Hi SWBFgamers,
Given the size of the gaming community, I think we can make some new "standard" sides.
These files would not overwrite the standard sides, but they can be located in a side folder that exists outside of the Addon server. Therefore, it won't interfere with the addon limit, and once it's installed addon maps could call it just like regular standard sides are called.
In order for this to be meaningful, we would need to figure out everything that we want in updated sides so that it done in a one shot update.
They could be small tweaks to tilt the balance of a game, or big wild and crazy tweaks.
Anyone care to list what they want and/or contribute to making them?
Pick Me, pick me. I have a grotesk amount of free time on my hands at the moment. I'll gladly help make them either completely or with someone else.
My thoughts on what should be in them.
New jet pack effects for IMP and REP the current one sucks.
New Droideka shield effect... again the one we have at the moment not doing any favours for me.
Some new weaponary, i.e. Flamethrower.
Thoughts?
Cool! I would greatly appreciate working with you on it.
I think it would be really neat. Maybe some skin color changes too.
I've seen a neat purple deka shield. (is that in side?)
Thanks!
i may be able to give you the source for my era mod's stock sides patch, but only if i can get it off my dead computer :confused:
Mm, skin changes are a must. Give people some eye candy, like making the B2 blue(I always liked it meltalic blue.).
QuoteI've seen a neat purple deka shield. (is that in side?)
I've seen people on GT make some really nice looking ones to. So yeah hopefully we can get one to look like it is from the movies.
I'm ready to start working on it once the community decides what they would like in the sides.
Quote from: jdee-barc on October 22, 2011, 03:36:37 PM
i may be able to give you the source for my era mod's stock sides patch, but only if i can get it off my dead computer :confused:
what kind of hard drive does your computer have? SATA?
I will send you a USB data drive reader if that would help.
I think, Laptop-sized IDE/ATA but I think i can get it working again if my dad swaps back the original 512MB of RAM (it died with 1 GB of RAM from another laptpop, same model, crashed a few years before under my dad's use as a work laptop.), or if he swaps the disk into another laptop with similar specifications.
That also means, i could resume modding on a more regular basis, as opposed to editing a bit every few days.
OK, to get started:
Here is the location of the of the standard sides
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SIDE
I suggest locating the new ones at
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\ADDSIDE\modderid
where modderid is sleepkiller, jdee, etc
to give some built-in credit to the modder
the standard side names are:
all
cis
des
ewk
gar
geo
gun
imp
rep
wok
but can be anything.
To be useful, the side should be documented and the req and odf files should be archived in a name that can be cross referenced on SWBFgamers.
To be used in a mod, the mission file would be edited to read, for example:
ReadDataFile("ADDSIDE\\Led\\des-mod1.lvl",
"tat_inf_tuskenhunter",
"tat_inf_tuskenraider")
what to put in the modded side:
here is a draft idea for small changes to have players feel like the game is more balanced:
CW era:
-add a playable count dooku that can fly like a jet as a replacement for deka (no one plays deka online)
to balance out the jet trooper
-give CIS sniper the same pistol as jet
-maybe force CIS AI rockets to be the primary weapon, with a lock onto player units
--------------------------------
GCW era
-give something to rebels with an area affect to take out flying darktroopers (flamethrower to regular infantry?)
any more ideas?
Quote from: Buckler on October 22, 2011, 07:22:16 PM
what to put in the modded side:
here is a draft idea for small changes to have players feel like the game is more balanced:
CW era:
-add a playable count dooku that can fly like a jet as a replacement for deka (no one plays deka online)
to balance out the jet trooper
-give CIS sniper the same pistol as jet
-maybe force CIS AI rockets to be the primary weapon, with a lock onto player units
--------------------------------
GCW era
-give something to rebels with an area affect to take out flying darktroopers (flamethrower to regular infantry?)
any more ideas?
I'm more thinking instead of Duko we put the Darktrooper jetpack on a Superbattle droid give it weapons that are about the same of a jettrooper (Wrist rockets that are radiation maybe? And a shoot gun type primery weapon? Pistol like secondary weapon?).
And yeah the flame thrower works great as Anti-Infantry it'll deal a lot of damage at first but if they survive this the flames will deal one last bit of damage that will kill them. The key is to make sure we do not have too much ammo for it.
I'll start getting to work on the CIS, if anyone starts working on ALL and wants the flamethrower tell me.
Quote
My idea (i say, we get as many reasonable ideas as possible, a poll of people's ideas, and wich ever one or combination of ideas is the most popular, becomes the standard side mod). if you want the stock sides not overwritten and you want it in one addon map folder, the only easy solution is doing it as an "era" mod.
Planned out now
main classes (soldier, heavy, sniper, pilot): default weapons, but everything a bit more powerful (like a 4-hit kill rifle, instead of a rifle that takes like 7 or 8 hits to kill someone, and one-hit kill sniper rifles)
Special Units
-add another class of special units, the ones cut from the game, and in place of the droideka, add a custom cis unit. -----choose which one appears where, to your preference.
Jet Trooper: EMP Launcher (slightly lower speed, wider blast radius) x8 (stock amount), Commando Pistol, EMP Grenade x6, Time Bomb x3
Clone "Commander" (It was cut from the game, have slightly higher health): Blaster Rifle x300, blaster Pistol, Time Bomb, Binoculars
CIS Special Units
"Tactical Droid" (IG-88 Droid): AV Rocket Launcher x7 (shoot the unused "AV Rocket" rockets, could basically be the droid counterpart to the EMP launcher), Commando Pistol, Time Bomb x3, Thermal Detonator x3
Commander Droid: the unused weapon "assault carbine" x300(a tri-shot variant of the cis rifle, but it should be like the bf2 award rifle, 3 shots = kill), Commando Pistol, Orbital Strike, Health/Ammo x3
Empire Special Units
Jump Trooper: Blast Cannon x300. it should fire like a rifle, but the shots should be more lethal (3-hit kill) and inaccurate, Commando Pistol, Thermal Detonator x4
Imperial Officer: T-21 Repeating Blaster x300, Commando Pistol, Orbital Strike, Health/Ammo x3 (i can find the lvl file for this, if need be)
Rebel Special Units
Wookiee: Bowcaster (how bout this: uncharged, it fires multiple shots, and charged fully, it fires a single powerful blast that kills in one hit, and slightly damages normal vehicles, or take out a speeder bike in two hits)
Bothan Spy: Seeker Bullet gun x50 (made by psych0fred?, shoots bullets that will follow an enemy at a certain range), Disguise Kit, Thermal Detonator (grappling hook makes it too easy to cheat) x3, Remote Charge x2 (make the devastation worth the drawn out explosion: big blast radius, tons of damage)
Thats my suggestion.
this above is my suggestion.
i've got a neuro-poison carbine, if anyone wants it? it works on the same principle as a flamethrower, except: it fires a large quantity (15 shots) on one click, and will cause the units hit by it to convulse (twitch, seizure, fall, it is a poison against the nervous system) about and die after a short waiting period. The effect is a green gas effect that disappears quite quickly, making it impossible to tell where the poison has landed or who it has struck (it will strike multiple people) (the poison gas is emulated by a series of model-less grenades fired rapidly). IT'd be a good weapon for the rebels. Players can wreak havoc with it.
to see how it works, get my old era mod, and find a map that has the Storm Commando unit (in gcw era).
Another suggestion: new vehicles? (just relatively bug-free cut ones: trooptrans shuttle, at-xt, Light Attack Speeder, Flash Speeder, N-1 Starfighter, MTT, other oddities from psych0fred's site)
and if you need skins, i can make some.
I reckon we should kill da wookie and replace it with a bothan. Does the disguise kit work in multiplayer?
i have absolutely no idea. i think it does
Hmmm, I wonder. Because if the player sees the stormtrooper does it appear to be a friend or enemy???
if its rebel with a disguise kit, the rebels (including players on that side) see it as friendly. it was mainly intended for the rather predictable ai to be tricked easily (i mean, on easy, they're stupid => IQ=1, on medium, they're quicker to react, and on hard, they will use every weapon they have, unless they have a disguise kit, in which case, they will leave untouched
so, depending on how careful an enemy player is, they will have a chance of being able to shoot down the disguise one, before it causes too much trouble.
and a player's going to notice something's wrong when his "friendly" teammate starts throwing grenades and detonators at him.
and human players have name tags above their heads in multiplayer mode, so it would make you look bad, or colorblind if you couldn't tell that one of the tags of a player on your side, was red, and not green (like how it normally is)
Yeah I'm meaning what does the empire see it as.
the empire?
well, the empire ai will see it as a friendly soldier, except when he reveals himself
empire human players will most likely see their reticule turn red when they aim at them, and a red (indicating enemy) colored name tag above the person's head, and will notice when the disguised person starts throwing grenades and bombs at them.
So the disguise kit is not a very good multiplayer item is it?
not exactly. you could make the unit walk really fast, though, but that would mess up the walking animation (the animation wouldn't actually take place it'd just glide along)
The sulution then would be giving it the weapons you suggested.
alright. i'll upload it, and the effects.
included is the effects folder from my mod. credit Sky_216 and Arc_Commander
Credit me for the weapon odfs, and repsharpshooter for the model. that applys to everyone (!!!) who downloads it.
-give your unit only one set of ammo for this weapon. it already has 150 rounds per clip.
@sleepkiller. i wouldn't edit this thing unless it really makes everything really unbalanced. i mean, it was balanced in my mod, without ever being changed a bit. it's a primary weapon, uses this rifle model.
Link 1 (short link)
http://db.tt/lR07BlF6
Link 2. (dropbox link
http://dl.dropbox.com/u/33403316/poisoncarbine_for_swbfgamers.zip
Although the Disguise Kit would need to be replaced, maybe a Flamethrower?
the neuro-poison carbine is here (check above post), to replace the disguise kit. so there would be some variety. maybe give the cis the flamethrower, for use against the jet trooper.
But I like the flame thrower it looks cool :)
hmmmmmm (*in deep thought :dry:*). now that you mention it, the flamethrower would be a better idea for the rebels. why not give the poison gun to the cis' special unit (if the droideka's being replaced for this community mod)
Now that you mention that it would make more sense wouldn't it.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fcdn.pimpmyspace.org%2Fmedia%2Fpms%2Fc%2Fil%2Fl9%2F9g%2Findeed.png&hash=93d2e0c6e7bcd3a420c54afdefb7d4ee08a47aa6) :D (no thats not me)
:o
Quote from: Bamdur on October 22, 2011, 11:32:02 PM
:o
??? And I'm not sure your post conforms with the rules.... :P
Ive played the disguise kit on a multiplayer mod, but I cant remember which one...
and that looks like Teal'c from stargate ;)
QuoteAnd I'm not sure your post conforms with the rules....
...
Quote from: Bamdur on October 23, 2011, 01:54:42 AM
...
:rofl:
Anyway back on topic.
So Led/Buckler you think the CIS need a air unit correct? Well I found an ideal model made by sky_216 its a very good model a droid with a jet pack, I'm currently working on its ODFs/New Texture as to put it ingame.
i don't know who it is. it was 1:00 in the morning :sleep:.
Anyone want some really artsy-fartsy stormtrooper skins?
Sky_216 mods for SWBFII and he is a very good modder. Maybe can we see some pictures?
Here's a pic of the jet droid
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F4698%2Ffkjetdrd.jpg&hash=f6130328cf753b60e57b88203206c2251c501799)
I was refering to the Stormtrooper skins. ;)
oh. well, in that case: (models not included)(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi1097.photobucket.com%2Falbums%2Fg357%2Fjdee-barc%2Fengineer.jpg&hash=7e80b42f25227111dc120faa3c0e5f797905e0e8)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi1097.photobucket.com%2Falbums%2Fg357%2Fjdee-barc%2FStormtrooper-1.jpg&hash=33cdbfcd15149a9cd74a3f859cb904b6a0018197)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi1097.photobucket.com%2Falbums%2Fg357%2Fjdee-barc%2FJettrooper.jpg&hash=2393d549d6d236a3144eca80fb4e0cd283beee84)
and if you want (i might've deleted this one:(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi1097.photobucket.com%2Falbums%2Fg357%2Fjdee-barc%2Ftrooper-1.jpg&hash=f815e7e0851d6a79ddff170d1e4aa1b406780294)
I'm in love with your scout trooper one very nice.
After years of being owned by the "jet noobs" :P the CIS decided it was time to replace the droideka and use a new and improved unit to make their chances better at winning. So they came up with the Jet Droid to help level the playing field.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg3.uploadhouse.com%2Ffileuploads%2F14896%2F1489605435d5f3e6b5bd13c382aff2c78d298386.jpg&hash=296e1edb7fe45db68a60d3a2a65a0d9bd09544e1)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg6.uploadhouse.com%2Ffileuploads%2F14896%2F148960557a6a9ceb46a9ddffb129ca1d48382d7f.jpg&hash=d200e2dca1f649c44d4e59dfbab1316a155a5fee)
Equipment
Shotgun - Shoots ten shots that spread really far it will kill any unit in 1 shot up close has poor fire rate.
Seeker Missile Launcher - Fires a missile that will kill in one shot and track its target down, has very poor fire rate.
Radiation Grenades - Throws a grenade that has a very poor blast raadias but anything in it is doomed, sticks to anything biological to insure no escape.
Overall thoughts.
It rocks! Plays great not to over powered low health insures balance, while still keeping the unit great fun to play.
you want a shiny orange droid skin, for the jet droid? it will require some dirty work and a way of converting dds to tga. it was made by arc_commander, and i unintentionally made it shiny ingame. (note: it only is shiny ingame, not when opened in gimp or whatever)
get the following from swbffiles
lvl extractor
battlefront 1.5 era mod (my mod)
extract the lvl extractor to a folder
extract the contents of the mod to any where. go to [extracted folder directories//]/data/_LVL_PC/SIDE/cis.lvl
run cis.lvl through the lvl extractor. drag and drop it on the icon for either the bat file or the exe file, which ever one works.
if it all works,
the output should be in Driverletter:\Documents and Settings\[YOUR-Account-name]\
search for the dds file that has "cis_inf_battledroid". open all of them in a program capable of importing dds (like paint.net), and find the one with orange markings, and export as tga. if there are multiple ones with orange markings, any of them should do.
i can't do this as i'm on a machine running linux and can really only do: sounds, odf code, hexedit, lua edit, and skin, but not extract or munge.
Speaking of which, do you by any chance want some sounds from a long-gone modder named Majin REvan?
Jet droid looks nice!
and sure...if you have Majins stuff, we can host it here :)
its on filefront still i think. the source files for kashyyyk shores. sounds are in the sound folder.
http://starwarsbattlefront.filefront.com/file/Majin_Revans_Map_Source_Stuff_Pack_5;47162
Quote from: Buckler on October 23, 2011, 04:40:48 PM
Jet droid looks nice!
and sure...if you have Majins stuff, we can host it here :)
BTW, your going to have to localize this and make a new core.lvl.(I'm on 64-Bit.) And realese the source .CFG files with it so modders can keep localizations for these sides.
And remeber if your reading this that if your a random SWBF player or a member of this community sign up and post your thoughts on what should be in these new standered sides.
a new core.lvl--you will have to walk me through it. (is that because of the localization)?
I'm not sure what it would be like from NZ, but I could also probably set you up with a remote desktop connection to my 32 bit SWBF machine, if you wanted to munge, too.
Quote from: Buckler on October 23, 2011, 05:36:47 PM
a new core.lvl--you will have to walk me through it. (is that because of the localization)?
Yeah localizations I can do it if need be, I do have access to a 32-Bit PC.(I just hate using it Single-CPU, 64 MB graphics, 1 GB ram. Ghastly stuff, once you taste Duel Core you don't want to go back.)
Anyway I'm about to get back to work on the CIS, tell me if anybody thinks of anything about them that needs changing.
its easy to localize on 64 bit with my methods
Quote from: Bamdur on October 23, 2011, 09:57:16 PM
its easy to localize on 64 bit with my methods
Linky wink please?
well its the same way as editing on 32 bit but you need to add @set path=C:/windows/system32 to the munge file
Ah, you just solved two problems of mine thanks. I can now do the localizations for this mod.
Cis with jet pack & missles.....
I have a question concerning sides--how many can we load?
For example, if I just want to load the CIS jet unit, plus the other standard sides,
can I call the clone, cis, and new jet side?
Any limit to the sides files that are called? Any other potential issues?
Thanks
there is no certain limit for the number of lvl files (rep, cis, all, imp, etc) called. but remember: teams are: 0 (neutral), ATT, DEF, 3, and 4
Yeah your only limit is to the amount memory SWBF has.
What is that limit and how can it be overridden?
limit: amount of memory your computer will devote to SWBF's exe (which may also depend on the amount of RAM you use)
how to overwrite it? we don't know. its more of a question of how much memory the exe will consume during loading time and ingame. One idea could be to run taskmgr.exe as an admin, while the battlefront exe is running, and (i don't remember) set either process affinity or "priority" to the highest level.
Keep in mind that SWBF for the PC was optimized to run on:
32-bit non-dual core computers with ATI or NVIDIA graphics cards, 256-1 GB of RAM, DirectX9, and Windows 2000/ XP
On-topic question.
Do you guys want to send me the sides and mission luas so i can make it an "era"? Its just some scripting.
Quote from: Phobos Developer on October 25, 2011, 08:05:34 PM
What is that limit and how can it be overridden?
Not sure what the "limit" is. But you need understand how a game works properly, heres how it works. First up the Game Engine - In SWBF case it uses Zero, the engine handles the rendering system, the format the models/textures and other data is stored in is understanded by the game engine. This is the main thing behind the game it is powering everything in SWBF case Zero engine uses throughout the three games that used it ODF files for objects .wld, .ter, .lgt, .sky and .fx(Theres more but their are so many it would take me a while to list them.) for level data. The game it self - The game may have expanded code to alow for something more specific to what the game needs(Like lightsaber combat in SW:JK in iD 3.) the game itself has some coding to add in the game specific fuetres for that game, and the gamesdata.
Now that is how a game works they start out with an engine and build from that. And with game engines it is not as simple as changing a veriable to make the memory capacity of it bigger. You need to alter several things, you need to change the rendering system so it can take more load, you need to alter the level building system and bla, bla, bla. All of which require exstensive knowlage of C++ to change and of course SWBFs source code.
QuoteDo you guys want to send me the sides and mission luas so i can make it an "era"? Its just some scripting.
I'm not sure we are exactly at the point were we have any mission LUAs yet I do my side devolping first.
Quote from: SleepKiller on October 25, 2011, 08:44:40 PM
Not sure what the "limit" is. But you need understand how a game works properly, heres how it works. First up the Game Engine - In SWBF case it uses Zero, the engine handles the rendering system, the format the models/textures and other data is stored in is understanded by the game engine. This is the main thing behind the game it is powering everything in SWBF case Zero engine uses throughout the three games that used it ODF files for objects .wld, .ter, .lgt, .sky and .fx(Theres more but their are so many it would take me a while to list them.) for level data. The game it self - The game may have expanded code to alow for something more specific to what the game needs(Like lightsaber combat in SW:JK in iD 3.) the game itself has some coding to add in the game specific fuetres for that game, and the gamesdata.
Now that is how a game works they start out with an engine and build from that. And with game engines it is not as simple as changing a veriable to make the memory capacity of it bigger. You need to alter several things, you need to change the rendering system so it can take more load, you need to alter the level building system and bla, bla, bla. All of which require exstensive knowlage of C++ to change and of course SWBFs source code.
I'm not sure we are exactly at the point were we have any mission LUAs yet I do my side devolping first.
I asked what the limit of memory for swbf1 was, and what file controlled that setting. I know how the game loads the level data, and some of my larger maps have caused crashes from having too many models. I do not know the exact number, but if someone was able to increase the memory limit for swbf1, my hardware is good enough to support it.
Quote from: Phobos Developer on October 25, 2011, 10:48:08 PM
I asked what the limit of memory for swbf1 was, and what file controlled that setting. I know how the game loads the level data, and some of my larger maps have caused crashes from having too many models. I do not know the exact number, but if someone was able to increase the memory limit for swbf1, my hardware is good enough to support it.
What I was trying to explain to you is that the game engine can not handle it, you need to understand how games internal mechinics work. It is not some thing like typing something like this SetMemoryLimit(512) C++ is far more complex than LUA which is what you appear to be used to, you can not just change the veriable you need to completly rewrite the engine's code so it can handle it.
On Topic: I'm currruntly working on a new rocket effect as the current one does not satisfie me.
so memory limits can't be changed through the modding tools available is what you're saying.
correct.
Quote from: Phobos Developer on October 26, 2011, 04:05:01 AM
so memory limits can't be changed through the modding tools available is what you're saying.
Yeah, you can incrase the memory pools avalible for a specific thing walkers hovers etc etc etc. But the overall amount SWBF can handle would stay the same.
That is a big disappointment. I know now that Phobos must have crashed from having too much stuff.
Quote from: Phobos Developer on October 27, 2011, 01:19:30 AM
That is a big disappointment. I know now that Phobos must have crashed from having too much stuff.
Yeah engines and their limitations can be very annoying :td:
Okay I've finsished the new rocket effect and done the CIS changes that Buckler suggested plus some of my own. (Anything else the CIS need?) And I started on the Republic but I need some ideas about what I can do for them.(Suriously anyone?). I did make a new jetpack effect though I think it looks 1000x better, (https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fvideo.xfire.com%2F4f8cce-4.jpg&hash=47fdcdc8d4c290769f8e7aee1bb163307d8ec8ce) (http://www.xfire.com/video/4f8cce/) What do you think of it?
ah, nice. The jet pack is cool. The rocket droid seems a bit over powered ;)
----------------------------------------------------
some orginizational questions:
-should we have one mod unit per side file? and just call one unit at a time?
-or have big side modifications all in their own file?
-what do we do about sounds? try to use stock sounds for new weapons, munge swbf2 sounds in, etc?
instead of munging swbf2 sounds, just drag the bf2 sound lvls. they work. reference them in luas and odfs
and why not keep the side layout the way it is, but add some skins, make the weapons better, add the flamethower. add the poison gun thing i sent to sleepkiller. i'd give the flamethrower/poison gun to the sniper units, just because they are pretty boring units.
Quote from: jdee-barc on October 30, 2011, 09:41:50 AM
instead of munging swbf2 sounds, just drag the bf2 sound lvls. they work. reference them in luas and odfs
and why not keep the side layout the way it is, but add some skins, make the weapons better, add the flamethower. add the poison gun thing i sent to sleepkiller. i'd give the flamethrower/poison gun to the sniper units, just because they are pretty boring units.
thanks for the info on the sounds---i've not worked with them before.
As for the sides, the way I am hoping to implement this is so that calling the new sides are transparent to the user after the install--i.e. not put them in Addon, so that once its in place in done, and any new mission or map mods would just rely on them. For a multiplayer online experience, I would like some of the tweaks to be reasonably balanced out among the factions.
Ideally, we would support the standard maps just as easily, without any files changing around. 1.2 mission limits are putting a damper on the idea. I'm thinking about other work-arounds.
the era mod thing trick bypasses the limit of addon folders, because everything for worlds and misions is defined in one addme lua that has the missionlist copied over it..
Quote from: jdee-barc on October 30, 2011, 01:16:04 PM
the era mod thing trick bypasses the limit of addon folders, because everything for worlds and misions is defined in one addme lua that has the missionlist copied over it..
I could put it in shell.lvl. And I'm glad you like the jet effect I've been through about 5 of them while modding SWBF and this one I actually am satisfied.
I was thinking why not give the standered a special secondary weapon because the sniper although boring is still quite a decent unit and is not designed for closs combat. Were as the standered infantry unit nobody seems to be.
And the balance on the Jet Droid, yeah after testing I think it is a bit over powered I will be givng a diferant primary weapon. (Thoughts on what it should be?)
EDIT: I forgot to tell you all that I've made the AI see infantry as a logical target for their rocket launchers.
PROS: You'll now be facing one of the deadiest weapons in the game.
CONS: No lock-on for vehciles anymore.(This is to stop lockon for infantry.)
how about a scatter gun, it shoot like a rifle, but the bullets go all over the place like a shotgun. make it do more damage, though, for balance.
Quote from: jdee-barc on October 30, 2011, 02:04:05 PM
how about a scatter gun, it shoot like a rifle, but the bullets go all over the place like a shotgun. make it do more damage, though, for balance.
Mm, that could work I'll try it out.
there's an odf i think for it in the stock assets. all_weap_inf_spyrifle and imp_weap_inf_spyrifle. both need to have there sounds defined (the one's alreadydefined are missing from the game)
I need some ideas for the Republic. Anybody got any?
give the rifleman a dc-15s (short clone rifle) Carbine instead of the DC-15A
give the heavy trooper the DC-15A instead of the pistol.
give the pilot the EMP launcher instead of the arc caster.
make the arc caster fired from the wrist
give the jet trooper: Chaingun, Commando Pistol, EMP grenades, wrist arc caster.
use ep3 models
use the bf2 laat model instead of the bf, or wait for darthduck/naru1035's highly upgraded one.
After tinkering here and there with visuals mainly for the Republic I feel the CW wars sides are good and are fairly balanced. (Of course only some online testing could say for sure.)
So Buckler would you like me to get to work on those Rebel scum and Imperial rookies? (Well I'm not going to wait for you to reply so I'll start working on them.)
*STARTS TO THINK*
Aha, so what does everyone think of this. Three choices.
1. Keeping the Wookie upgrading its weapons.
2. Replacing the Wookie with a Bothan spy. (Would probably have, Seeker Rifle, Disguse Kit, Grenades and Timebombs.
3. Replacing the Wookie with a Rebal Commando. (Would probably have, Flamethrower, Blaster Pistol, Pulse Grenades and Timebombs.
I'm leaning towords option number 3. But what does everybody else think?
number 3 would work nicely against jets
Upgraded Wookie to get a unit like in swbf2 ( with grenade launcher like imperial pilot, faster load for the bowcaster... ) is interesting.
I played on maps where we could change our unit's skin ( camouflage kit or something ) toget hided from the enemy but it wasnt working, AI were still shooting me, so i hope you will find how to get the Bothan invisible...
ok, i will make some flying ewoks :P
Quote from: Buckler on November 05, 2011, 11:35:02 AM
ok, i will make some flying ewoks :P
That doesn't seem very balanced :p
Oh, BTW, recall this post by Napseeker about us being able to freely use his sides:
http://www.swbfgamers.com/index.php?topic=3161.msg33597#msg33597
EAG2 SOLDIERS / HEROES:
gar_inf_soldier
gar_inf_vanguard
rep_inf_aaylasecura
rep_inf_anakin_eps2
rep_inf_anakin_eps2_coruscant
rep_inf_anakin_eps2_tcm
rep_inf_anakin_hero
rep_inf_arc_trooper
rep_inf_arc_trooper_blue
rep_inf_clone_captain
rep_inf_clone_commander
rep_inf_clone_pilot
rep_inf_clone_sharpshooter
rep_inf_clone_trainee_assault
rep_inf_clone_trainee_blue
rep_inf_clone_trainee_pilot
rep_inf_clone_trainee_red
rep_inf_clone_trooper
rep_inf_clone_trooper_heavy_gunner
rep_inf_clone_trooper_heavy_gunner_kam
rep_inf_clone_troopernoh <- "noh" means "no helmet"
rep_inf_clone_troopernoh_heavy_gunner
rep_inf_droid_r2d2
rep_inf_heavyweapons_trooper
rep_inf_jedi_coleman_trebor
rep_inf_jedi_rodian_geo
rep_inf_jedi_tarados_gon
rep_inf_jedimale
rep_inf_jedimaleb
rep_inf_jedimaley
rep_inf_jet_trooper
rep_inf_kaminoan_cloner_blue
rep_inf_kiadi_mundi
rep_inf_kitfisto
rep_inf_lunduli
rep_inf_macewindu
rep_inf_macewindu_real
rep_inf_npc_agen_kolar
rep_inf_npc_kitfisto
rep_inf_npc_yoda
rep_inf_obi-wan_eps2
rep_inf_padme_geonosis
rep_inf_padme_geonosis_hero
rep_inf_padme_nightgown
rep_inf_plo_koon
rep_inf_roth-del_masona
rep_inf_sephjet_josall
rep_inf_shaakti
rep_inf_sora_bulq
rep_inf_yoda_unleashed
tat_inf_moisture_farmer1
tat_inf_moisture_farmer2
tat_inf_moisture_farmer3
tat_inf_tusken_female1
tat_inf_tusken_female2
tat_inf_tusken_guard
tat_inf_tusken_hunter
tat_inf_tusken_raider
WEAPONS:
gar_weap_inf_health_dispenser
gar_weap_inf_pistol
gar_weap_inf_rifle
gar_weap_inf_thermaldetonator
gar_weap_inf_torpedo_launcher
jedi_weap_homing_force_pull
jedi_weap_homing_saber
jedi_weap_homing_saber_green_strong
jedi_weap_homing_saber_green_weak
jedi_weap_inf_debris_chargeup
jedi_weap_inf_force_crush
jedi_weap_inf_force_crush_weak
jedi_weap_inf_force_pull
jedi_weap_inf_forceheal
jedi_weap_inf_forcepush
jedi_weap_inf_forcepush_weak
jedi_weap_inf_forcepush_yoda
jedi_weap_inf_forcepush1
jedi_weap_inf_forcepush2
jedi_weap_inf_forcequake
jedi_weap_inf_lightning
jedi_weap_inf_mine_dispenser
jedi_weap_inf_orbital_attack_starfighter
jedi_weap_inf_powerup_dispenser
jedi_weap_inf_remote_saber_blue
jedi_weap_inf_saber_land_and_spin
jedi_weap_inf_saber_spinning_blue
jedi_weap_inf_saber_spinning_green
jedi_weap_inf_saberthrow_strong_blue
jedi_weap_inf_saberthrow_strong_green
jedi_weap_inf_saberthrowfast_blue
jedi_weap_inf_saberthrowfast_green
jedi_weap_inf_staffattack <- double-sided green lightsaber
jedi_weap_inf_training_ball
jedi_weap_inf_training_ball_float
jedi_weap_inf_vehicle_sabotage
jedi_weap_lightsaber_blue_a
jedi_weap_lightsaber_blue_d_prim
jedi_weap_lightsaber_green_a
jedi_weap_lightsaber_green_d_prim
jedi_weap_lightsaber_green_da
jedi_weap_lightsaber_purple_a
jedi_weap_lightsaber_purple_d_prim
jedi_weap_lightsaber_purple_da
rep_weap_inf_arc_pistol
rep_weap_inf_arc_rifle
rep_weap_inf_arccaster
rep_weap_inf_arccaster_astromech
rep_weap_inf_binoculars
rep_weap_inf_chaingun
rep_weap_inf_cis_rifle
rep_weap_inf_cis_riflemelee_attack
rep_weap_inf_commando_pistol
rep_weap_inf_crackgrenade
rep_weap_inf_forcepush
rep_weap_inf_fusioncutter
rep_weap_inf_fusioncutter_r2d2
rep_weap_inf_haywiredetonator
rep_weap_inf_health100_dispenser
rep_weap_inf_kamino_pistol
rep_weap_inf_kamino_shock_grenade
rep_weap_inf_knife_throw
rep_weap_inf_melee_attack
rep_weap_inf_mine_dispenser
rep_weap_inf_mortar_launcher
rep_weap_inf_multigrenade_attack
rep_weap_inf_orbital_attack_gunship
rep_weap_inf_pistol
rep_weap_inf_powerup_dispenser
rep_weap_inf_remote_charge_dispenser
rep_weap_inf_remotedroid
rep_weap_inf_remotedroid_blaster
rep_weap_inf_remotedroid_destruct
rep_weap_inf_rifle
rep_weap_inf_rocket_launcher
rep_weap_inf_sniperrifle
rep_weap_inf_thermaldetonator
rep_weap_inf_thermaldetonator_fast
rep_weap_inf_torpedo_launcher
rep_weap_lightsaber
rep_weap_lightsaberb
rep_weap_lightsaberg
rep_weap_lightsaberr
rep_weap_lightsabery
tat_weap_inf_boobytrap_dispenser
tat_weap_inf_flamegrenade
tat_weap_inf_melee_attack
tat_weap_inf_multiflame_attack
tat_weap_inf_staffattack
tat_weap_inf_staffthrow
tat_weap_inf_tuskenrifle
tat_weap_inf_tuskensniperrifle
This list is 80% compatible with EAG1.0 so you could make use of this right now to load up some EAG1 units into your map (the newer stuff are the Jedi weapons and new Jedi so these won't be available in the 1.0 REP.lvl, you'll have to wait until EAG2 is out). Note that the REP is jam-packed with units and to avoid problems with the munger, I had to move some of the unit REQs to other REQs e.g. if you wanted to load any of these units:
"rep_inf_jet_trooper"
"rep_inf_kiadi_mundi"
"rep_inf_lunduli"
"rep_inf_aaylasecura"
"rep_inf_shaakti"
"rep_inf_kitfisto"
"rep_inf_obi-wan_eps2"
"rep_inf_anakin_eps2"
"rep_inf_yoda_unleashed"
"rep_inf_jedi_rodian_geo"
"rep_inf_jedi_tarados_gon"
"rep_inf_jedi_coleman_trebor"
You would have to make sure to edit your mission LUa to load the jettrooper e.g.
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_basic",
"rep_inf_macewindu",
"rep_inf_jet_trooper"); <---- include the jettrooper or none of the jedi in that above list would load in the map
please follow this link to see some comments from my clan members. I'm trying to get them to post here instead :whip:
http://www.xfire.com/communities/perfectlittleangels/forums/202854/topic/3269639/
Quote from: Buckler on November 07, 2011, 07:48:02 PM
please follow this link to see some comments from my clan members. I'm trying to get them to post here instead :whip:
http://www.xfire.com/communities/perfectlittleangels/forums/202854/topic/3269639/
I'll check it out ;) I'm putting the finsihing touches on the rebels. For what I will call the "rebalnced" main sides. After that their is the IMPs.
EDIT: Everybody their seems to hate the Arccaster.... I can redo it then. Give it ammo, chnage the way it charges and handles and add a slight stun effect. Or would this just increase the problem...
I think its the auto lock-on/auto aim that people don't like. They might like some sort of weapon instead, tri-shot, or something, dunno.
Quote from: Buckler on November 07, 2011, 08:24:46 PM
I think its the auto lock-on/auto aim that people don't like. They might like some sort of weapon instead, tri-shot, or something, dunno.
Oh, thats the issue! I can fix that auto aim in a tick.
what do you guys want to do with music if anything.
i read the comments and roland wants bf2 music and hates rap, so:
-the first part people can do easily (copy over bf2 sound folder refernece lvls/audio in lua
-the second part:i have to agree rap doesn't go well with anything star wars-related. consider these suggestions
Slow Jams: no. just no.
Dubstep: don't see why you can't
Classical: some really fast paced and intense music. i always usually turn off my sound in SWBF and start blasting some Rachmaninoff and Liszt :D
Alternative Rap: try listening to anything by Tyler the Creator or Earl Sweatshirt. granted its totally inappropriate for a game rated "T" but who cares? i got at least 30 more kills listening to it then when i had SWBF's sound on :tu:
say, are we gonna add vehicles (like cut content vehicles)?
for maps in the past like rancorland i created the world and uploaded 3 versions of it with different sound.lvl based on ppl's preferences: rap rock and techno. if u need help with sound let me know. i am working on releasing a new sound.lvl builder that works in 64bit.
I could also see songs like "Ludwig Van Beethoven - Piano Sonata No. 14 in C Minor - Presto Agitato" fitting on many types of mod maps.
I'm simply full of these. (https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fvideo.xfire.com%2F4ff71a-4.jpg&hash=66f285306c8261b6662dead04ad48445b5234e48) (http://www.xfire.com/video/4ff71a/) New Jetpack effect for the Darktrooper. The sides are almost done :cheer:. Unless you lot feel like disrupting the Balance I'm trying to create?
nice sleepkiller. I still gotta get my ewoks in the air.
and to jdee, sure vechicles too.
I figure we can get all the sides, sounds, and other stuff in place, and then we can release mission updates or era mods etc that uses all of the new assets.
Take the Geonosians flight ability from its odf. It'll strap some wings on them to explain why they are flying.
Quote from: SleepKiller on November 08, 2011, 06:01:53 PM
Take the Geonosians flight ability from its odf. It'll strap some wings on them to explain why they are flying.
ah, i've put jetpacks on them before, but i just need to get some time to play around with odfs again :)
Quote from: Buckler on November 08, 2011, 06:23:48 PM
ah, i've put jetpacks on them before, but i just need to get some time to play around with odfs again :)
Mm, I was just thinking the Geo one puts wings on things.
Flying ewoks are good i prefer for cis to combat the jet trooper to put count dookoo in place of the droideka and put a jet on him and remove the effects so its like a force jump
Quote from: WUSIEsS.Target on November 09, 2011, 04:53:27 PM
Flying ewoks are good i prefer for cis to combat the jet trooper to put count dookoo in place of the droideka and put a jet on him and remove the effects so its like a force jump
Jedi/Sith Wreck balance to easily and force jump would look cheesy. I'll stick with the Jet Droid, unless everyone demands me to change it to a Dark Adept.
And I hope we are not planning on putting the flying ewoks in the standered endor map?
Quote from: SleepKiller on November 09, 2011, 04:57:00 PM
And I hope we are not planning on putting the flying ewoks in the standered endor map?
Hehe. That would be kinda fun :P
Really though, the way I envision these sides is that we have them available so that new mods could just
be new mission files that could be downloaded through xfire or something very quickly. So, all combinations could be possible!
Is it a bird? Is it a Starfighter? Is it Jet Noob? No, it is a Ewok!!!
Yes, I know you invision these sides as a moddder asset, but so long as we are making them why not add them in as a new era? You know leave the stock missions untouched, but add in them. Because so long as we are making them, why not? :shrug:
The idea just hit me like a Level 4 error. We compile it all your maps, my modes and the sides and then we make a new mission.lvl for all the missions and a new shell.lvl (I can do that.) and then we include a mission.lvl builder for all the stuff with the download. It is a Win(New maps), Win(New Sides) and Win(New Modes) all customizable with eaze. What do you think of that idea?
Agreed Im pretty good with side odfs what should i start making?
Quote from: SleepKiller on November 09, 2011, 05:24:19 PM
Is it a bird? Is it a Starfighter? Is it Jet Noob? No, it is a Ewok!!!
Yes, I know you invision these sides as a moddder asset, but so long as we are making them why not add them in as a new era? You know leave the stock missions untouched, but add in them. Because so long as we are making them, why not? :shrug:
The idea just hit me like a Level 4 error. We compile it all your maps, my modes and the sides and then we make a new mission.lvl for all the missions and a new shell.lvl (I can do that.) and then we include a mission.lvl builder for all the stuff with the download. It is a Win(New maps), Win(New Sides) and Win(New Modes) all customizable with eaze. What do you think of that idea?
Sure. Let's do it all. Maybe we can have it done by January :)
The main thing is that we need to figure out a way to make it simple for the players that are not so good at installing stuff. Maybe batch files that set up the new missions or something, and a reset batch file to get them back to normal.
Batch files could and would work its a good option
Quote from: Buckler on November 09, 2011, 06:10:39 PM
Sure. Let's do it all. Maybe we can have it done by January :)
The main thing is that we need to figure out a way to make it simple for the players that are not so good at installing stuff. Maybe batch files that set up the new missions or something, and a reset batch file to get them back to normal.
Yeah a reset batch file would be needed. for players to quickly get back to normal if they are running a custom mission.lvl. I wonder how hard it would be to set a program that installed the mission.lvl for you?
EDIT:
Hehehe, I could not resist. Since the Droideka is still in the CIS some people may wish to load it up. So heres some vuisual aid to ease the old one.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fvideo.xfire.com%2F500317-4.jpg&hash=e9e7bd9bc0a87af3c6046786886c0a812a80fd96) (http://www.xfire.com/video/500317/)
EDIT2:
*FACEPALM*Buckler how could we miss this?
Quote from: WUSIEsS.Target on November 09, 2011, 06:07:07 PM
Agreed Im pretty good with side odfs what should i start making?
Well if it were not so late at night I could probably think of something. Wait I did why don't you make a cool wookie side complete with Wookies with Grenade launches to Wookies with Rocket launches and give one a Melee weapon maybe the Gameronian axe. Give them all High health, and be creative put your own touch on it. I actually really feel like playing a side like that now....
lol ok i already have one very close to that (Lightsaber Missle and arcaster) but sure i'll add more health and max out all of the rest of the side
Btw i sucsessfully created a batch file that would install a side file
OK, I've been making progress on this. I have inserted a new script file into the mission list for maps and sides that are in custom directories (not in Addon). I am going to see how many script files I can have before there are issues.
Like the historical maps, it will say you don't have the map, but if both server and player really do have the new mission and map, you can join.
All stock mission scripts are still in the mission file too, so no one will have to change out their mission file in order to play regular multi or single player games.
If anyone has any custom sides or maps that they wish to include, please let me know. I would like some help recreating custom mission files for the SWBF2 conversion maps, too, if anyone can help me.
Soon, I will release a developers kit, so we can make some fast progress.
(Thanks to Sleepkiller for the sides so far!)
:cheers:
Quote from: Buckler on November 28, 2011, 03:54:48 PM
I have inserted a new script file into the mission list for maps and sides that are in custom directories (not in Addon).
how did you achieve this?
Quote from: Buckler on November 28, 2011, 03:54:48 PM
If anyone has any custom sides
I can make pretty much any side you guys want So SUGGESTIONS!!
Also how would I give them to you?
Quote from: Buckler on November 28, 2011, 03:54:48 PM
Soon, I will release a developers kit, so we can make some fast progress.
What exactly did you have in mind for a Kit?
the kit will be how to add scripts into the mission file and munge a new mission.lvl, as well as a preliminary update package. Basically, Battlebelks mission builder, make a new mission, and put it in the appropriate req files, then munge it up. The new mission must call the sides from the appropriate folder.
I will show you my folder structure, or post a lua shortly.
I'm going through and asking for permissions from GT users for various maps, for the modders that may be active over there: http://www.gametoast.com/forums/viewtopic.php?f=1&t=27488
some suggestions for side mods:
I like little changes or tweaks, as opposed to really big changes.
Here is a side that would be cool to have: all units have jet packs, otherwise, no change.
Here is another: ewoks with standard sides against jawa with standard sides (battle of the shorties!)
here is the sample lua for a no cps, pistols only mod:
the relevant directory structure is shown in these lines:
ReadDataFile("SWBFgamersUpdate1.0\\sides\\01-Led\\pistolsonly\\SIDE\\all.lvl",
ReadDataFile("SWBFgamersUpdate1.0\\maps\\01-Led\\NoCapture\\001-nocapcc2.lvl")
other stuff can be done by lua coding. The cool part, imo, is the ability to mix and match
sides and maps, and throw in the lua coding variants (bleed rates, 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()
-- Attacker is always #1
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(ALL, 0.95)
SetMaxFlyHeight(-10);
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("SWBFgamersUpdate1.0\\sides\\01-Led\\pistolsonly\\SIDE\\all.lvl",
"all_inf_basicurban",
"all_inf_lukeskywalker",
"all_inf_smuggler");
ReadDataFile("SWBFgamersUpdate1.0\\sides\\01-Led\\pistolsonly\\SIDE\\imp.lvl",
"imp_inf_basic_tie",
"imp_inf_dark_trooper",
"imp_inf_darthvader");
-- Alliance Stats
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldierurban",11)
AddUnitClass(ALL, "all_inf_vanguard",3)
AddUnitClass(ALL, "all_inf_pilot",4)
AddUnitClass(ALL, "all_inf_marksman",4)
AddUnitClass(ALL, "all_inf_smuggler",3)
SetHeroClass(ALL, "all_inf_lukeskywalker")
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(10.0, 0.25)
ReadDataFile("SWBFgamersUpdate1.0\\maps\\01-Led\\NoCapture\\001-nocapcc2.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
Here is an Imp side, all units have the dark trooper styled jetpack
http://www.mediafire.com/?8e4mtxtanbjfn8s
EDIT
____________________________________________________
Is their anyway we can get new game modes :cough: capture the flag :cough:
as well as new animations ( possibly bf2s)
Quote from: WUSIEsS.Target on November 29, 2011, 07:35:49 AM
Is their anyway we can get new game modes :cough: capture the flag :cough:
as well as new animations ( possibly bf2s)
Sleepkiller was looking into game modes, and took a break for tantive. I'm not sure what he has come up with, but I know we can do his deathmatch.
Hey Target,
Can you give the empire jet pack to the rebels too?
:)