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
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