REQUEST: Tatooine Dune Sea mission map

Started by Kit Fisto, May 17, 2012, 06:08:14 PM

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May 17, 2012, 06:08:14 PM Last Edit: May 17, 2012, 06:10:02 PM by kitfisto15678
I had an idea for a Tatooine mission map, you play as the tuskens and you can't be anyone else. Everything is the same on the map, no changes to the map layout. There is only the Empire and not the rebels. You start out with the Tusken camp, the base next to the sarlacc pit, while the empire starts out with all the other bases. You win by killing all the empire reenforcements and capturing CPs. There is only the Empire and not the rebels.

Here are the units
Regular Trooper: Rebel Blaster but with green bullets, Tusken Cycler, 3 Grenades, 3 concussion grenades
Heavy Trooper: CIS Rocket launcher but it is a green bullet, tusken cycler, 3 grenades, 6 mines
Pilot Trooper: Modified Tusken Cycler it shoots 5 bullets very fast then has a 2 second recharge time, Fusion Cutter, 5 Health/ammo
Sniper: Empire Sniper gun, 4 grenades, runs super fast and has a little bit more life
Special: A'Sharad Hett ( http://fc00.deviantart.net/fs71/f/2010/232/9/a/A__Sharad_Hett_by_witchking08.jpg ): Green Lightsaber, Lightsaber Block, force choke ( brings down life very fast )

All tusken bullets are green
Reenforcements: Empire has 250 Tuskens have 300
Empire still gets vehicles.
Tusken camp is a heavy base and all the other bases are not heavy except empire main base.

Anyone want to do it? I think it would be a fun mission map?  :P

I can do the that except for the section "here are the units".  I would be able to use stock units.  Also, I am not sure what you mean by "heavy base".

Talk someone into getting you a PC so that you can make your own sides :)



Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

May 17, 2012, 08:40:12 PM #2 Last Edit: May 17, 2012, 08:53:02 PM by kitfisto15678
What are the stock units for the tuskens?
By heavy base I mean that it takes longer to go down for example the spire. Do you get what I mean?
Go to page 6 to see what I'm talking about with Heavy bases http://www.lucasarts.com/games/swbattlefront/downloads/Prima-SW-Battlefront_Ch_1.pdf

About getting a PC, my family is Mac-oholics! ( so am I ) so I won't be getting a PC anytime soon...  :shrug: Besides my parents are NOT "gamer friendly."

I'll PM you the readme and Map name after you tell me the tusken units and if you can still do it.

Quote from: Buckler on May 17, 2012, 08:23:46 PM
I can do the that except for the section "here are the units".  I would be able to use stock units.  Also, I am not sure what you mean by "heavy base".

Talk someone into getting you a PC so that you can make your own sides :)

I wouldn't mind helping out in this area, but it would take a while since I'm doing a lot of things at the moment.

Quote from: kitfisto15678 on May 17, 2012, 08:40:12 PM
About getting a PC, my family is Mac-oholics! ( so am I ) so I won't be getting a PC anytime soon...  :shrug: Besides my parents are NOT "gamer friendly."

I just use a hyper-cheap netbook for modding while I use a Mac for everything else. It doesn't have to be a big expensive device just to run modding software.



I'll ask to see if anyone wants to do the tusken weapon mods...

If you are wanting to battle as tuskans I would wait till this man is done with his projects. He seems to have an unhealthy obsession with cutting up tuskans. But then again I kill sleep who am I to judge?

Hehe. I do love cutting up the Tuskens.
And I do have a Side plan sorta laid out for them.
(havent decided if I'm going to include Sharad, and A'Sharad Hett)
Sadly, I have nothing even remotely ready at the moment.
(And probably won't for many months.)

I am going to have to pass on this today.
Too many projects at the moment.

A nice straight forward mod idea.
I love the Idea of full Sandpeople sides.




Hey Buckler, MARCUS is going to do the sides for me so all you have to do is make the small changes to the map. When we have everything ready for release I'll PM you a little story to go with the map ( plus an easter egg idea ).  ;)
Could you also change the objectives to:
Capture and Hold CPs
Eliminate the Imperial Intruders
Beware of the Sarlaac Pit!

I'm only doing changes to the mission.lvl file.  Map changes are someone else's area.   ;)
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

So what will be changed and what won't?

Read my first reply.

If Marcus makes new sides, I will be able to use them.
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

Oh sorry.  :slap: when Marcus finishes the side we can proceed with the rest of the mission map! :tu:

May 25, 2012, 10:42:02 AM #12 Last Edit: May 25, 2012, 10:55:14 AM by Buckler
I have made the new script file.  This is the stock mission lua that was modified.  I have not tested it.  It will need to be edited for the new sides and if you don't want xwings, etc.


hmm, just had a thought, I will need to work on this some more...check back later!





[spoiler]
---------------------------------------------------------------------------
-- 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

    AddMissionObjective(IMP, "orange", "level.tat1.objectives.1");
    AddMissionObjective(IMP, "red", "level.tat1.objectives.2");
    AddMissionObjective(ALL, "orange", "level.tat1.objectives.1");
    AddMissionObjective(ALL, "red", "level.tat1.objectives.2");

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

SetTeamasFriend(1,2)
SetTeamasFriend(2,1)
SetTeamasEnemy(3,1)
SetTeamasEnemy(3,2)
SetTeamasEnemy(1,3)
SetTeamasEnemy(2,3)


    ReadDataFile("sound\\tat.lvl;tat1gcw");
    ReadDataFile("SIDE\\all.lvl",
        "all_fly_xwing",
        "all_hover_combatspeeder",
        "all_inf_basicdesert",
        "all_inf_lukeskywalker",
        "all_inf_smuggler")
    ReadDataFile("SIDE\\imp.lvl",
        "imp_fly_destroyer_dome",
        "imp_fly_tiefighter",
        "imp_hover_speederbike",       
        "imp_walk_atst",
        "imp_inf_basic_tie",
        "imp_inf_dark_trooper",
        "imp_inf_darthvader")
    ReadDataFile("SIDE\\des.lvl",
        "tat_inf_tuskenhunter",
        "tat_inf_tuskenraider")
    SetAttackingTeam(ATT);

--      Alliance Stats
    SetTeamName(ALL, "Empire")
    SetTeamIcon(ALL, "imp_icon")
    AddUnitClass(ALL, "imp_inf_storm_trooper",11)
    AddUnitClass(ALL, "imp_inf_shock_trooper",3)
    AddUnitClass(ALL, "imp_inf_pilottie",4)
    AddUnitClass(ALL, "imp_inf_scout_trooper",4)
    AddUnitClass(ALL, "imp_inf_dark_trooper",1)
    SetHeroClass(ALL, "all_inf_lukeskywalker")

--      Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_trooper",5)
    AddUnitClass(IMP, "imp_inf_shock_trooper",2)
    AddUnitClass(IMP, "imp_inf_pilottie",3)
    AddUnitClass(IMP, "imp_inf_scout_trooper",1)
    AddUnitClass(IMP, "imp_inf_dark_trooper",1)
    SetHeroClass(IMP, "imp_inf_darthvader")

--  Attacker Stats
    SetUnitCount(ATT, 25)
    SetReinforcementCount(ATT, 250)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.0)
    AddBleedThreshold(ATT, 11, 0.0)
    AddBleedThreshold(ATT, 1, 0.0)

--  Defender Stats
    SetUnitCount(DEF, 25)
    SetReinforcementCount(DEF, 250)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.0)
    AddBleedThreshold(DEF, 11, 0.0)
    AddBleedThreshold(DEF, 1, 0.0)

--  Local Stats
    SetTeamName(3, "locals")
    AddUnitClass(3, "tat_inf_tuskenraider", 5);
    AddUnitClass(3, "tat_inf_tuskenhunter", 2);
    SetUnitCount(3, 14)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0)
    AddWalkerType(1, 4)
    AddWalkerType(2, 0)
    SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
    SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("TAT\\tat1.lvl")
    SetDenseEnvironment("false")
    AddDeathRegion("Sarlac01")
    SetMaxFlyHeight(90)
    SetMaxPlayerFlyHeight(90)


--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatgcw_music");
    OpenAudioStream("sound\\tat.lvl",  "tat1");
    OpenAudioStream("sound\\tat.lvl",  "tat1");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\tat.lvl",  "tat1_emt");

    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


--  Camera Stats
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);

end
[/spoiler]
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

im having a couple problems with the mod, but  those will be fixed right away

i already made every trooper except asharad fett and the heavy trooper (there is a problem here, but this will be fixed)

@Buckler: I want the empire vehicles to spawn only at their main base/base that spawns ATSTs and the Sandcrawler. The tuskens don't get vehicles. And have you incorpurated what I said in my PM?

@MARCUS: Cool! When it is all done post it here so Buckler can use them.