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Topics - jdee-barc

#41
SWBF1 Modding / Need Suggestions for missions
October 23, 2010, 05:54:52 PM
I'm making mission-based maps for my mod and it'd be great if anyone suggested ideas for it
My Current Missions (already created)
Theed: Rebellion (play as gungans and naboo guards against CIS)
A Custom Geonosis mission, more like the one in ep2
Sullust: Airstrike (you play as clone paratroopers, dropping down from a hovering assault ship and gunships)
Mygeeto: Ruins (you play as galactic marines and jedi, against waves of droids)
Coruscant: Streets: Invasion: you play as a group of BX Droid Commandos (about 200). You have to take out the Coruscant Guards (about 700), creating a diversion, thereby making it possible for Palpatine to be captured. Yes its possible to win.
Naboo: Imperial Diplomacy
Mustafar: Tying up Loose Ends
Kashyyyk: (enslave the wookiees, like TFU)
Geonosis: Militia invasion (you play as Kota Militants and Geonosians against Navy Troopers and Imperial Officers)
Wookee Uprising on Kashyyyk Shores (play as Wookiees)
Infiltration on the Executor (vader's ship) (play as rebel specforce infiltrators and wipe out the Stormies)

These are the campaigns I have so far. Suggestions for missions would be nice.
#42
Requests / Request for Naboo Prototype
October 22, 2010, 03:46:00 PM
Can someone give me a link to where I can find working source files for the ConvoPack Naboo Prototype
#43
SWBF1 Modding / [HELP] Getting Custom Sounds
October 09, 2010, 07:13:10 AM
How do you get custom sound effects ingame?
#44
Requests / I need a link
September 30, 2010, 06:40:40 PM
I think someone made an Aayla Secura model for BF1, whats the link to it?
#45
SWBF1 Modding / {HELP} editing shell.lvl
September 27, 2010, 06:23:46 PM
How do you edit the shell lvl?
#46
SWBF1 Modding Tutorials / The easy way of editing campaign
September 20, 2010, 02:48:49 PM
I figured out how to edit the campaign with a few bugs
New CW era
Battle of Naboo
Theed Rebellion (only now you play as a small squad of royal guards)
Battle of Geonosis (but the loading screen lists it as Kashyyyk)
Assault on the Cloning Facility (Kamino) (listed as loading Geonosis)
Rhen Var (listed as loading Kamino)
New!!!: Amongst the ruins: scum/strike Mygeeto (listed as loading Rhen Var)
The Battle of Kashyyyk
Removed: the first Kashyyyk Mission (now a separate Hunt map)

GCW era:
The Occupation of Kashyyyk (takes place about a month after the battle of Kashyyyk). The game says its loading tatooine
Mustafar: Tying up Loose Ends (scum/strike Mustafar ftw, Imps vs. Droids, still need Gizor Dellso) the game says what is said above
Mos Eisley: The search for the Droids: the game says it's loading Rhen Var
The Freeing of the Wookiees: (Wookiees rebel and destroy the Imperial Outpost)
The Fall of Yavin IV: same as shipped mission
Hoth: the same
Cloud City: the same
Bespin Platform: for some reason the sky is a sickening neon blue
Endor: the same



HOW TO DO THIS
Example for getting rid of the first kashyyyk Mission (Aggressive Negotiations), replacing it with Geonosis, and freeing up room for another mission
1. Download Battlebelk's Mission lvl tool
in the scripts folder: do the following
Open folder KAS and then open Kas1c_h.lua with notepad
Open folder GEO (also in scripts folder) and then open geo1r_h.lua
delete all the text in kas1c_h.lua and copy over the text in geo1r_h.lua over to kas1c_h
2. save, close

Example for getting an addon map as part of the mission (example used is scum/strike mustafar replacing the Mos Eisley campaign in GCW)
1. Download Mustafar by imp strikeforce/reb scum and put in addon folder
open C:\Program Files\LucasArts\Star Wars Battlefront\GameData\addon\mus1\data\_lvl_pc
2. open mus1 in the _lvl_pc folder, and copy mus1.lvl to
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\TAT
open addon\mus1\data\_lvl_pc\sound and copy mus1 to the main sound folder

3: EDITING  the LUA to use Mustafar
Get Battlebelk's mission lvl tool, open the scripts folder, open TAT, and then tat2i_h.lua
When you open it it should say something like this
Quote---------------------------------------------------------------------------
-- 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 = 2
    local IMP = 1
--  These variables do not change
    local ATT = 1
    local DEF = 2
    SetHistorical()

    AddMissionObjective(IMP, "red", "level.tat2.objectives.1");
--  AddMissionObjective(IMP, "orange", "level.tat2.objectives.2");
    AddMissionObjective(ALL, "red", "level.tat2.objectives.1");
--  AddMissionObjective(ALL, "orange", "level.tat2.objectives.3");

SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(ALL, 0.95)
SetMaxFlyHeight(200);

  SetPlayerTeamDifficultyEasy (4)
  SetEnemyTeamDifficultyEasy (-3)

  SetPlayerTeamDifficultyMedium (2)
  SetEnemyTeamDifficultyMedium (-6)

--  SetPlayerTeamDifficultyHard (0)
--  SetEnemyTeamDifficultyHard (0)

    ReadDataFile("sound\\tat.lvl;tat2gcw");

    ReadDataFile("SIDE\\all.lvl",
        "all_inf_basicdesert");
    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_basic",
        "imp_inf_dark_trooper",
        "imp_inf_darthvader");

--      Alliance Stats
    SetTeamName(ALL, "Alliance")
    SetTeamIcon(ALL, "all_icon")
        AddUnitClass(ALL, "all_inf_soldierdesert",11)
        AddUnitClass(ALL, "all_inf_vanguard",3)
        AddUnitClass(ALL, "all_inf_marksman",3)
        AddUnitClass(ALL, "all_inf_pilot",3)

--      Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
      AddUnitClass(IMP, "imp_inf_storm_trooper",11)
      AddUnitClass(IMP, "imp_inf_shock_trooper",3)
      AddUnitClass(IMP, "imp_inf_pilotatst",4)
      AddUnitClass(IMP, "imp_inf_scout_trooper",4)
      AddUnitClass(IMP, "imp_inf_dark_trooper",3)
    SetHeroClass(IMP, "imp_inf_darthvader")
    ActivateBonus(IMP, "HERO")

--  Attacker Stats
    SetUnitCount(ATT, 100)
    SetReinforcementCount(ATT, 500)
    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, 100)
    SetReinforcementCount(DEF, 500)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)
    SetTeamAsFriend(DEF, 3)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- special -> droidekas
    AddWalkerType(1, 1) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
    SetMemoryPoolSize("Obstacle", 653)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("TAT\\tat2.lvl")
    SetDenseEnvironment("false")


--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatgcw_music");
    OpenAudioStream("sound\\tat.lvl",  "tat2");
    OpenAudioStream("sound\\tat.lvl",  "tat2");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");

    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(2, "Allleaving");
    SetOutOfBoundsVoiceOver(1, "Impleaving");

    SetAmbientMusic(ALL, 1.0, "all_tat_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.99, "all_tat_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_tat_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "imp_tat_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.1,"imp_tat_amb_end",    2,1);

    SetVictoryMusic(ALL, "all_tat_amb_victory");
    SetDefeatMusic (ALL, "all_tat_amb_defeat");
    SetVictoryMusic(IMP, "imp_tat_amb_victory");
    SetDefeatMusic (IMP, "imp_tat_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(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);

--  Camera Stats
--Tat2 Mos Eisley
--Overhead
AddCameraShot(0.514878, -0.143332, -0.814235, -0.226667, -351.052490, 31.599720, -71.300522);
--Derelict
AddCameraShot(0.899316, 0.007445, 0.437220, -0.003620, -212.966995, 20.173393, 56.179829);
--Cantina
AddCameraShot(0.902993, -0.019975, -0.429085, -0.009492, -205.001770, 17.679758, 77.177254);
end

Delete all of that and copy and paste all this now:


Quote---------------------------------------------------------------------------
-- 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 = 2
    local IMP = 1
--  These variables do not change
    local ATT = 1
    local DEF = 2
    SetHistorical()

    AddMissionObjective(IMP, "red", "level.tat2.objectives.1");
--  AddMissionObjective(IMP, "orange", "level.tat2.objectives.2");
    AddMissionObjective(ALL, "red", "level.tat2.objectives.1");
--  AddMissionObjective(ALL, "orange", "level.tat2.objectives.3");

SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(ALL, 0.95)
SetMaxFlyHeight(200);

  SetPlayerTeamDifficultyEasy (4)
  SetEnemyTeamDifficultyEasy (-3)

  SetPlayerTeamDifficultyMedium (2)
  SetEnemyTeamDifficultyMedium (-6)

--  SetPlayerTeamDifficultyHard (0)
--  SetEnemyTeamDifficultyHard (0)

    ReadDataFile("sound\\tat.lvl;tat2gcw");

    ReadDataFile("SIDE\\all.lvl",
        "all_inf_basicdesert");
    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_basic",
        "imp_inf_dark_trooper",
        "imp_inf_darthvader");
    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_basic");

--      Alliance Stats
    SetTeamName(ALL, "Alliance")
    SetTeamIcon(ALL, "all_icon")
        AddUnitClass(ALL, "all_inf_soldierdesert",11)
        AddUnitClass(ALL, "cis_inf_battledroid",3)
        AddUnitClass(ALL, "cis_inf_assault",3)
        AddUnitClass(ALL, "cis_inf_pilotdroid",3)
        AddUnitClass(ALL, "cis_inf_assassindroid",3)

--      Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
      AddUnitClass(IMP, "imp_inf_storm_trooper",11)
      AddUnitClass(IMP, "imp_inf_shock_trooper",3)
      AddUnitClass(IMP, "imp_inf_pilotatst",4)
      AddUnitClass(IMP, "imp_inf_scout_trooper",4)
      AddUnitClass(IMP, "imp_inf_dark_trooper",3)
    SetHeroClass(IMP, "imp_inf_darthvader")
    ActivateBonus(IMP, "HERO")

--  Attacker Stats
    SetUnitCount(ATT, 100)
    SetReinforcementCount(ATT, 500)
    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, 100)
    SetReinforcementCount(DEF, 500)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)
    SetTeamAsFriend(DEF, 3)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- special -> droidekas
    AddWalkerType(1, 1) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
    SetMemoryPoolSize("Obstacle", 653)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("TAT\\mus1.lvl")
    SetDenseEnvironment("false")


--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatgcw_music");
    OpenAudioStream("sound\\tat.lvl",  "tat2");
    OpenAudioStream("sound\\tat.lvl",  "tat2");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");

    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(2, "Allleaving");
    SetOutOfBoundsVoiceOver(1, "Impleaving");

    SetAmbientMusic(ALL, 1.0, "all_tat_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.99, "all_tat_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_tat_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "imp_tat_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.1,"imp_tat_amb_end",    2,1);

    SetVictoryMusic(ALL, "all_tat_amb_victory");
    SetDefeatMusic (ALL, "all_tat_amb_defeat");
    SetVictoryMusic(IMP, "imp_tat_amb_victory");
    SetDefeatMusic (IMP, "imp_tat_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(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);

--  Camera Stats
--Tat2 Mos Eisley
--Overhead
AddCameraShot(0.514878, -0.143332, -0.814235, -0.226667, -351.052490, 31.599720, -71.300522);
--Derelict
AddCameraShot(0.899316, 0.007445, 0.437220, -0.003620, -212.966995, 20.173393, 56.179829);
--Cantina
AddCameraShot(0.902993, -0.019975, -0.429085, -0.009492, -205.001770, 17.679758, 77.177254);
end


Save.
Open the folder "munged" and delete everything in it so new data is processed.
double check to make sure everything is correct.
click "munge.bat", wait, and if all goes will you will see something like this in your campaign. (Note, the pics are from my mod so you won't necsarrialy have Storm Commandos going up against droids. But, you will have Stormtroopers against droids.

:cheer:

screen from Mygeeto in CW campaign and Mustafar in GCW campaign
#47
I'm trying to get the MTT for the CIS and Hovernaut for the rebels on Rhen Var. Is there something i have to when editing the mission lua, besides writing in for the game to read cis_hover_mtt and all_hover_hovernaut and creating spawn points? I thought I had to do something with memory pools
#48
After seein some screenshots of swbf prototypes and finding random odf msh and req files. There is quite a ton of vehicles, units, and other things cut from SWBF
Clone Commander
Imperial Officer
Bothan
"cis_inf_tactical_droid", what is this?
a clone sniper with a black color scheme instead of read
a blue jet trooper
a Red ARC trooper (probably clone commander)
I found a single req file in the side folder labeled snw. It had to do with something about a wampa.
Also, Clone troopers seem to be using DH-17-like pistols instead of the DC15s carbines. Jet Troopers had blaster rifles as well.
Vehicles
"vtrans". what is this? Why is it not there?
Flash Speeder. I have files for this, and it was going to be in Naboo theed.
K-Wing, trooptrans, Hovernaut, MTT, AT-PT, an AAT with different weapons

Maps
On a screenshot of the Endor map, which was also in the SWBF trailer, there was a  screenshot and footage of gameplay of an AT-ST getting crushed by that weid log trap thing the ewoks use.

Geonosis was completley different. The map was bigger, there were some AT-TE wrecks. The spire was behind the technounion ships, there were those rock formations in between the ships. And off to the side, there were the CIS core ships (the ones that sort of looked like death stars). This is what I'm trying to remake in my Geonosis patch. and There were also LAAT/C gunships (the ones that drop AT-TEs)

Naboo had a different layout too.
There were starfighters on Kamino

In general
Lasers were brighter and more vibrant
Explosions were brighter and bigger.
Friendly CPs were blue instead of green. and the CIS's little logo was different.
To throw a grenade the full distance, you had to do the charge up thing. other wise, you just dropped it on the ground.

and again, what is  rep_fly_vtrans? The only thing I found that related to it was a req file for it, but no ODF.
#49
SWBF1 Modding / [HELP] spawning problems
September 14, 2010, 06:01:41 PM
As I said in the post before, I remade geonosis. But the command center. the thing that LAAT gunships need to show up in the map is missing. How do I get the command center so I can get the LAAT Gunships back?
#50
SWBF1 Modding / New Geonosis Patch by barc
September 14, 2010, 05:59:46 PM
I taught myself how to edit shipped maps. before i didn't realize that the command posts and spawn points were in different layers. So after learning this I remade geonosis: spire. It replaces the shipped geonosis.
New:
new props and models
several more technounion ships. about 5 more in total. You can't spawn from them and if you do, you spawn at Techno Union 3.
The Crashed technounion ship covering one of the command posts has been removed. It makes it more like some screenshots of what Geonosis looked like when SWBF was being developed.
Crashed LAAT gunships are spread throughout the map.
There should be some dead clones and droid parts scattered by qdin
Dwarf spider droids are useable
In place of the crashed technounion ship CP, a LAAT/C model (psychofred's model, though just a prop) rests in its place. CP renamed to : "Broken Down LAAT/C Gunship"
There is a huge duststorm blocking your vision somewhat
For some reason the LAAT gunships don't spawn as the little command center doesn't show up for some reason.
If you capture the spire as the republic: IFT-X tanks and speeder bikes spawn where the dwarfspider and hailfire tanks spawn.
The battle is most intense at the command post with the LAAT/C prop.

Campaign mode is more like a survival type battle. You only have 1 command post (as there is now command center), and two AT-TEs to use. If the Command Post is captured and AT-TE's are destroyed, you lose. If you capture the command posts and destroy the techno ships, you win.
In ep2 AoTC, I only saw the regular clone troopers, and clone commanders and pilots. You can only play as clone troopers and pilots (the pilots have basically the same weapons). The Clone Commander is a hero for this campaign mode.
#51
Star Wars Battlefront (2004 Original) / Slave 1 question
September 11, 2010, 07:39:39 PM
Did someone ever make a model of Jango Fett's starfighter, slave 1?
#52
Requests / Request for someone to port a vehicle to BF1
September 11, 2010, 04:25:10 PM
Could someone port the GAT (the cis tank from convo pack on naboo prototype), to SWBF1 format?
#53
SWBF1 Modding / an idea of mine
September 02, 2010, 11:22:33 AM
My idea is to make a sides mod, of stuff converted from BF2 (like droid gunship, Imperial Officer, etc), stuff left out of the shipped game, and just new things in general. The mod would be something like the BFX mod and conversion pack for BF1. That mod added new eras to the shipped maps, with more vehicles and different units. I'd do something like that by making mission maps with different sides. The convo pack converted BF1 maps to BF2. my idea would have BF2 maps converted to BF1. I already have a Kashyyyk hunt map.
Format like this
Default and regular sides
default shipped rep.lvl, all.lvl, imp.lvl, cis, geo, gar, gun, ewk, wok, des, and gam lvls so its online compatible
new lvls for the mod
a file for the republic with
new vehicles (Flash Speeder, AT-XT, AT-RT, Light Attack Speeder, ARC-170, V-19)
Coruscant troopers, 212th, 327th, 41st, Galactic Marines, and the 501st legions
new heroes and special units (like Commanders Cody and Bacara, a Clone Commando, Commander etc)

New imperials with
TFU stormtroopers
Galactic Marines
Imperial Commandos, sandtroopers, etc
New heroes (Jerec, Palpatine, Starkiller, Bobafett)
New special units (Imperial Officers, Navy Commandos, Storm Commandos, Jump troopers, etc)
New vehicles like the theta class shuttle, TIE Defender, "trooptrans" TIE Interceptor
new droid units
a Droid Commando w/ sword, Droid Marine, Engineer Droid, Improved droideka, Magnaguard, IG-Tactical Droid, OOM Security droid, geonosian).
snow droids, sand camo, jungle camo.
new heroes (jangofett, IG-88, OOM-9, Darth Maul, etc)
new vehicles like the: Dwarf Spider Droid, Snail Tank, Droid Gunship, Trifighter,

Rebels
variations
naboo guards, improved defaults, CIS droids for a scum/strike mustafar, Tusken raiders for desert maps,
snow and katarns for snow maps.
new vehicles: flash speeder, GIAN speeder, K-Wing, AT-PT, V-Wing Airspeeder, N-1 Starfighter, A-Wing, Rebel LAAT/i Gunship,
new units: bothans, rebel commanders, rogue jedi
heroes, galen marek, chewbacca, etc.


what do people think of this idea
#54
Star Wars Battlefront (2004 Original) / HELP. FATAL!
September 02, 2010, 09:42:25 AM
I tried opening SWBF today to test my mod. It didn't open, I got a thing in my windows taskbar
labled FATAL. So now I can't play SWBF.

what does this mean.
>:(
#55
Star Wars Battlefront (2004 Original) / Geonosis?
September 01, 2010, 02:20:16 PM
If you look at the little ingame movie screen in Instant Action. Geonosis is completley different than what is as the BF1 map. So is Naboo. Why was Geonosis cut down from what seemed like a great map. Are there files for this old Geonosis version?
#56
SWBF1 Modding / {Help} Lightsabers
August 22, 2010, 04:42:51 PM
I've seen in mods for BF1, lightsabers that can deflect shots. How do you edit the lightsaber to do this?
#57
This is a prototype K-Wing that I am planning on using for my mod. The purple things are little heatseeking minirockets, that dont do much damage as a single volley of rockets, but are fun to use and do damage when you fire a lot of them.
Either Psych0fred or Teancum made the original K-Wing, I just changed the weapons and health when I got the K-Wing.
#58
 I have an idea for part of the mod I'm working on. The idea would change how gunships are formatted. Give feedback or opinion.
The format
Pilot seat: operates the main lasers and rockets.
Co-Pilot seat: maybe have that be more like a reconnaiscance position. The co pilot could send out orbital strikes or recon droids that give off orbital strikes with little to no delay.
turret seats: operates a
slow firing but powerful laser cannon
Passenger: if possible, make it possible to fire your infantry weapon outside (applies to laat/i gunship only).
Give feedback or your opinion on this idea
#59
Requests / Request for a shipped map
August 08, 2010, 01:49:11 PM
OK I'm almost done making the sides for my mod, but i have absolutley no idea of making maps.
I'm requesting that someone remake Bespin: Platforms, completley (command posts, spawn points, planning, boundaries, other stuff) because I need to have vehicle spawn points that point to vehicles in my mod, that don't appear in the shipped bespin platforms
#60
Did someone ever make a bf1 port of the theta class shuttle from bf2? If so, where could I find it?