SWBFGamers

Gaming for the Original SWBF1 and SWBF2/other games => Star Wars Battlefront (2004 Original) => Topic started by: {TcF}Dr.Penguin on February 14, 2012, 03:34:01 PM

Title: Making a Rhen Var:Citidel Server with different eras.
Post by: {TcF}Dr.Penguin on February 14, 2012, 03:34:01 PM
Is there  any way to make a Rhen Var server with Empire and Republic? I know you can't without people having to download it, but can you make a server that people have to download somthing to get on? 
Thanks
Title: Re: Making a Rhen Var:Citidel Server with different eras.
Post by: Led on February 14, 2012, 04:21:57 PM
yes.  This is easily done with a mission.lvl mod using Battlebelks mission level tool.

First, get the tool:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=319

Then let us know if you need help.

user and server will need the new mission.lvl file
Title: Re: Making a Rhen Var:Citidel Server with different eras.
Post by: {TcF}Dr.Penguin on February 20, 2012, 03:27:58 PM
I downloaded, and extracted, what do I do after that?
Title: Re: Making a Rhen Var:Citidel Server with different eras.
Post by: Led on February 20, 2012, 06:25:07 PM
Here is my clones vs empire lua for cloud city. 

Study it and make similar changes for rhen var.

Pay particular attention to the AddunitClass section.

When you make the changes, double click on munge.bat.  If you use
windows 7, you will need to set compatibility mode for XP.



---------------------------------------------------------------------------
-- 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()
--  Attacker is always #1
    local ALL = 1
    local IMP = 2
    local REP = 1

--  These variables do not change
    local ATT = 1
    local DEF = 2

SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(ALL, 0.95)

SetMaxFlyHeight(100);

        AddMissionObjective(IMP, "orange", "level.bespin2.objectives.1");
    AddMissionObjective(IMP, "red", "level.bespin2.objectives.2");
    AddMissionObjective(ALL, "orange", "level.bespin2.objectives.1");
    AddMissionObjective(ALL, "red", "level.bespin2.objectives.2");

    ReadDataFile("sound\\bes.lvl;bes2gcw");
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\\imp.lvl",
        "imp_inf_basic_tie",
        "imp_inf_dark_trooper",
        "imp_inf_darthvader");


--              Alliance 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);

--              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_pilottie",4)
    AddUnitClass(IMP, "imp_inf_scout_trooper",4)
    AddUnitClass(IMP, "imp_inf_dark_trooper",3)
    SetHeroClass(IMP, "imp_inf_darthvader")


--  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()
    SetMemoryPoolSize("MountedTurret", 10)
    SetMemoryPoolSize("Obstacle", 514)
    SetSpawnDelay(2.0, 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",  "bes2gcw_music");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\bes.lvl",  "bes2");
    OpenAudioStream("sound\\bes.lvl",  "bes2");

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

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

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

    SetAmbientMusic(ALL, 1.0, "all_bes_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.99, "all_bes_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_bes_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_bes_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "imp_bes_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.1,"imp_bes_amb_end",    2,1);

    SetVictoryMusic(ALL, "all_bes_amb_victory");
    SetDefeatMusic (ALL, "all_bes_amb_defeat");
    SetVictoryMusic(IMP, "imp_bes_amb_victory");
    SetDefeatMusic (IMP, "imp_bes_amb_defeat");

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin");
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null");
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null");
    --SetSoundEffect("BirdScatter",         "birdsFlySeq1");
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit");
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter");
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit");


    SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 0, "imp_bonus_all_medical");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 1, "");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 2, "imp_bonus_all_sensors");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 3, "imp_bonus_all_hero");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(IMP, ALL, 5, "imp_bonus_all_sabotage");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 6, "");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
    SetPlanetaryBonusVoiceOver(IMP, ALL, 7, "imp_bonus_all_training");--advanced training

    SetPlanetaryBonusVoiceOver(ALL, ALL, 0, "all_bonus_all_medical");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 0, "all_bonus_imp_medical");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 1, "");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 1, "");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 2, "all_bonus_all_sensors");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 2, "all_bonus_imp_sensors");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 3, "all_bonus_imp_hero");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 5, "all_bonus_all_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(ALL, IMP, 5, "all_bonus_imp_sabotage");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 6, "");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 6, "");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 7, "all_bonus_all_training");--advanced training
    SetPlanetaryBonusVoiceOver(ALL, IMP, 7, "all_bonus_imp_training");--advanced training


--  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
Title: Re: Making a Rhen Var:Citidel Server with different eras.
Post by: {TcF}Dr.Penguin on February 23, 2012, 10:14:48 AM
If I just made it clones Vs. Clones would other people be able to play without downloading any thing?
Title: Re: Making a Rhen Var:Citidel Server with different eras.
Post by: Led on February 23, 2012, 12:30:07 PM
Quote from: {TcF}Dr.Penguin on February 23, 2012, 10:14:48 AM
If I just made it clones Vs. Clones would other people be able to play without downloading any thing?

Yes (the server would need the new mission.lvl file, but players would not). 

They units would look exactly alike for each team, but the reticule would turn red for units on the enemy clone team.

Title: Re: Making a Rhen Var:Citidel Server with different eras.
Post by: {TcF}Dr.Penguin on February 24, 2012, 01:49:07 PM
Alright thanks, I have one last question, every time I try to mod the .Lua for bespin nothing changes, am I modding the wrong file or somthing? I change the count so defenders have 0 units, but when I play the server the teams are equal.
Title: Re: Making a Rhen Var:Citidel Server with different eras.
Post by: {TcF}Dr.Penguin on February 24, 2012, 02:31:01 PM
I keep editting .LUAs then munging them then posting them in server file, but nothing happens!?
Title: Re: Making a Rhen Var:Citidel Server with different eras.
Post by: Led on February 24, 2012, 03:36:53 PM
mmm, make sure you are changing bes2a.lua and bes2r.lua if you want cloud city.

You will also need to make sure your munge.bat file is actually working.  It should pop up a command window and you should see a bunch of things scroll by.

If it does not work, see the first post about setting compatibility mode for windows XP.


Finally, check the date of the file contained in the _LVL_PC folder of Battlebelks mission builder. It should be today's date if it worked.

Title: Re: Making a Rhen Var:Citidel Server with different eras.
Post by: {TcF}Dr.Penguin on February 25, 2012, 08:23:15 AM
Thanks, I'll try that.
Title: Re: Making a Rhen Var:Citidel Server with different eras.
Post by: {TcF}Dr.Penguin on February 25, 2012, 12:53:11 PM
Darn, every thing works but when I make server nothing changes.
Title: Re: Making a Rhen Var:Citidel Server with different eras.
Post by: Led on February 25, 2012, 01:28:30 PM
Post your lua here.  I will make a mission file for you, and you can try it.

EhPortal 1.34 © 2024, WebDev