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#5506
Released Maps and Mods / SWBFgamersUpdate1.0-public-beta.zip
January 03, 2012, 02:26:51 PM #5507
SWBFUpdate Comments and Notes / Re: SWBFUpdate1.0 beta release for modders
January 03, 2012, 02:17:51 PM
Thanks!
I will work on it. (Time constraint kept me from digging into this sooner.)
I will work on it. (Time constraint kept me from digging into this sooner.)
#5508
SWBF1 Modding / Re: 6-Teams
January 03, 2012, 01:36:16 PM
Try my 6 - teams cloud city map with your mission file. That can help pinpoint the issue.
Also, be sure that player and server both have the new mission file.
Also, be sure that player and server both have the new mission file.
#5509
SWBF1 Modding Tutorials / How To: Add Unit Classes by the ODF files
January 03, 2012, 12:29:33 PM
This is a WIP tutorial. If anyone knows of a better one, please let me know.
If anyone finds errors, please let me know.
Unit types are organized by class, e.g. basic infantry for CIS is sniper, pilot, rocket, etc.
Example: We want to and a jetdroid class with multiple jet units.
-you will need the jetdroid ODF files and associated weapon files.
see this post: http://www.swbfgamers.com/index.php?topic=4073.msg41439#msg41439
-in the root of the CIS side folder, modify the CIS.REQ file to include the cis_inf_jetdroid class:
-inside the CIS REQ folder, edit the cis_inf_jetdroid.req file that defines the elements of the class. Each unit will have its own line. Here, there is jetdroid and jetdroid1 units.
-in the ODF folder, make your units called cis_inf_jetdroid and cis_inf_jetdroid1, etc.
note that the items defined in the ODF must exist and be in the right spots. See ODF tutorials for more information about this.
-in your map LUA file, load the class using this line (note, the location will change depending on where your side is at):
ReadDataFile("SWBFgamersUpdate1.0\\sides\\11-SleepKiller\\jetdroid\\side\\cis.lvl",
"cis_inf_jetdroid");
this loads all the units in the jetdroid class
and, also in the lua, load the particular unit (in this case, jetdroid1)
by this line
-- 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",4)
AddUnitClass(CIS, "cis_inf_assassindroid",4)
AddUnitClass(CIS, "cis_inf_jetdroid1",3)
SetHeroClass(CIS, "cis_inf_countdooku")
If anyone finds errors, please let me know.
Unit types are organized by class, e.g. basic infantry for CIS is sniper, pilot, rocket, etc.
Example: We want to and a jetdroid class with multiple jet units.
-you will need the jetdroid ODF files and associated weapon files.
see this post: http://www.swbfgamers.com/index.php?topic=4073.msg41439#msg41439
-in the root of the CIS side folder, modify the CIS.REQ file to include the cis_inf_jetdroid class:
Code Select
ucft
{
REQN
{
"lvl"
"cis_inf_basic"
"cis_inf_basic_battledroids"
"cis_inf_countdooku"
"cis_inf_droideka"
"cis_inf_jetdroid"
"cis_tread_hailfire"
}
}
-inside the CIS REQ folder, edit the cis_inf_jetdroid.req file that defines the elements of the class. Each unit will have its own line. Here, there is jetdroid and jetdroid1 units.
Code Select
ucft
{
REQN
{
"class"
"cis_inf_jetdroid"
"cis_inf_jetdroid1"
}
}
-in the ODF folder, make your units called cis_inf_jetdroid and cis_inf_jetdroid1, etc.
note that the items defined in the ODF must exist and be in the right spots. See ODF tutorials for more information about this.
-in your map LUA file, load the class using this line (note, the location will change depending on where your side is at):
ReadDataFile("SWBFgamersUpdate1.0\\sides\\11-SleepKiller\\jetdroid\\side\\cis.lvl",
"cis_inf_jetdroid");
this loads all the units in the jetdroid class
and, also in the lua, load the particular unit (in this case, jetdroid1)
by this line
-- 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",4)
AddUnitClass(CIS, "cis_inf_assassindroid",4)
AddUnitClass(CIS, "cis_inf_jetdroid1",3)
SetHeroClass(CIS, "cis_inf_countdooku")
#5510
Released Maps and Mods / Re: JetDroidSides.zip
January 03, 2012, 11:44:20 AM
thanks. operator error on my part.
fixed
fixed
#5511
SWBFUpdate Comments and Notes / Re: SWBFUpdate1.0 beta release for modders
January 03, 2012, 08:57:23 AM
Here is a link to his (tentative) ODF files with the jetdroid model and effects by sky_216.
http://www.swbfgamers.com/index.php?topic=4073.msg41439;topicseen#new
Phobos, if you could tweak the battledroid, we can include that in the update too. (and anything else you want to contribute, too.)
I would like to release the 1.0 update by the end of January for players, then have a mission update by mid-summer 2012. Even if we don't use all the assets at this time, we can call on them in later mission files.
EDIT: I have tweaked the unit a bit and given the rocket launcher the same geometry as the mortar launcher.
I still have no sounds for the jet though. Can someone give me a link to a sounds tutorial? Or help explain them to me? (also, I changed the name so its spelled "droid" )
The autolock rocket is a little bit powerful, but the unit has relatively low health and takes fall damage. If I can get the req files correct, I will make a bunch of variants.
Thanks
http://www.swbfgamers.com/index.php?topic=4073.msg41439;topicseen#new
Phobos, if you could tweak the battledroid, we can include that in the update too. (and anything else you want to contribute, too.)
I would like to release the 1.0 update by the end of January for players, then have a mission update by mid-summer 2012. Even if we don't use all the assets at this time, we can call on them in later mission files.
EDIT: I have tweaked the unit a bit and given the rocket launcher the same geometry as the mortar launcher.
I still have no sounds for the jet though. Can someone give me a link to a sounds tutorial? Or help explain them to me? (also, I changed the name so its spelled "droid" )
The autolock rocket is a little bit powerful, but the unit has relatively low health and takes fall damage. If I can get the req files correct, I will make a bunch of variants.
Thanks
#5512
Released Maps and Mods / JetDroidSides.zip
January 03, 2012, 08:44:16 AM #5513
Released Maps and Mods / Re: Dagobah Conversion Source.
January 03, 2012, 07:02:14 AMQuote from: Phobos Developer on January 03, 2012, 04:21:08 AM
404 - Attachment Not Found
OK, DL link is working now. I moved it to "released assets"
#5514
SWBFUpdate Comments and Notes / Re: SWBFUpdate1.0 beta release for modders
January 02, 2012, 08:28:36 PM
Edit, I got it to work
A couple of issues I could use help with:
-no jet sounds
-jet is a bit "blocky" looking
-the weapon for rocket looks the same as the weapon for blaster
Note that I spelled the unit name the way the ODF file name is listed:
"cis_inf_jetdoird"
below is my working LUA
Video http://www.xfire.com/video/526ab7/
A couple of issues I could use help with:
-no jet sounds
-jet is a bit "blocky" looking
-the weapon for rocket looks the same as the weapon for blaster
Note that I spelled the unit name the way the ODF file name is listed:
"cis_inf_jetdoird"
below is my working LUA
Video http://www.xfire.com/video/526ab7/
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(100);
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_jetdoird",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SWBFgamersUpdate1.0\\sides\\11-SleepKiller\\jetdroid\\side\\cis.lvl",
"cis_inf_jetdoird");
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_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_assault",3)
AddUnitClass(CIS, "cis_inf_pilotdroid",4)
AddUnitClass(CIS, "cis_inf_assassindroid",4)
AddUnitClass(CIS, "cis_inf_jetdoird",3)
SetHeroClass(CIS, "cis_inf_countdooku")
-- 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)
-- 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)
-- 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
#5515
Released Maps and Mods / Re: Dagobah Conversion Source.
January 02, 2012, 07:44:58 PM
it was approved, it must have had a hiccup. let me check
edit: it's listed as a zero byte file--it must have gotten an error somewhere.
Sleepkiller, if you want to upload it somewhere or by the SWBFgamers.com FTP then I will get it uploaded here.
Thanks
edit: it's listed as a zero byte file--it must have gotten an error somewhere.
Sleepkiller, if you want to upload it somewhere or by the SWBFgamers.com FTP then I will get it uploaded here.
Thanks
#5516
Released Maps and Mods / Re: Dagobah Conversion Source.
January 02, 2012, 06:37:34 PM
Very nice!
Thanks for sharing the source.
Thanks for sharing the source.
#5517
Star Wars Battlefront (2004 Original) / Re: Old swbf1 and 2 map and mod site
January 02, 2012, 06:36:04 PM
A good way to find maps is to search this post for keywords:
Custom Map Review:
http://www.swbfgamers.com/index.php?topic=310.0
Custom Map Review:
http://www.swbfgamers.com/index.php?topic=310.0
#5518
SWBFspy (Internet), GameRanger, and GoG / Re: DC 1/2/12-1/4/12 69.246.184.48
January 02, 2012, 08:03:57 AMQuote from: Christmas Sy' on January 02, 2012, 07:54:33 AM
I'll give a try if i find the time for.
This is always online from 2nd to the 4th ?
Thanks. (:
Yes, it will stay up all the time for a few days. But it is hard to know when others will be playing on it. If I can arrange a specific time with a lot of players, I will let you know.
#5519
Requests / Re: side.lvl
January 02, 2012, 06:14:42 AM
You can't really open the side.lvl file, but you can make a new one.
Read this topic very carefully:
http://www.swbfgamers.com/index.php?topic=8.0
If you use a 64 bit windows version.let us know--there is an additional step that must be taken.
Phobos also has standalone side builders--he can provide links to those.
Basically, there are text files *.ODF that contain all the settings for everything. Editing them is fun. Then you compile or MUNGE them to make the new side lvl file.
Read this topic very carefully:
http://www.swbfgamers.com/index.php?topic=8.0
If you use a 64 bit windows version.let us know--there is an additional step that must be taken.
Phobos also has standalone side builders--he can provide links to those.
Basically, there are text files *.ODF that contain all the settings for everything. Editing them is fun. Then you compile or MUNGE them to make the new side lvl file.
#5520
SWBF1 Modding Tutorials / Re: Mission.lvl Modding - Basics Tutorial
January 02, 2012, 06:06:02 AMQuote from: jdee-barc on January 02, 2012, 12:36:12 AM
you're talking about when you were adding CW era to Hoth Escape, right?
yes