Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Led

#781
Tired of the same old sniper experience?

(Developer Credits to Sky_216 for the jetpack effects and model, and to Sleepkiller for pulling it all together with some cool weapons and other mods.  Addtional unit tweaks by Led.)


Status:
-these variations available in SWBFUpdate 1.0 Beta Patch 1
-to be released in the full version of SWBFUpdate 1.0




Try the Assassin Droid variations:

AssassinDroid1
-commando pistol

AssassinDroid2
-standard with jet


AssassinDroid3
-standard with health instead of orbital


AssassinDroid4
-standard no orbital

AssassinDroid5
-pistol on each channel, health, no nade no orbital





#782
After eight years of fighting clone jets without a jetpack of their own, the CIS have finally developed their own jet pack unit.  Players are reported to be seen typing "Aw man, I'm clones again--I'm never CIS!".

(Developer Credits to Sky_216 for the jetpack effects and model, and to Sleepkiller for pulling it all together with some cool weapons and other mods.  Thanks to Phobos for help with the shotgun.  Additional unit tweaks by Led.)

Status: 
-these variations available in SWBFUpdate 1.0 Beta Patch 1
-to be released in the full version of SWBFUpdate 1.0



Here are the jetdroid variations:

Jetdroids

all have
-no collision damage
-semi chain gun



jetdroid
--------------
-4 missles, 5 nades


jetdroid1
------------
-3 missles, 3 nades, 2 mines


jetdroid2
-------------
-pistol, 3 nades, 3 mines


jetdroid3
-----------
-commando pistol, 3 nades, 3 mines


jetdroid4
-----------
-commando pistol, 6 nades


jetdroid5
-----------
-commando pistol, 6 thermal det nades


jetdroid6
-----------
-sonic blaster, 3 nades, 3 mines


jetdroid7
-----------
-shotgun, pistol, 4 nades



#783
SWBFUpdate Comments and Notes / About this board
January 08, 2012, 11:15:19 AM
The purpose of this board is to let players know what is being included in the player and modder made SWBFUpdate 1.0.
#784
SWBF1 Modding / Localizing Map Names
January 05, 2012, 06:16:24 PM
Hi Sleepkiller,

Thanks for looking into this.  Here are my beta test mission files and map names.  Sorry in advance if I spelled things wrong :P

I used the extension x in my map lua file names.

For example my first lua is called L0001x.

I did this for three reasons:
-cross era mods would not make sense to be A or C
-I plan the initial update plus two more updates, so I would have x, y, z as the last characters
-I had hoped we could have the x, y, or z interpreted as
x:  get your 1.0 update at SWBFgamers.com
y:  get your 1.1 update at SWBFgamers.com
z:  get your 1.2 update at SWBFgamers.com

:)


Thanks




{ mapluafile = "L0001", showstr = "Pistols Only no capture CC", side_x = 1  }
{ mapluafile = "L0002", showstr = "Unlimitted Height CW era CC", side_x = 1  }
{ mapluafile = "L0003", showstr = "Unlimitted Height GCW era CC", side_x = 1  }
{ mapluafile = "L0004", showstr = "Unlimitted Height Clones vs Emp CC", side_x = 1  }
{ mapluafile = "L0005", showstr = "JetrDroid testing CC CW era ", side_x = 1  }
{ mapluafile = "L0201", showstr = "Utapau GCW era ", side_x = 1  }
{ mapluafile = "L0202", showstr = "Polis Massa GCW era ", side_x = 1  }
{ mapluafile = "L0203", showstr = "Mygeeto GCW era ", side_x = 1  }
{ mapluafile = "L0204", showstr = "Mustafar GCW era ", side_x = 1  }
{ mapluafile = "L0205", showstr = "RV Monastery GCW era ", side_x = 1  }
{ mapluafile = "L0206", showstr = "Kyshyyyk Beachhead GCW era ", side_x = 1  }
{ mapluafile = "L0207", showstr = "Felucia GCW era ", side_x = 1  }
{ mapluafile = "L0208", showstr = "Death Star Interior GCW era ", side_x = 1  }
{ mapluafile = "L0209", showstr = "Cto GCW era ", side_x = 1  }
{ mapluafile = "L0210", showstr = "Jedi Library GCW era ", side_x = 1  }
{ mapluafile = "L0301", showstr = "Utapau CW era ", side_x = 1  }
{ mapluafile = "L0302", showstr = "Polis Massa CW era ", side_x = 1  }
{ mapluafile = "L0303", showstr = "Mygeeto CW era ", side_x = 1  }
{ mapluafile = "L0304", showstr = "Mustafar CW era ", side_x = 1  }
{ mapluafile = "L0305", showstr = "RV Monastery CW era ", side_x = 1  }
{ mapluafile = "L0306", showstr = "Kyshyyyk Beachhead CW era ", side_x = 1  }
{ mapluafile = "L0307", showstr = "Felucia CW era ", side_x = 1  }
{ mapluafile = "L0308", showstr = "Death Star Interior CW era ", side_x = 1  }
{ mapluafile = "L0309", showstr = "Cto CW era ", side_x = 1  }
{ mapluafile = "L0310", showstr = "Jedi Library CW era ", side_x = 1  }
{ mapluafile = "E0005-1", showstr = "JetrDroid testing CC CW era ", side_x = 1  }
{ mapluafile = "E0005-2", showstr = "JetrDroid1 testing CC CW era ", side_x = 1  }
{ mapluafile = "E0005-3", showstr = "JetrDroid2 testing CC CW era ", side_x = 1  }
#785
Please note that this is a BETA release.  There will be changes!
(but if you download this, the next download will be much much smaller :)  )


SWBFgamersUpdate 1.0 is now prepared for public release.
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=410

Only one stock file (mission.lvl) will be changed in your game installation.  No other files are modified.  It will not affect any standard on-line or single player games in any way.

What it does:
provides new maps, new units, new game play modes.

It must be installed correctly to run.  Nothing goes into Addon, so there is no map limit, and nothing
needs to be un-installed (unless you need room on your hard drive).

-----------------------------------------
To Install:


After you extract the file:

STEP 1)

Drag the folder called  "SWBFgamersUpdate1.0"

into this location
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\

so that it looks like this:
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SWBFgamersUpdate1.0

NOTE:  Windows Vista or Windows 7 may look different, like:
C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\


STEP 2)

go into this folder
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SWBFgamersUpdate1.0\001-modified mission.lvl file for SWBFupdate 1.0

and click on

InstallMission.bat
  (note: some people report that the batch file does not work for them; if this is the case, use the manual install method below)

OR you can manually copy and paste the mission.lvl file from
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SWBFgamersUpdate1.0\001-modified mission.lvl file for SWBFupdate 1.0\
to
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\

Now you can join the SWBFGamersUpdate Servers for the public Beta test.


to go back to your game like is was,
click on UseOriginalMission.bat located
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\Copy of SWBFgamersUpdate1.0\002-Backup of original mission.lvl file\

OR you can manually copy and paste the mission.lvl file from
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SWBFgamersUpdate1.0\002-Backup of original mission.lvl file\
to
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\

------------------------

Then, look on-line for a SWBFgamers.com server that has "x" as the era.

It will say you are missing the file, but join anyway, if you have the update installed.




Here is the patch 1 for playing in jetdroid server:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=419



Edit:  Thanks for the beta testing. 

Fixed Items:
There are some issues that I have been able to fix already.  Players could not jump on Mygeeto.  I have fixed that.

There was an issue with clones vs empire that made it not playable.  Fixed it.


-------------------

Items that won't be fixed:
-issue with maps such as out of bounds issue on Felucia and various collision issues on maps, AI pathing, etc.
Since we are using converted SWBF2 and user made maps (credits are included in the download), there is nothing I can do to fix these things.

(There is also a lack of victory timer in Mygeeto, but tickets still drain.)

----------------------
Items that will be worked on:

-I have ideas for about 100 more missions, and some more sides.  If anyone wants to help, let me know.
-Sleepkiller will see if he can localize map names for us.

















#787
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:


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.


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")


































#789
SWBF1 Modding / droideka and health drop
January 01, 2012, 09:50:34 PM
While looking at the droideka ODF, i noticed that it has lines for probability of dropping health and ammo:


DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.40
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.30
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.10


However, I have never seen one drop any health or ammo in multiplayer games.  Any ideas why not?


#791
DC 1/2/12-1/4/12 69.246.184.48

Degabah:  new conversion made by Sleepkiller

see this post for map link:
http://www.swbfgamers.com/index.php?topic=4066.msg41401;topicseen#new
#792
This tutorial is a work in progress.  It contains items that I have found out by creating new mission files.



Existing Maps with Vehicle Spawns, assets not available:
These kinds of maps are typically downloadable content.

-In my opinion, releasing new missions in a separate release for these maps is fine.  Place a link in your documentation for the original author's map and instructions on how to install the new mission.

-some maps are set up for vehicles in one era.  The vehicles that spawn can determined by the name of the faction that controls the CP.  If you do a cross era mod, you name need to set the team name to match what is defined in the map.  For example:

-    Republic Stats
      SetTeamName(REP, "Empire");
      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")




#793
custom mission for Rends Hoth Escape

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=406



This is a new mission file for Hoth Escape by Rends.
Hoth Escape can be downloaded here:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=405





Basic mission script mod and stock map mod made by "{PLA} Led".

This mod uses the custom map Hoth Escape modified for CW era units with GCW era vehicle spawns.


How to use this mod:
The mission file is located here:
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\AddOn\hoth6\Data\_lvl_pc

or in the appropriate location for MAC users.

Backup the original file first.  Place the mission.lvl file in this release in its place.



What it does:

-play as CIS and REP pilots.

known issues:

-I am not an sound expert.  The choices were to have gun sounds from the clone/cis and no
sounds from the xwings, or have xwing sounds and no gun sounds.  I chose the xwing sounds.
While not impossible to do, it would require more downloads to get all sounds working.


-The flyers are still GCW era units (x-wing, tie, etc).  In the end, I suppose this make the map essentially
the same as the original GCW era by rends.  Rends did not define flyers for the CW era in his map.
To put CW era flyers in the map would require the release of his map assets (which are not known
by me to be available) or it would require a hex edit of his map or a side recompilation, both of which
would take a more extensive involvement.


Some discussions of the development of this map lua (also included) are at
http://www.swbfgamers.com/index.php?topic=4060.msg41372#msg41372





Released on 12/31/2011.




Thanks to Lucasarts/Pandemic for SWBF and the mod tools.
Thanks to the visitors of SWBFgamers.com for keeping SWBF modding alive.
Thanks to BattleBelk for making and releasing his mod tools.
Thanks to the players that are stilling playing this game.


Visit SWBFgamers.com!
#795
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.



---------------------------------------------------------------------------
-- 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?


#796
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.  :P

#798
Released Maps and Mods / MortalHeroesSide.rar
December 11, 2011, 02:39:16 PM
MortalHeroesSide.rar

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=402

sides compiled for sleepkiller with


hero units altered for

HealthType            = "person"
MaxHealth             = 500.0
AddHealth            = 0.0



Battlebelks 1.2 imp side builder was used to update the ODF files for the empire side.

#799
SWBFgamersUpdate1.0_forDevelopers.rar

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=401


SWBFgamersUpdate1.0_forDevelopers.rar

This is for developers it is incomplete, but has most of the maps and some of the sides.


Note:  this update needs to be extracted here:
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SWBFgamersUpdate1.0


Take the mission file that is located here
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SWBFgamersUpdate1.0\001-modified mission.lvl file for SWBFupdate 1.0

and replace the stock mission file.



See  the discussions in the forum for more details.




#800
Hi SWBFgamers,

I have released the first beta release of SWBFUpdate 1.0.  It is not complete, and I could use some help.
(see below for link)


If you have been following discussions, it is an addition of new sides, maps, and missions that can be added to online game play without affecting the download map limit or interfering with standard sides.

This post will be update with new information as it becomes available.

SWBFUpdate 1.0 Developers LUA kit
http://www.swbfgamers.com/index.php?topic=4007.0


SWBFUpdate 1.0 beta for Developers
(currently 500MB)
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=401



-------------------

Work that needs to be done:

1) 
mission luas need to be created for SWBF2 conversion maps and other included mod maps (see next post in this topic for details) (snake :) )


OK, I made the luas for the conversion maps, still need to test them.

2)
We need to decide if any more maps need to be added

I think we can add Dagobah by sleepkiller, and tantive if sleepkiller thinks its good to go.



3)
More sides need to be included:
-silver CIS units (all units) (Target :) )
-invisible units/invisible mines
-new clone skins
-sleepkiller's jet droid
-other suggestions?


Need a bit of help loading up the jet droid




4)
Various mission luas need to be defined that use all of these maps and various side combinations

lots of ideas to implement things here



5)
Game modes need to be added (help us sleepkiller :) )


---------

related topic on Game Modes
http://www.swbfgamers.com/index.php?topic=3949.0


related topics that will now be locked

Sides update:
http://www.swbfgamers.com/index.php?topic=3903.0

Maps update:
http://www.swbfgamers.com/index.php?topic=3907.0