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#5537
SWBF1 Modding / Re: HELP: adding CIS and REP to hoth escape
December 30, 2011, 08:04:48 PM
OK, I will try the combinations and edit this post until I get it right.
edit: nothing worked. My understanding of loading multiple stock sides is lacking. Any other ideas?
this one did not work:
local ALL = 2
local IMP = 1
local REP = 2
local CIS = 1
this one did not work:
local ALL = 1
local IMP = 2
local REP = 2
local CIS = 1
this one did not work:
local ALL = 1
local IMP = 2
local REP = 1
local CIS = 2
and the last one did not work:
local ALL = 2
local IMP = 1
local REP = 1
local CIS = 2
---------------------------------
OK, so none of those things worked.
The interesting thing is that in the GCW era
local ALL = 1
local IMP = 2
works, but
local ALL = 2
local IMP = 1
doesn't, so I would have thought that either option 2 or 3 would have worked. I will next try switching
local ATT = 1
local DEF = 2
for options 2 and 3
----------------------
this did not work:
local ALL = 1
local IMP = 2
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 2
local DEF = 1
and this did not work:
local ALL = 1
local IMP = 2
local REP = 2
local CIS = 1
-- These variables do not change
local ATT = 2
local DEF = 1
edit: nothing worked. My understanding of loading multiple stock sides is lacking. Any other ideas?
this one did not work:
local ALL = 2
local IMP = 1
local REP = 2
local CIS = 1
this one did not work:
local ALL = 1
local IMP = 2
local REP = 2
local CIS = 1
this one did not work:
local ALL = 1
local IMP = 2
local REP = 1
local CIS = 2
and the last one did not work:
local ALL = 2
local IMP = 1
local REP = 1
local CIS = 2
---------------------------------
OK, so none of those things worked.
The interesting thing is that in the GCW era
local ALL = 1
local IMP = 2
works, but
local ALL = 2
local IMP = 1
doesn't, so I would have thought that either option 2 or 3 would have worked. I will next try switching
local ATT = 1
local DEF = 2
for options 2 and 3
----------------------
this did not work:
local ALL = 1
local IMP = 2
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 2
local DEF = 1
and this did not work:
local ALL = 1
local IMP = 2
local REP = 2
local CIS = 1
-- These variables do not change
local ATT = 2
local DEF = 1
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()
-- Empire Attacking (attacker is always #1)
-- local ALL = 1
-- local IMP = 2
local ALL = 2
local IMP = 1
local REP = 2
local CIS = 1
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(IMP,"red", "level.hoth6.objectives.1");
AddMissionObjective(IMP,"orange", "level.hoth6.objectives.2");
AddMissionObjective(ALL,"red", "level.hoth6.objectives.1");
AddMissionObjective(ALL,"orange", "level.hoth6.objectives.2");
SetTeamAggressiveness(ALL, 1.0)
SetTeamAggressiveness(IMP, 1.0)
ReadDataFile("sound\\bes.lvl;bes1cw");
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu");
ReadDataFile("SIDE\\all.lvl",
"all_fly_xwing",
"all_fly_ywing");
ReadDataFile("SIDE\\imp.lvl",
"imp_fly_tiebomber",
"imp_fly_tiefighter",
"imp_inf_basic_tie");
-- Republic Stats
SetTeamName(REP, "Republic");
SetTeamIcon(REP, "rep_icon");
AddUnitClass(REP, "rep_inf_clone_trooper",11)
AddUnitClass(REP, "rep_inf_arc_trooper",5)
AddUnitClass(REP, "rep_inf_clone_pilot",5)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
AddUnitClass(REP, "rep_inf_jet_trooper",3)
SetHeroClass(REP, "rep_inf_macewindu")
-- CIS Stats
SetTeamName(CIS, "CIS");
SetTeamIcon(CIS, "cis_icon");
AddUnitClass(CIS, "cis_inf_battledroid",11)
AddUnitClass(CIS, "cis_inf_assault",5)
AddUnitClass(CIS, "cis_inf_pilotdroid",5)
AddUnitClass(CIS, "cis_inf_assassindroid",4)
AddUnitClass(CIS, "cis_inf_droideka",3)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Attacker Stats
SetUnitCount(ATT, 28)
SetReinforcementCount(ATT, 100)
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 2.25)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 28)
SetReinforcementCount(DEF, 100)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
-- Level Stats
ClearWalkers()
SetMemoryPoolSize ("EntityWalker",0)
AddWalkerType(0, 8) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize ("CommandWalker",0)
SetMemoryPoolSize("EntityFlyer", 64)
SetMemoryPoolSize("FlyGotoHelper", 64)
SetMemoryPoolSize("EntityHover", 0)
SetMemoryPoolSize("EntityCarrier", 0)
SetMemoryPoolSize("MountedTurret", 36)
SetMemoryPoolSize("EntityBuildingArmedDynamic", 0)
SetMemoryPoolSize("PowerupItem", 40)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 250)
SetMemoryPoolSize("Obstacle", 550)
SetSpawnDelay(5.0, 0.25)
-- ReadDataFile("bes\\bes1.lvl")
ReadDataFile("dc:hoth6\\hoth6.lvl")
SetDenseEnvironment("false")
SetMinFlyHeight(120)
SetMaxFlyHeight(520)
SetMinPlayerFlyHeight(0)
SetMaxPlayerFlyHeight(520)
SetAIVehicleNotifyRadius(64)
SetStayInTurrets(1)
-- Birdies
SetNumBirdTypes(1);
SetBirdType(0,1.0,"bird");
-- Sound
OpenAudioStream("sound\\bes.lvl", "bes1cw_music");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("Sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\bes.lvl", "bes1");
OpenAudioStream("sound\\bes.lvl", "bes1");
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_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");
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
SetAttackingTeam(ATT);
-- Camera Stats
--Bes1 Platforms
--Platform Sky
AddCameraShot(0.793105, -0.062986, -0.603918, -0.047962, -170.583618, 118.981544, -150.443253);
--Control Room
AddCameraShot(0.189716, 0.000944, -0.981826, 0.004887, -27.594292, 100.583740, -176.478012);
--Extractor
AddCameraShot(0.492401, 0.010387, -0.870113, 0.018354, 19.590666, 100.493599, -47.846901);
end
#5538
SWBF1 Modding / Re: HELP: adding CIS and REP to hoth escape
December 30, 2011, 07:45:07 PM
Thanks j-dee, but it didn't work.
(The CPs of the teams were switched, but still no xwings.)
(The CPs of the teams were switched, but still no xwings.)
#5539
SWBF1 Modding / SOLVED: adding CIS and REP to hoth escape
December 30, 2011, 04:10:22 PM
Hi,
I am working on the mission file for adding CIS and REP units to Hoth Escape. I have the units showing up, but no x-wings show up. (The map was only set to spawn GCW vehicles, so getting CW ships to spawn will not be easily possible.)
Any ideas? Here is my current mission.lua called hoth6a.lua:
BTW, this file with GCW era units does spawn x-wings and ties, etc.
Can I read in multiple sides like this and mix them? Or do I need to make all new side files?
I am working on the mission file for adding CIS and REP units to Hoth Escape. I have the units showing up, but no x-wings show up. (The map was only set to spawn GCW vehicles, so getting CW ships to spawn will not be easily possible.)
Any ideas? Here is my current mission.lua called hoth6a.lua:
BTW, this file with GCW era units does spawn x-wings and ties, etc.
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()
-- Empire Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(IMP,"red", "level.hoth6.objectives.1");
AddMissionObjective(IMP,"orange", "level.hoth6.objectives.2");
--AddMissionObjective(IMP,"orange", "level.hoth6.objectives.3");
AddMissionObjective(ALL,"red", "level.hoth6.objectives.1");
AddMissionObjective(ALL,"orange", "level.hoth6.objectives.2");
--AddMissionObjective(ALL,"orange","level.hoth6.objectives.3");
SetTeamAggressiveness(ALL, 1.0)
SetTeamAggressiveness(IMP, 1.0)
ReadDataFile("sound\\bes.lvl;bes1cw");
ReadDataFile("SIDE\\all.lvl",
"all_fly_xwing",
"all_fly_ywing",
"all_inf_basicurban",
"all_inf_lukeskywalker",
"all_inf_smuggler");
ReadDataFile("SIDE\\imp.lvl",
"imp_fly_tiebomber",
"imp_fly_tiefighter",
"imp_inf_basic_tie",
"imp_inf_dark_trooper",
"imp_inf_darthvader");
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu");
-- Republic Stats
SetTeamName(REP, "Republic");
SetTeamIcon(REP, "rep_icon");
AddUnitClass(REP, "rep_inf_clone_trooper",11)
AddUnitClass(REP, "rep_inf_arc_trooper",5)
AddUnitClass(REP, "rep_inf_clone_pilot",5)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
AddUnitClass(REP, "rep_inf_jet_trooper",3)
SetHeroClass(REP, "rep_inf_macewindu")
-- CIS Stats
SetTeamName(CIS, "CIS");
SetTeamIcon(CIS, "cis_icon");
AddUnitClass(CIS, "cis_inf_battledroid",11)
AddUnitClass(CIS, "cis_inf_assault",5)
AddUnitClass(CIS, "cis_inf_pilotdroid",5)
AddUnitClass(CIS, "cis_inf_assassindroid",4)
AddUnitClass(CIS, "cis_inf_droideka",3)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Attacker Stats
SetUnitCount(ATT, 28)
SetReinforcementCount(ATT, 100)
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 2.25)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 28)
SetReinforcementCount(DEF, 100)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
-- Level Stats
ClearWalkers()
SetMemoryPoolSize ("EntityWalker",0)
AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize ("CommandWalker",0)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("FlyGotoHelper", 64)
SetMemoryPoolSize("EntityHover", 0)
SetMemoryPoolSize("EntityCarrier", 0)
SetMemoryPoolSize("MountedTurret", 36)
SetMemoryPoolSize("EntityBuildingArmedDynamic", 0)
SetMemoryPoolSize("PowerupItem", 40)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 250)
SetMemoryPoolSize("Obstacle", 550)
SetSpawnDelay(5.0, 0.25)
-- ReadDataFile("bes\\bes1.lvl")
ReadDataFile("dc:hoth6\\hoth6.lvl")
SetDenseEnvironment("false")
SetMinFlyHeight(120)
SetMaxFlyHeight(520)
SetMinPlayerFlyHeight(0)
SetMaxPlayerFlyHeight(520)
SetAIVehicleNotifyRadius(64)
SetStayInTurrets(1)
-- Birdies
SetNumBirdTypes(1);
SetBirdType(0,1.0,"bird");
-- Sound
OpenAudioStream("sound\\bes.lvl", "bes1cw_music");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("Sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\bes.lvl", "bes1");
OpenAudioStream("sound\\bes.lvl", "bes1");
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_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");
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
SetAttackingTeam(ATT);
-- Camera Stats
--Bes1 Platforms
--Platform Sky
AddCameraShot(0.793105, -0.062986, -0.603918, -0.047962, -170.583618, 118.981544, -150.443253);
--Control Room
AddCameraShot(0.189716, 0.000944, -0.981826, 0.004887, -27.594292, 100.583740, -176.478012);
--Extractor
AddCameraShot(0.492401, 0.010387, -0.870113, 0.018354, 19.590666, 100.493599, -47.846901);
end
Can I read in multiple sides like this and mix them? Or do I need to make all new side files?
#5540
SWBF1 Modding / Re: Possible to add rhen var fog in concentrated locations?
December 30, 2011, 03:50:14 PMQuote from: Phobos Developer on December 01, 2011, 05:57:10 PM
Is it possible to take the gray fog/steam in rhen var citadel and put it in certain areas of maps like in a hallway or room? I found this in the rhenvar2.fxCode Select
Effect("FogCloud")
{
Enable(1);
Texture("fluffy");
Range(90.0, 120.0);
Color(168, 172, 180, 128);
Velocity(5.0, 0.0);
Rotation(0.1);
Height(16.0);
ParticleSize(28.0);
ParticleDensity(60.0);
}
#5541
Star Wars Battlefront (2004 Original) / Re: PC and Mac on GameRanger
December 30, 2011, 10:55:32 AM
Hey Schtick,
Do you ever get to a screen that looks anything like this ?
Do you ever get to a screen that looks anything like this ?
#5542
SWBF1 Modding / Re: Star Wars: Battlefront Expansion
December 30, 2011, 08:23:21 AM
ggctuk will be porting them--they are not released (for SWBF) yet
#5543
Requests / Re: space map
December 30, 2011, 05:30:23 AM
This can be done. It would involve reconstructing the mission.lvl file that goes with the map. I can take a look. Give me a few days.
#5544
Requests / Re: mod maps
December 30, 2011, 05:17:25 AM
Endor space map
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=165
the other one:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=121
(I should also note that Verik was the Uploader of the map, not the creator. If anyone knows who made
these maps, we can give the appropriate attribution.)
As an FYI,
we have all of the maps that were hosted at MPCgamers/Creative Matrix but the link format has changed,
for example:
old style link:
http://www.mpcgamers.com/smf/index.php?action=downloads;sa=view;down=121
new style link:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=121
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=165
the other one:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=121
(I should also note that Verik was the Uploader of the map, not the creator. If anyone knows who made
these maps, we can give the appropriate attribution.)
As an FYI,
we have all of the maps that were hosted at MPCgamers/Creative Matrix but the link format has changed,
for example:
old style link:
http://www.mpcgamers.com/smf/index.php?action=downloads;sa=view;down=121
new style link:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=121
#5545
Star Wars Battlefront (2004 Original) / Re: PC and Mac on GameRanger
December 29, 2011, 09:28:43 PM
I suspect it may be trying to connect to 1.0 server listings on the PC. I can look into it on my end--
Led
Led
#5546
SWBF1 Modding Tutorials / Re: [Tutorial] How to disable recons (and other secondary weapons)
December 29, 2011, 09:01:29 PMQuote from: Phobos Developer on December 24, 2011, 10:16:48 PM
Here is a short tutorial I wanted to write on disabling recons, landmines, and/or healthpacks in dedicated servers. Although BattleBelk was the first to discover this trick, he did not share his methods with anyone. I rediscovered this a few months ago through experimentation, trial and error. When I tested other combinations of the same trick to try and remove primary weapons it caused the game to crash, so it is limited. This was the method used to make 1.1 depacked pilots mod. It also crashes if a unit only has 1 secondary weapon u try to remove (such as wookie time bomb), it must have 2 to work and only works on the 2nd. Here is an example of the simple change you make for empire units:
Disable recons:
open imp_inf_scout_trooper.odf
change thisCode SelectWeaponName4 = "imp_weap_inf_remotedroid"
WeaponAmmo4 = 1
WeaponChannel4 = 1
to thisCode SelectWeaponName4 = "imp_weap_inf_remotedroid"
WeaponAmmo4 = 1
WeaponChannel4 = 0
Disable mines:
imp_inf_shock_trooper.odf, weaponchannnel4 = 0
Disable healthpacks:
same except pilot unit
So you can see all it takes is change weaponchannel4 from 1 to 0. From doing this with the first 3 weapon channels always resulted in crash.
Now you just munge the side lvls and put them in your dedicated hosting folder and congratz no more annoying recons.
Thanks. I will move it to tutorials soon.
#5547
Forum News and Forum Rules / Holiday Cheer
December 21, 2011, 03:11:15 PM
As I see some of our regulars, I will place you in the "Holiday Cheer" group. Let me know if there are any problems!
Eh, there were problems.
Eh, there were problems.
#5548
SWBF1 Modding / Re: Strange Gimmick
December 20, 2011, 02:43:07 PM
very nice, sleepkiller/giver
#5549
Welcome Center / Re: Hey, hey, hey! Here I go now, here I go into new days!
December 20, 2011, 06:59:09 AM
Evan,
Please take a few moments to read our forum rules:
http://www.swbfgamers.com/index.php?topic=597.0
Specifically:
Do not double-post. Use the "Edit" or "Modify" button instead.
Do not spam with emoticons in posts or signature.
No "pointless" replies such as "I don't know" or "maybe".
Refrain from posting in any topic over a month old unless you have something useful to contribute to the topic at hand. If you want to talk about something else, make a new topic for it.
All of which you have managed to break in your 10 posts on this forum.
We are happy to help you on SWBFgamers.com if you have a question about playing or modding SWBF. If you have some other exciting news you want to share, you can even post in the General forum area. However, we will expect you to follow the rules.
Please take a few moments to read our forum rules:
http://www.swbfgamers.com/index.php?topic=597.0
Specifically:
Do not double-post. Use the "Edit" or "Modify" button instead.
Do not spam with emoticons in posts or signature.
No "pointless" replies such as "I don't know" or "maybe".
Refrain from posting in any topic over a month old unless you have something useful to contribute to the topic at hand. If you want to talk about something else, make a new topic for it.
All of which you have managed to break in your 10 posts on this forum.
We are happy to help you on SWBFgamers.com if you have a question about playing or modding SWBF. If you have some other exciting news you want to share, you can even post in the General forum area. However, we will expect you to follow the rules.
#5550
SWBF1 Modding / Re: need Help with Map making for SWBF1 Pc Zeroeditor is not working. have windows 7
December 17, 2011, 06:50:17 AM
We have this great board on the forum called "Tutorials"
Here is one for zero editor.
http://www.swbfgamers.com/index.php?topic=1383.0
Here is one for zero editor.
http://www.swbfgamers.com/index.php?topic=1383.0