[CANCELLED]"Star Wars: Battlefront Expanded" Official Mod Thread

Started by Giftheck, December 08, 2010, 01:13:27 PM

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Quote from: Kit Fisto on August 09, 2013, 01:32:07 PM
A concern of mine with hunt mode is that you try to make it semi-fair. In MPM 6 the hunt modes aren't very fun since one side over powers the other by A LOT. Just a concern. :)

Well, consider those as prototypes to what I plan on doing. Natives are a bit different now anyhow, and the Endor/Geonosis hunt maps will have changed because of the combination of Heavy/Sniper classes into Assault classes (it might make it a bit more unfair in those cases given that they all have light rifles vs Geonosian Blunderbuss/rocks and spears)
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

Might I suggest using Geonosis: Dust Plains as the Geonosis Hunt map? That seems to work better than Spire since Spire has Destructible CP's...

Quote from: Kit Fisto on August 10, 2013, 10:40:22 AM
Might I suggest using Geonosis: Dust Plains as the Geonosis Hunt map? That seems to work better than Spire since Spire has Destructible CP's...

Way ahead of you :D
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

some new updates in future?What happen with this mod? :D

Quote from: Ginev on September 06, 2013, 10:01:02 AM
some new updates in future?What happen with this mod? :D

It's still coming, I've just taken a short hiatus. Doing too much in one go ends up in burnout and I do not want that.
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

Is this still going? I loved your MP 6.0, especially Order 66 and Kamino maps, and would like you to continue this. Also, is it possible that you can add the ability to hack vehicles like in swbf2?  :)

I will try to get it done in the future. To evoke Duke Nukem Forever...

When It's Done.
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

Ok. In the meantime, though, how do I use your units (from demo) as global/stock sides? Whenever I try, all that I can be as the republic is your soldier, sniper, and jet trooper.

Here's the scripts for the demo. You can glean the unit info from there.

[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 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

        AddMissionObjective(CIS, "orange", "level.geo1.objectives.1r");
    AddMissionObjective(CIS, "red", "level.geo1.objectives.2r");
    AddMissionObjective(CIS, "red", "level.geo1.objectives.3r");
    AddMissionObjective(REP, "orange", "level.geo1.objectives.1r");
    AddMissionObjective(REP, "red", "level.geo1.objectives.4r");
    AddMissionObjective(REP, "red", "level.geo1.objectives.5r");

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

    ReadDataFile("sound\\geo.lvl;geo1cw");
    ReadDataFile("dc:SIDE\\rep.lvl",
        "rep_bldg_forwardcenter",
        "rep_fly_assault_dome",
        "rep_inf_basic",
        "rep_inf_jet_trooper");

    ReadDataFile("dc:SIDE\\cis.lvl",
        "cis_fly_fedcoreship_dome",
        "cis_fly_techounion_dome",
        "cis_inf_basic",
        "cis_inf_droideka");

    ReadDataFile("dc:SIDE\\veh.lvl",
        "cis_fly_droidfighter_dome",
        "cis_fly_geofighter",
        "cis_tread_hailfire",
        "cis_walk_spider",
        "rep_fly_gunship",
        "rep_fly_gunship_dome",
        "rep_fly_jedifighter_dome",
        "rep_walk_atte");

    ReadDataFile("dc:SIDE\\heroes.lvl",
        "rep_inf_macewindu",
        "cis_inf_countdooku");

    ReadDataFile("dc:SIDE\\geo.lvl",
        "gen_inf_geonosian");

--  Level Stats

    ClearWalkers()
    SetMemoryPoolSize("EntityWalker", -2)
    AddWalkerType(0, 8) -- 8 droidekas (special case: 0 leg pairs)
    AddWalkerType(2, 2) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 2) -- 2 attes with 3 leg pairs each
    SetMemoryPoolSize("CommandWalker", 2)
    SetMemoryPoolSize("EntityFlyer", 5)
    SetMemoryPoolSize("EntityHover", 3)
--  SetMemoryPoolSize("EntityCarrier", 2)
--  SetMemoryPoolSize("EntityTauntaun", 0)
--  SetMemoryPoolSize("CommandBuildingArmed", 2)
    SetMemoryPoolSize("PowerupItem", 25)
    SetMemoryPoolSize("MountedTurret", 50)
    SetMemoryPoolSize("Aimer", 200)
    SetSpawnDelay(10.0, 0.25)


--    Republic Stats
    SetTeamName(REP, "Republic")
    SetTeamIcon(REP, "rep_icon")
    AddUnitClass(REP, "rep_inf_clone_trooper",14)
    AddUnitClass(REP, "rep_inf_clone_engineer",5)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",3)
    AddUnitClass(REP, "rep_inf_jet_trooper",4)
    AddUnitClass(REP, "rep_inf_clone_commander",3)
    SetHeroClass(REP, "rep_inf_macewindu")
--  SetCarrierClass(REP, "rep_fly_vtrans")

--  CIS Stats
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "cis_icon")
    AddUnitClass(CIS, "cis_inf_battledroid",11)
    AddUnitClass(CIS, "cis_inf_engineer",4)
    AddUnitClass(CIS, "cis_inf_assassindroid",3)
    AddUnitClass(CIS, "cis_inf_droideka",3)
    AddUnitClass(CIS, "cis_inf_super_battledroid",3)
    SetHeroClass(CIS, "cis_inf_countdooku")


--  Attacker Stats
    SetUnitCount(ATT, 32)
    SetReinforcementCount(ATT, 250)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)
    SetTeamAsEnemy(ATT,3)

--  Defender Stats
    SetUnitCount(DEF, 25)
    SetReinforcementCount(DEF, 250)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)
    SetTeamAsFriend(DEF,3)

--  Local Stats
    SetTeamName(3, "Geonosians")
    AddUnitClass(3, "geo_inf_geonosian", 7)
    SetUnitCount(3, 7)
    SetTeamAsFriend(3, DEF)
    --SetTeamName(4, "locals")
    --AddUnitClass(4, "rep_inf_jedimale",1)
    --AddUnitClass(4, "rep_inf_jedimaleb",1)
    --AddUnitClass(4, "rep_inf_jedimaley",1)
    --SetUnitCount(4, 3)
    --SetTeamAsFriend(4, ATT)

    ReadDataFile("GEO\\geo1.lvl")

    SetDenseEnvironment("false")
    SetMinFlyHeight(-65)
    SetMaxFlyHeight(50)
    SetMaxPlayerFlyHeight(50)



--  Birdies
    --SetNumBirdTypes(1)
    --SetBirdType(0.0,10.0,"dragon")
    --SetBirdFlockMinHeight(90.0)

--  Sound
    OpenAudioStream("sound\\geo.lvl",  "geocw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\geo.lvl",  "geo1cw");
    OpenAudioStream("sound\\geo.lvl",  "geo1cw");

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

    SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start",  0,1)
    SetAmbientMusic(REP, 0.99, "rep_GEO_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.1,"rep_GEO_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.99, "cis_GEO_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.1,"cis_GEO_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_geo_amb_victory")
    SetDefeatMusic (REP, "rep_geo_amb_defeat")
    SetVictoryMusic(CIS, "cis_geo_amb_victory")
    SetDefeatMusic (CIS, "cis_geo_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

    --ActivateBonus(CIS, "SNEAK_ATTACK")
    --ActivateBonus(REP, "SNEAK_ATTACK")

    SetAttackingTeam(ATT)

--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919);
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581);
--War Room
AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136);
end



---------------------------------------------------------------------------
-- 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 = 1
    local IMP = 2
--  These variables do not change
    local ATT = 1
    local DEF = 2
    AddMissionObjective(IMP, "red", "level.end1.objectives.1");
        AddMissionObjective(IMP, "orange", "level.end1.objectives.3");
    AddMissionObjective(ALL, "red", "level.end1.objectives.1");
    AddMissionObjective(ALL, "orange", "level.end1.objectives.2");

    ReadDataFile("sound\\end.lvl;end1gcw");

    SetTeamAggressiveness(ALL, 1.0)
    SetTeamAggressiveness(IMP, 0.7)

    SetMaxFlyHeight(43)
SetMaxPlayerFlyHeight (43)


    ReadDataFile("dc:SIDE\\all.lvl",
        "all_inf_basicjungle",
        "all_inf_smuggler");

    ReadDataFile("dc:SIDE\\imp.lvl",
        "imp_inf_basic",
        "imp_inf_dark_trooper");

    ReadDataFile("dc:SIDE\\veh.lvl",
        "imp_hover_speederbike",
        "imp_walk_atst_jungle");

    ReadDataFile("dc:SIDE\\heroes.lvl",
        "all_inf_hansolo",
"imp_inf_darthvader");

    ReadDataFile("dc:SIDE\\ewk.lvl",
        "all_end_music",
        "ewk_inf_basic")



--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
    AddWalkerType(1, 3) -- 8 droidekas (special case: 0 leg pairs)
    AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
--  SetMemoryPoolSize ("MountedTurret",20)
--  SetMemoryPoolSize ("EntityTauntaun",0)
--  SetMemoryPoolSize ("EntitySoldier",0)
    SetMemoryPoolSize ("EntityHover",10)
    SetMemoryPoolSize ("EntityFlyer",0)
    SetMemoryPoolSize ("EntityDroid",10)
    SetMemoryPoolSize ("EntityCarrier",0)
    SetMemoryPoolSize("Obstacle", 750)
    SetMemoryPoolSize ("Weapon", 260)



--  Alliance Stats
    SetTeamName(ALL, "Alliance")
    SetTeamIcon(ALL, "all_icon")
      AddUnitClass(ALL, "all_inf_soldierjungle",11)
      AddUnitClass(ALL, "all_inf_pilot",5)
      AddUnitClass(ALL, "all_inf_marksmanjungle",3)
      AddUnitClass(ALL, "all_inf_smuggler",4)
      AddUnitClass(ALL, "all_inf_spyjungle",2)
    SetHeroClass(ALL, "all_inf_hansolo")

--  Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
      AddUnitClass(IMP, "imp_inf_storm_trooper",15)
      AddUnitClass(IMP, "imp_inf_pilotatst",7)
      AddUnitClass(IMP, "imp_inf_scout_trooper",3)
      AddUnitClass(IMP, "imp_inf_dark_trooper",3)
      AddUnitClass(IMP, "imp_inf_officer",2)
    SetHeroClass(IMP, "imp_inf_darthvader")

--  Local Stats
    SetTeamName (3, "Ewoks")
    AddUnitClass (3, "ewk_inf_trooper", 4);
    AddUnitClass (3, "ewk_inf_repair", 6);
    SetUnitCount (3, 14)
    SetTeamAsFriend(3,ATT)
    SetTeamAsEnemy(3,DEF)

--  Attacker Stats
    SetUnitCount(ATT, 25)
    SetReinforcementCount(ATT, 200)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)
    SetTeamAsFriend(ATT, 3)


--  Defender Stats
    SetUnitCount(DEF, 25)
    SetReinforcementCount(DEF, 200)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)



    SetTeamAsEnemy(DEF, 3)

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("end\\end1.lvl")
    SetDenseEnvironment("true")
    AddDeathRegion("deathregion");
    SetStayInTurrets(1)


--  Movies
--  SetVictoryMovie(ALL, "all_end_victory");
--  SetDefeatMovie(ALL, "imp_end_victory");
--  SetVictoryMovie(IMP, "imp_end_victory");
--  SetDefeatMovie(IMP, "all_end_victory");

--  Sound
    OpenAudioStream("sound\\end.lvl",  "endgcw_music");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\end.lvl",  "end1gcw");
    OpenAudioStream("sound\\end.lvl",  "end1gcw");
    OpenAudioStream("sound\\end.lvl",  "end1gcw_emt");

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1);

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

    SetAmbientMusic(ALL, 1.0, "all_end_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.99, "all_end_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_end_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_end_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "imp_end_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.1,"imp_end_amb_end",    2,1);

    SetVictoryMusic(ALL, "all_end_amb_victory");
    SetDefeatMusic (ALL, "all_end_amb_defeat");
    SetVictoryMusic(IMP, "imp_end_amb_victory");
    SetDefeatMusic (IMP, "imp_end_amb_defeat");

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin");
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--  SetSoundEffect("BirdScatter",         "birdsFlySeq1");
    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

    SetAttackingTeam(ATT);

--Endor
--Shield Bunker
AddCameraShot(0.997654, 0.066982, 0.014139, -0.000949, 155.137131, 0.911505, -138.077072);
--Village
AddCameraShot(0.729761, 0.019262, 0.683194, -0.018033, -98.584869, 0.295284, 263.239288);
--Village
AddCameraShot(0.694277, 0.005100, 0.719671, -0.005287, -11.105947, -2.753207, 67.982201);
end

[/spoiler]
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

Okay, I'm back in. I'm just trying to figure out a way to make Space maps work. I'm thinking of making the critical systems as destroyable CPs that lower the reinforcement count when destroyed. You'd have a 20% or so chance of spawning on the enemy ship which would allow for the destruction of internal systems. The CP of a capital ship is capturable, but it's a heavy CP and likely to be heavily-defended.

I'm thinking of the following space maps:

-Space Coruscant
-Space Kashyyyk
-Space Hoth
-Space Yavin

Bespin Platforms will also be treated as a space map, without the destructible rules but with the same units (Marine and pilot). I'm also thinking of a third space unit - maybe a fleet officer.

What do you guys think?
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

December 03, 2013, 02:42:38 PM #265 Last Edit: December 03, 2013, 02:45:35 PM by MileHighGuy
You could add space jet troopers with rockets just for giggles. I think were were some in the clone wars series. I always thought it would be cool to have the capital ship destroyable by just making a section have a really big explosion radius, setting off a chain reaction.

When i release my Tatooine map you can add her to the mod too :D I have made 70% of the objects destructable :) (Just like in Battlefield)

That'd be pretty cool. Thanks :D
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

Okay, I'm not dead, and this project isn't cancelled.

I started working on legions today, so that element will be carried over from MPM.

So far, these are how I see the legions/alternate skins unfolding:

Republic will have episode 2 skins for four maps (Geonosis, Kamino, Naboo Plains and Yavin IV Arena). Other skins will be assigned as and when, but I have the following pegged: 41st, 212th, 327th, Ph1 Snow, Galactic Marines, Shock Troopers

Imperials will have two new skins: Phase II Imperial and Phase III Stormtrooper Prototype.

This will take a while, a long while, but I think I've got a lot of the groundwork done already, so it's not going to be as hard as I feared it would be.

I'm also going to be working on the Space Maps Conversion project once this one is done. I'll have it as two versions: a DLC version for this mod and a separate version for usage outside of the mod. Once it's released, I will give instructions on how to incorporate it into your own mods too.
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

Try as I might, I cannot get the turret dispensers to work. So, what I'm thinking of it a souped-up probe droid. Obviously the AI will not use it, but I think it could be useful.

Here's my idea for it:

-Each faction will have a different droid. I'll try to make the Alliance's droid an R2 unit and the Empire's droid the Probot. Clone Wars era probe droids have yet to be determined.

How these will work is that they will each have a unique weapon and a self-destruct. The R2 unit would have a short range charge arm, whereas the Probot would have a blaster turret that could be fired semi-automatically or charged.

Are there any suggestions for Republic/CIS probe droids?
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1