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Topics - wsa30h

#221
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1501


This is my map korriban it isnt based on the actual korriban in the clone wars or anywhere in star wars but rather its a new planet all together. i have been working on this map and the custom sounds for 3 weeks now.I hope you enjoy it and as always feedback and constructive criticisms is welcome. if enough people enjoy this map i will port it to battlefront 2.
This map feature empire vs republic with a 3rd faction of rebels and a 4th faction of droids.
In the galactic civil war the map features droids vs empire and a 3rd faction of rebels and a 4th faction of clones, the two local factions in both eras are set as friends to each other.
#222
how to make a standalone water sound ?
#223
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
   
   --  REP Attacking (attacker is always #1)
    REP = 2;
    imp = 1;
    --  These variables do not change
    ATT = REP;
    DEF = imp;


function ScriptPostLoad()      
   
   
    --This defines the CPs.  These need to happen first
     cp1 = CommandPost:New{name = "cp1"}
    cp2 = CommandPost:New{name = "cp2"}
    cp3 = CommandPost:New{name = "cp3"}
    cp4 = CommandPost:New{name = "cp4"}
     cp5 = CommandPost:New{name = "cp5"}
     cp6 = CommandPost:New{name = "cp6"}
     cp7 = CommandPost:New{name = "cp7"}
   
   
   
   
   
    --This sets up the actual objective.  This needs to happen after cp's are defined
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
                                     textATT = "game.modes.con",
                                     textDEF = "game.modes.con2",
                                     multiplayerRules = true}
   
    --This adds the CPs to the objective.  This needs to happen after the objective is set up
    conquest:AddCommandPost(cp1)
    conquest:AddCommandPost(cp2)
    conquest:AddCommandPost(cp3)
    conquest:AddCommandPost(cp4)
    conquest:AddCommandPost(cp5)
    conquest:AddCommandPost(cp6)
    conquest:AddCommandPost(cp7)
   
   
    conquest:Start()
    SetUberMode(1);
    SetPlayerTeamDifficultyHard(20)
    SetEnemyTeamDifficultyHard(20)
    SetTeamAggressiveness(rep, 3.7)
   SetTeamAggressiveness(IMP, 3.7)
    EnableSPHeroRules()
   
end


---------------------------------------------------------------------------
-- 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()
     ReadDataFile("dc:ingame.lvl")
    ReadDataFile("ingame.lvl")
   
   
    SetMaxFlyHeight(130)
    SetMaxPlayerFlyHeight (130)
   
    SetMemoryPoolSize ("ClothData",20)
    SetMemoryPoolSize ("Combo",50)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",650)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",650)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",550)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",6000)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",100)     -- should be ~1x #combo 
   
    ReadDataFile("sound\\bf2.lvl;geo1cross")
    ReadDataFile("dc:sound\\\df3.lvl;df2cw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep2_engineer",
                             "rep_inf_ep2_sniper",
                             "rep_inf_ep2_rocketeer_chaingun",
                             "rep_inf_ep2_jettrooper_training",
                             "rep_hover_barcspeeder",
                             "rep_walk_oneman_atst",
                             "rep_hover_fightertank",
                             "rep_hero_obiwan",
                             "rep_walk_atte")
    ReadDataFile("SIDE\\imp.lvl",
                             "imp_inf_rifleman",
                             "imp_inf_rocketeer",
                             "imp_inf_engineer",
                             "imp_inf_sniper",
                             "imp_inf_officer_hunt",
                             "imp_inf_dark_trooper_hunt",
                             "imp_hover_speederbike",
                             "imp_walk_atst",
                             "imp_hero_darthvader",
                             "imp_hover_fightertank",
                             "imp_walk_atat")
                              ReadDataFile("SIDE\\all.lvl",
                             "all_inf_rifleman")
                              ReadDataFile("SIDE\\cis.lvl",
                    "cis_inf_rifleman",
                    "cis_inf_rocketeer",
                    "cis_inf_sniper")
    ReadDataFile("SIDE\\tur.lvl",
             "tur_bldg_laser",
             "tur_bldg_tower")         
                             
   SetupTeams{
      rep = {
         team = REP,
         units = 65,
         reinforcements = 600,
         soldier  = { "rep_inf_ep3_rifleman",120, 220},
         assault  = { "rep_inf_ep3_rocketeer",5, 6},
         engineer = { "rep_inf_ep2_engineer",5, 6},
         sniper   = { "rep_inf_ep2_sniper",5, 12},
         officer = {"rep_inf_ep2_rocketeer_chaingun",5, 6},
         special = { "rep_inf_ep2_jettrooper_training",5, 6},
          
      },
      imp = {
         team = imp,
         units = 65,
         reinforcements = 600,
         soldier  = { "imp_inf_rifleman",120, 220},
         assault  = { "imp_inf_rocketeer",5, 6},
         engineer = { "imp_inf_engineer",5, 6},
         sniper   = { "imp_inf_sniper",5, 6},
         officer = {"imp_inf_officer_hunt",5, 6},
         special = { "imp_inf_dark_trooper_hunt",5, 6},
      }
   }
     
    SetHeroClass(imp, "imp_hero_darthvader")
    SetHeroClass(REP, "rep_hero_obiwan")
   
     --  Local Stats
    SetTeamName(3, "all")
    SetUnitCount(3, 7)
    AddUnitClass(3, "all_inf_soldier", 7)   
    SetTeamAsEnemy(3, DEF)
    SetTeamName(4, "rebels")
    AddUnitClass(4, "cis_inf_rifleman",10)
    AddUnitClass(4, "cis_inf_rocketeer",1)
    AddUnitClass(4, "cis_inf_sniper",1)
    SetUnitCount(4, 12)
    SetTeamAsEnemy(4, ATT)
   
    --temp until you rescript this mission
   AddAIGoal(1,"Conquest",100);
   AddAIGoal(2,"Conquest",100);
   AddAIGoal(3,"Conquest",100);
   --temp until you rescript this mission
    --  Level Stats
    --  ClearWalkers()
    AddWalkerType(0, 4) -- special -> droidekas
    AddWalkerType(1, 4) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 1) -- 1 atats with 2 leg pairs each
    AddWalkerType(3, 3) -- 3 attes with 3 leg pairs each
    AddWalkerType(1, 8) -- ATSTs
    local weaponCnt = 1024
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("CommandWalker", 4)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
   SetMemoryPoolSize("EntityCloth", 32)
   SetMemoryPoolSize("EntityFlyer", 32)
    SetMemoryPoolSize("EntityHover", 32)
    SetMemoryPoolSize("EntityLight", 200)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 32)
    SetMemoryPoolSize("MountedTurret", 32)
   SetMemoryPoolSize("Navigator", 128)
    SetMemoryPoolSize("Obstacle", 1024)
   SetMemoryPoolSize("PathNode", 1024)
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("TreeGridStack", 1024)
   SetMemoryPoolSize("UnitAgent", 128)
   SetMemoryPoolSize("UnitController", 128)
   SetMemoryPoolSize("Weapon", weaponCnt)
   
    SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:KOR\\KOR.lvl", "KOR_conquest")
    ReadDataFile("dc:KOR\\KOR.lvl", "KOR_conquest")
    SetDenseEnvironment("false")
    SetDefenderSnipeRange(500)



    --  Sound
   
    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

    voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
   
    voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
   
    OpenAudioStream("sound\\global.lvl",  "gcw_music")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    OpenAudioStream("sound\\geo.lvl",  "geo1")
    OpenAudioStream("sound\\geo.lvl",  "geo1")
    OpenAudioStream("sound\\geo.lvl",  "geo1_emt")

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(REP, imp, "rep_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(imp, REP, "imp_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(imp, imp, "imp_off_com_report_us_overwhelmed", 1)

    SetOutOfBoundsVoiceOver(2, "impleaving")
    SetOutOfBoundsVoiceOver(1, "repleaving")

    SetAmbientMusic(all, 1.0, "all_geo_amb_start",  0,1)
    SetAmbientMusic(all, 0.8, "all_geo_amb_middle", 1,1)
    SetAmbientMusic(all, 0.2, "all_geo_amb_end",    2,1)
    SetAmbientMusic(imp, 1.0, "imp_geo_amb_start",  0,1)
    SetAmbientMusic(imp, 0.8, "imp_geo_amb_middle", 1,1)
    SetAmbientMusic(imp, 0.2, "imp_geo_amb_end",    2,1)

    SetVictoryMusic(all, "all_geo_amb_victory")
    SetDefeatMusic (all, "all_geo_amb_defeat")
    SetVictoryMusic(imp, "imp_geo_amb_victory")
    SetDefeatMusic (imp, "imp_geos_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",      "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut",     "binocularzoomout")
    --SetSoundEffect("BirdScatter",             "birdsFlySeq1")
    --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")


--OpeningSateliteShot
    AddCameraShot(0.613493, -0.007088, 0.789616, 0.009122, -203.110870, 2.347373, 227.966812);
   AddCameraShot(0.731491, -0.195120, -0.631264, -0.168385, 93.467842, 21.624365, 146.393112);
   AddCameraShot(-0.175554, 0.013309, -0.981563, -0.074414, 31.551453, 14.149174, 253.044556);
end

#224
how do i fix the terrain not showing up the lvl is only 2mb instead of 30mb how do i fix this.
i get this error in the bf2 debugger Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Application\RedTerrain.cpp(615)
TERRAIN HEIGHTFIELD MISSING! Will probably crash now
#225
Star Wars Battlefront  Korriban map

https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1501

This is my map korriban it isnt based on the actual korriban in the clone wars or anywhere in star wars but rather its a new planet all together. i have been working on this map and the custom sounds for 3 weeks now.I hope you enjoy it and as always feedback and constructive criticisms is welcome. if enough people enjoy this map i will port it to battlefront 2.
This map feature empire vs republic with a 3rd faction of rebels and a 4th faction of droids.
In the galactic civil war the map features droids vs empire and a 3rd faction of rebels and a 4th faction of clones, the two local factions in both eras are set as friends to each other.
#226
Opened logfile BFront.log  2019-07-18 1626

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_IFace.cpp(4144)
Unable to open movie file C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront (Classic 2004)\GameData\AddOn\korriban\Data\_lvl_pc\movies\

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Objective.cpp(59)
Objective::Add: must localize level Korriban capture and hold command posts

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Objective.cpp(59)
Objective::Add: must localize level Korriban eliminate the republic and local rebels

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Objective.cpp(59)
Objective::Add: must localize level Korriban defeat the empire to start a galaxy wide rebellion

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Objective.cpp(59)
Objective::Add: must localize level Korriban capture and hold command posts

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(726)
Memory pool "EntityCloth" not found

Message Severity: 3
D:\src\FRONTLINE_PC\RedEngineFL\Graphics\PC\Shaders\pcTerrainShader.cpp(176)
pcTerrainShader: detail texture expects L8 format!

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\SkyManager.cpp(93)
Skyfile FarSceneRange is in old format

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "cp2"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "cp1"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "cp2"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "cp2"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "cp3"

Message Severity: 2
D:\src\FRONTLINE_PC\RedEngineFL\Graphics\PC\pcRedSegment.cpp(309)
pcShaderSegment: no shader for rendertype glow [0x6a3827bc]

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(166)
AddUnitClass lua script command specifies too many units for team !

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
#227
---------------------------------------------------------------------------
-- 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()
--  REP Attacking (attacker is always #1)
    local REP = 2;
    local CIS = 1;
--  These variables do not change
    local ATT = 1;
    local DEF = 2;

SetTeamAggressiveness(CIS, 0.95)
SetTeamAggressiveness(REP, 0.95)
SetMaxFlyHeight(100);

        AddMissionObjective(CIS, "orange", "level Korriban capture and hold command posts");
    AddMissionObjective(CIS, "red", "level Korriban eliminate the republic and local rebels");
    AddMissionObjective(REP, "orange", "level Korriban defeat the empire to start a galaxy wide rebellion");
    AddMissionObjective(REP, "red", "level Korriban capture and hold command posts");

    ReadDataFile("sound\\bes.lvl;bes2cw")
    ReadDataFile("dc:sound\\hot.lvl;hot1gcw")
        ReadDataFile("dc:sound\\tat.lvl;tat1cw")
    ReadDataFile("dc:sound\\kas.lvl;kas1cw")
    ReadDataFile("dc:sound\\nab.lvl;nab1gcw")
      ReadDataFile("sound\\bes.lvl;bes2gcw") 
    ReadDataFile("SIDE\\rep.lvl",
      "rep_bldg_forwardcenter",
        "rep_fly_assault_dome",
        "rep_fly_gunship",
        "rep_fly_gunship_dome",
        "rep_fly_jedifighter_dome",
        "rep_inf_basic",
        "rep_inf_macewindu",
        "rep_inf_jet_trooper",
        "rep_hover_fightertank",
        "rep_hover_speederbike",
        "rep_walk_atte")
    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_basic_tie",
   "imp_inf_darthvader",
        "imp_walk_atst",
        "imp_hover_fightertank",
        "imp_walk_atat",
        "imp_hover_speederbike",
        "imp_inf_dark_trooper");

           ReadDataFile("SIDE\\all.lvl",
        "all_fly_xwing",
        "all_hover_combatspeeder",
        "all_inf_basicdesert",
        "all_inf_lukeskywalker",
        "all_inf_smuggler")
         ReadDataFile("SIDE\\cis.lvl",
       "cis_fly_droidfighter",
       "cis_fly_maf",
       "cis_hover_aat",
       "cis_hover_stap",
        "cis_inf_basic",
        "cis_inf_countdooku",
        "cis_tread_hailfire",
        "cis_walk_spider",
        "cis_inf_droideka");




--  Republic 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);

--  CIS Stats
    SetTeamName(CIS, "IMP");
    SetTeamIcon(CIS, "imp_icon");
    AddUnitClass(CIS, "imp_inf_storm_trooper",11)
    AddUnitClass(CIS, "imp_inf_shock_trooper",5)
    AddUnitClass(CIS, "imp_inf_pilottie",6)
    AddUnitClass(CIS, "imp_inf_scout_trooper",6)
    AddUnitClass(CIS, "imp_inf_dark_trooper",3)
    SetHeroClass(CIS, "imp_inf_darthvader")

--  Attacker Stats
    SetUnitCount(ATT, 40)
    SetReinforcementCount(ATT, 560)
   

--  Defender Stats
    SetUnitCount(DEF, 50)
    SetReinforcementCount(DEF, 640)
   
   --  Local Stats
    SetTeamName(3, "locals")
    AddUnitClass(3, "all_inf_soldierdesert", 15);
    AddUnitClass(3, "all_inf_vanguard", 2);
    AddUnitClass(3, "all_inf_pilot", 2);
    AddUnitClass(3, "all_inf_marksman", 2);
    AddUnitClass(3, "all_inf_smuggler", 5);
    SetUnitCount(3, 25)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsEnemy(3, DEF)
     SetTeamAsFriend(3,4)
     SetTeamAsFriend(4,3)


     --  local Stats
    SetTeamName(4, "rebels")
    AddUnitClass(4, "cis_inf_battledroid", 15);
    AddUnitClass(4, "cis_inf_assault", 5);
    AddUnitClass(4, "cis_inf_assassindroid", 2);
    AddUnitClass(4, "cis_inf_droideka", 3);
    SetUnitCount(4, 25)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsEnemy(3, DEF)
   

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 3) -- Droidekas
    AddWalkerType(3, 3) -- 3 attes with 3 leg pairs each
    AddWalkerType(1, 8) -- 6 atsts with 1 leg pairs each
    AddWalkerType(2, 1) -- 2 atats with 2 leg pairs each
    SetMemoryPoolSize("CommandWalker", 4)
SetMemoryPoolSize("EntityHover", 40)
    SetMemoryPoolSize("EntityCloth", 41)
    SetMemoryPoolSize("EntityFlyer", 6)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
  SetMemoryPoolSize("MountedTurret", 48)
-- SetMemoryPoolSize("SoundSpaceRegion", 81)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:korriban\\korriban.lvl")
    SetDenseEnvironment("true")




   

--  Sound
     OpenAudioStream("sound\\tat.lvl",  "tatcw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
       OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\bes.lvl",  "bes2");
   

    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);

    SetAmbientMusic(REP, 1.0, "rep_tat_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_tat_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_tat_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_tat_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_tat_amb_end",    2,1);
   
    SetVictoryMusic(REP, "rep_tat_amb_victory");
    SetDefeatMusic (REP, "rep_tat_amb_defeat");
    SetVictoryMusic(CIS, "cis_tat_amb_victory");
    SetDefeatMusic (CIS, "cis_tat_amb_defeat");

    SetOutOfBoundsVoiceOver(2, "repleaving");
    SetOutOfBoundsVoiceOver(1, "cisleaving");

    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

--  Camera Stats
--Bespin 2
--Courtyard   
   AddCameraShot(0.613493, -0.007088, 0.789616, 0.009122, -203.110870, 2.347373, 227.966812);
--Carbon Chamber
AddCameraShot(0.731491, -0.195120, -0.631264, -0.168385, 93.467842, 21.624365, 146.393112);
--Wind Tunnel
      AddCameraShot(-0.175554, 0.013309, -0.981563, -0.074414, 31.551453, 14.149174, 253.044556);


end

#228
this is my custom map korriban. it feature cross era with clones vs empire and all of their ground vehicles. also feature empire vs droids and all of their ground vehicles
any feedback appreciated if there are crashes feel free to comment here or pm me here.
#229
how do i stop 2 local teams that are set as friends to one another from trying to capture each others command posts ?
#230
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(594)
Hover fell thru' terrain, x = -181.282791, z = 158.680176
#231
i finally got my preview movie working dont know what fixed it but it works now  :cheer:
#232
Memory pool "LightFlash" is full; raise count to at least 19
#233
how do i find nice coordinates AddCameraShot(10.793105, -0.062986, -0.603918, -0.047962, -170.583618, 118.981544, -150.443253);
#234
Welcome Center / better late than never i suppose
July 13, 2019, 01:56:55 PM
Hi i am wsa30h and  i joined a couple of months ago but wasnt confident in introducing myself.
now i am on these forums asking for help on modding and helping others mod.
currently i am working on my fourth map called korriban desert ruins which features cross era play with empire vs republic and empire vs droids.
i hope to see ye ingame some time.
#235
why cant parts of the script be changed for example this part without crashing the game? local ALL = 2  local IMP = 1 to local Rep = 2
and this part  AddUnitClass(ALL, "rep_inf_clone_trooper",27) to  this  AddUnitClass(REP, "rep_inf_clone_trooper",27)
    AddUnitClass(ALL, "rep_inf_arc_trooper",5)
    AddUnitClass(ALL, "rep_inf_clone_pilot",6)
    AddUnitClass(ALL, "rep_inf_clone_sharpshooter",6)
    AddUnitClass(ALL, "rep_inf_jet_trooper",3)
    SetHeroClass(ALL, "rep_inf_macewindu")
    AddUnitClass(ALL, "rep_inf_arc_trooper",5)
   

AddUnitClass(REP, "rep_inf_clone_pilot",6)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",6)
    AddUnitClass(REP, "rep_inf_jet_trooper",3)
    SetHeroClass(REP, "rep_inf_macewindu")
#236
can someone make a tutorial on how to play as locals by using cheat engine ?
#237
SWBF1 Modding / how to alling a minimap ?
July 12, 2019, 02:37:37 AM
how do i make my custom minimap properly aligned ?
#238
is it possible to munge stock ripped wavs and make the into lvls just like pandemic did ?
#239
is it possible to make the health ammo vehicle repair droids fix themselfs like the geonosian turrets do ?
#240
SWBF1 Modding / custom colored command posts ?
July 09, 2019, 01:50:56 PM
is it possible to make the light from the command posts purple if not what colours are in the game by default ?