Re: Looking for Fast Spawn modding info
January 26, 2012, 07:15:51 PM
sure, let me try this weekend.

Note that the arguments for the LUA commands are stored at the end of the each maps portion of the mission.lvl file--in other words, it is not anywhere near the text for "spawn delay" if you view it in its munged form using a hex editor.
#5427
Quote from: SleepKiller on January 26, 2012, 07:06:36 PM
Well you could use any texture you wanted, but I think the ones Pandemic had are good. Leaving behind a picture of a Wookie after an explosion seems a bit strange.

heh, ya, just having some fun with the idea  ;)
#5428
so, does this mean we could have anything in the TGA file?  Like flowers?  or a picture of a wookie head or something?
#5429
SWBF2 Modding / Re: Looking for Fast Spawn modding info
January 26, 2012, 02:41:54 PM
First, I need to keep in mind that you are doing SWBF2 and not SWBF.


in the SWBF2 map LUA files you will find this:

-- This sets the overall unit spawn delay for this level.   
    SetSpawnDelayTeam(2.0, 0.5, ATT)
    SetSpawnDelayTeam(10.0, 0.5, DEF)
    SetSpawnDelayTeam(10.0, 0.5, AMB)
    SetSpawnDelayTeam(10.0, 0.5, GAR)
    SetSpawnDelay(1.0, 0.25)

change the 10 to a lower value.

Then you need to re-munge the mission.lvl file.


We have a mission munger by BattleBelk for SWBF, but I don't know of one for SWBF2.  The Gametoast folks may be able to help--we are mostly all about the original game here, but some in the group do both.

There have also been various fixes to make the SWBF mod tools work with 64 bit OS.  I suspect some of these things may apply to SWBF2 mod tools also.  Search through our modding section to find a few things to try.

Lastly, I could try to create several single map mission files with various spawn times so you could see the hex differences in the files and infer what changes when it gets re-munged.  Then you might be able to hex edit it.  (I don't know if there are any munging differences between SWBF2 PC and PS2 though.)


good luck







#5430
We had a suggestion to do Dagobah, and I would also like to try Tantive.

I'll find a couple more.

Unit 33--can you post an announcement on GR, or however you do that? :)