[SOLVED] Mixing Era Units

Started by Shazam, July 03, 2013, 01:41:57 PM

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July 03, 2013, 01:41:57 PM Last Edit: July 03, 2013, 03:38:44 PM by Shazam
I thought I remembered reading something that explained how you could mix the GCW and CW units in a certain map, but I can't seem to find where I read it. A link to a tutourial would be awesome!

July 03, 2013, 01:44:49 PM #1 Last Edit: July 03, 2013, 01:52:16 PM by Snake
Hold on, I'll write you a little mini-tutorial, cause I just did this a few days ago.

---Edit

Alright, I'll give you an example. I color coated everything I changed. (In this example I am switching CIS with ALL)

[spoiler]
--start header
function ScriptInit()
local ALL = 1 --This caused a crash before I changed CIS to ALL
--local CIS = 1
local REP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(REP,"red", "level.HypTD4.objectives.1");
AddMissionObjective(REP,"orange", "level.HypTD4.objectives.2");
AddMissionObjective(REP,"orange", "level.HypTD4.objectives.3");
AddMissionObjective(ALL,"red", "level.HypTD4.objectives.1");
AddMissionObjective(ALL,"orange", "level.HypTD4.objectives.2");
AddMissionObjective(ALL,"orange","level.HypTD4.objectives.3");
--This caused a crash before I changed CIS to ALL
--end objectives
--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1cw");
--end soundlvl

-- Start sidelvls
    ReadDataFile("dc:SIDE\\rep.lvl",
        "rep_inf_basic",
        "rep_inf_jet_trooper",
        "rep_inf_macewindu");
--    ReadDataFile("SIDE\\cis.lvl",
--       "cis_fly_maf",
--        "cis_fly_droidfighter",
--        "cis_inf_basic",
--        "cis_inf_countdooku",
--        "cis_inf_droideka");

ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler");

--end sidelvls
--start loadouts
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldierdesert",20)
AddUnitClass(ALL, "all_inf_vanguard",20)
AddUnitClass(ALL, "all_inf_pilot",20)
AddUnitClass(ALL, "all_inf_marksman",20)
AddUnitClass(ALL, "all_inf_smuggler",20)
SetHeroClass(ALL, "all_inf_lukeskywalker")

--  CIS Stats
--      SetTeamName(CIS, "CIS");
--      SetTeamIcon(CIS, "cis_icon");
--     AddUnitClass(CIS, "cis_inf_battledroid",11)
--      AddUnitClass(CIS, "cis_inf_assault",5)
--      AddUnitClass(CIS, "cis_inf_pilotdroid",5)
--     AddUnitClass(CIS, "cis_inf_assassindroid",4)
--      AddUnitClass(CIS, "cis_inf_droideka",3)
--      SetHeroClass(CIS, "cis_inf_countdooku")
    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")
--  Local Stats
--    SetTeamName(3, "locals")
--    SetTeamIcon(3, "all_icon")
--    AddUnitClass(3, "wok_inf_rocketeer", 7)
--    SetUnitCount(3, 7)
--end loadouts
--start teamstats
SetUnitCount(ATT, 90)
SetReinforcementCount(ATT, 650)
SetUnitCount(DEF, 23)
SetReinforcementCount(DEF, 150)
--end teamstats
--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 4)-- special -> droidekas
AddWalkerType(1, 4)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 3)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("EntityFlyer", 5)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
--end memorypools
--start worldlvl
ReadDataFile("dc:HypTD4\\HypTD4.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("true")
--end denseenvironment
--start birdsandfish
--end birdsandfish
--start deathregions
--end deathregions

--start soundconfig
OpenAudioStream("sound\\tat.lvl","tatcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\cw.lvl","cw_vo");
OpenAudioStream("sound\\cw.lvl","cw_tac_vo");
OpenAudioStream("sound\\tat.lvl","tat1_emt");
SetBleedingVoiceOver(ALL,ALL,"cis_off_com_report_us_overwhelmed",1); ---- you still had CIS instead of ALL here, this would most certainly cause a crash. 49 occurences replaced
SetBleedingVoiceOver(ALL,REP,"cis_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,ALL,"rep_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,REP,"rep_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(ALL, ALL, "cis_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(ALL, REP, "cis_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(REP, ALL, "rep_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
SetAmbientMusic(ALL,1.0,"cis_tat_amb_start",0,1);
SetAmbientMusic(ALL,0.99,"cis_tat_amb_middle",1,1);
SetAmbientMusic(ALL,0.1,"cis_tat_amb_end",2,1);
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);
SetVictoryMusic(ALL,"cis_tat_amb_victory");
SetDefeatMusic (ALL,"cis_tat_amb_defeat");

SetVictoryMusic(REP,"rep_tat_amb_victory");
SetDefeatMusic (REP,"rep_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
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(REP,REP,0,"rep_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(REP,ALL,0,"rep_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(REP,REP,1,"");
SetPlanetaryBonusVoiceOver(REP,ALL,1,"");
SetPlanetaryBonusVoiceOver(REP,REP,2,"rep_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(REP,ALL,2,"rep_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(REP,REP,3,"rep_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(REP,ALL,3,"rep_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(REP,REP,4,"rep_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(REP,ALL,4,"rep_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(REP,REP,5,"rep_bonus_rep_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(REP,ALL,5,"rep_bonus_cis_sabotage");
SetPlanetaryBonusVoiceOver(REP,REP,6,"");
SetPlanetaryBonusVoiceOver(REP,ALL,6,"");
SetPlanetaryBonusVoiceOver(REP,REP,7,"rep_bonus_rep_training");--advanced training
SetPlanetaryBonusVoiceOver(REP,ALL,7,"rep_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,ALL,0,"cis_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(ALL,REP,0,"cis_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(ALL,ALL,1,"");
SetPlanetaryBonusVoiceOver(ALL,REP,1,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,2,"cis_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(ALL,REP,2,"cis_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(ALL,ALL,3,"cis_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(ALL,REP,3,"cis_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(ALL,ALL,4,"cis_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(ALL,REP,4,"cis_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(ALL,ALL,5,"cis_bonus_cis_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(ALL,REP,5,"cis_bonus_rep_sabotage");
SetPlanetaryBonusVoiceOver(ALL,ALL,6,"");
SetPlanetaryBonusVoiceOver(ALL,REP,6,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,7,"cis_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,REP,7,"cis_bonus_rep_training");--advanced training

--So basically, I just changed all the "CIS"s to "ALL"s except for the actual bonus things like cis_bonus_rep_training but, this will not cause a crash but I don't know if leaving it totally stock will or not.


--end soundconfig

--start activebonus
--end activebonus

--start camerashots
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer
end
--end footer




[/spoiler]
=AaTc= Forever

SALLY....

-Retired Modder

July 03, 2013, 01:57:17 PM #2 Last Edit: July 03, 2013, 02:15:06 PM by Shazam
Thank you, Snake! I'll try this right now and let you know how it goes.

This will be OC, correct? Anyone can join my server and play as the changed units?

-edit:  The lines highlighted in red were just changed from CIS to ALL, not added, right? -- nevermind.



Quote from: Shazam on July 03, 2013, 01:57:17 PM
Thank you, Snake! I'll try this right now and let you know how it goes.

Btw, this will be OC, correct? Anyone can join my server and play as the changed units?

-edit:  The lines highlighted in red were just changed from CIS to ALL, not added, right? -- nevermind.

I don't think it will be OC but idk, I've never tried. I don't think you can mix era's and have it still be OC.
=AaTc= Forever

SALLY....

-Retired Modder

July 03, 2013, 02:14:50 PM #4 Last Edit: July 03, 2013, 02:28:47 PM by Shazam
Quote from: Snake on July 03, 2013, 02:13:48 PM
I don't think it will be OC but idk, I've never tried. I don't think you can mix era's and have it still be OC.

Well, darn. I guess it's still worth a try, though.

By the way, I plan on having Empire vs Clones on Kamino. Hopefully there's no problem with using Empire for Kamino since it was made to just have Clone War units. 

-edit:  OK, I have started to edit the .lua, and umm...your Hyperion .lua looks very different than the one for Kamino and it's making it very confusing. (Sorry, I'm not very good at this)  :confused:

I'd say no it's not OC because 1st. Buckler said it doesn't (many others have said this as well). 2nd. I think it doesn't because of ReadDataFile line referring to something that the other player's mission.lvl doesn't. And the game throws a temper tantrum and quits.

July 03, 2013, 02:53:23 PM #6 Last Edit: July 03, 2013, 02:56:12 PM by Shazam
Well, here is what I have came up with. Any feedback on what I did wrong is appreciated.

I am 100% certain it is going to crash. There are a lot of lines where I didn't quite know what to delete/replace.

[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()
--  REP Attacking (attacker is always #1)
    local REP = 2;
    local IMP = 1;
--    local CIS = 1;
--  These variables do not change
    local ATT = 1;
    local DEF = 2;

--    AddMissionObjective(CIS, "orange", "level.kamino1.objectives.1");
    AddMissionObjective(IMP, "orange", "level.kamino1.objectives.1");
    AddMissionObjective(REP, "orange", "level.kamino1.objectives.1");

    ReadDataFile("sound\\kam.lvl;kam1cw");
    ReadDataFile("SIDE\\rep.lvl",
        "rep_inf_basic",
        "rep_inf_jet_trooper",
        "rep_inf_macewindu");
    ReadDataFile("SIDE\\imp.lvl",
        "imp_fly_fedlander_dome",    -- I have no clue what this is
       "imp_inf_basic",                      -- Ditto ^^
        "imp_inf_dark_trooper",
        "imp_inf_darthvader");
--    ReadDataFile("SIDE\\cis.lvl",
--        "cis_fly_fedlander_dome",
--       "cis_inf_basic",
--       "cis_inf_countdooku",
--        "cis_inf_droideka");

--    SetTeamAggressiveness(CIS, 0.9)
    SetTeamAggressiveness(IMP, 0.9)
    SetTeamAggressiveness(REP, 0.9)

--  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")



--  CIS Stats
--    SetTeamName(CIS, "CIS");
--    SetTeamIcon(CIS, "cis_icon");
--      AddUnitClass(CIS, "cis_inf_battledroid",12)
--      AddUnitClass(CIS, "cis_inf_assault",3)
--      AddUnitClass(CIS, "cis_inf_pilotdroid",4)
--      AddUnitClass(CIS, "cis_inf_assassindroid",4)
--      AddUnitClass(CIS, "cis_inf_droideka",2)
--      SetHeroClass(CIS, "cis_inf_countdooku")

-- Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_trooper",12)
    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",2)
    SetHeroClass(IMP, "imp_inf_darthvader")

--SetPlayerTeamDifficulty( 11 )
--SetEnemyTeamDifficulty( 11 )

--  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, 220)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 16) -- this is for droidekas, but droidekas are out of the map now, sooo..?
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("KAM\\kam1.lvl")
    SetDenseEnvironment("false")

--  AI
    SetMinFlyHeight(60)
    SetMaxFlyHeight(140)
    SetAllowBlindJetJumps(0)

--  Sound
    OpenAudioStream("sound\\kam.lvl",  "kamcw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\kam.lvl",  "kam1cw");
    OpenAudioStream("sound\\kam.lvl",  "kam1cw");


    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_kam_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_kam_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_kam_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "imp_kam_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "imp_kam_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"imp_kam_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_kam_amb_victory");
    SetDefeatMusic (REP, "rep_kam_amb_defeat");
    SetVictoryMusic(CIS, "imp_kam_amb_victory");
    SetDefeatMusic (CIS, "imp_kam_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(IMP, IMP, 0, "IMP_bonus_IMP_medical");              -- Snake this is different on yours
    SetPlanetaryBonusVoiceOver(CIS, REP, 0, "IMP_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
    SetPlanetaryBonusVoiceOver(IMP, REP, 1, "");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "IMP_bonus_IMP_sensors");
    SetPlanetaryBonusVoiceOver(IMP, REP, 2, "IMP_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(IMP, CIS, 3, "IMP_bonus_IMP_hero");
    SetPlanetaryBonusVoiceOver(IMP, REP, 3, "IMP_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "IMP_bonus_IMP_reserves");
    SetPlanetaryBonusVoiceOver(IMP, REP, 4, "CIS_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "IMP_bonus_IMP_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(IMP, REP, 5, "IMP_bonus_REP_sabotage");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
    SetPlanetaryBonusVoiceOver(IMP, REP, 6, "");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "IMP_bonus_IMP_training");--advanced training
    SetPlanetaryBonusVoiceOver(IMP, REP, 7, "IMP_bonus_REP_training");--advanced training

    SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(REP, IMP, 0, "REP_bonus_IMP_medical");
    SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    SetPlanetaryBonusVoiceOver(REP, IMP, 1, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(REP, IMP, 2, "REP_bonus_IMP_sensors");
    SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(REP, IMP, 3, "REP_bonus_IMP_hero");
    SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(REP, IMP, 4, "REP_bonus_IMP_reserves");
    SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(REP, IMP, 5, "REP_bonus_IMP_sabotage");
    SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    SetPlanetaryBonusVoiceOver(REP, IMP, 6, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
    SetPlanetaryBonusVoiceOver(REP, IMP, 7, "REP_bonus_IMP_training");--advanced training

    SetAttackingTeam(ATT);

    AddDeathRegion("DeathRegion");

--Kamino
--Alpha
AddCameraShot(0.190478, -0.010945, -0.980014, -0.056312, -26.091288, 55.965012, 159.458099);
--Clonecenter
AddCameraShot(-0.376571, -0.019637, -0.924923, 0.048232, 176.042465, 53.957565, 244.261139);
--Overhead many alphas
AddCameraShot(0.639254, -0.073533, 0.760457, 0.087475, 78.395348, 72.538582, 344.086609);
end[/spoiler]



Quote from: -RepublicCommando- on July 03, 2013, 02:31:21 PM
I'd say no it's not OC because 1st. Buckler said it doesn't (many others have said this as well). 2nd. I think it doesn't because of ReadDataFile line referring to something that the other player's mission.lvl doesn't. And the game throws a temper tantrum and quits.
OK, just wondering. It isn't too much of a problem for people to have to download it.

Yes, my modified mission.lvl is only 245 kilobytes..
Takes litterally 2 seconds to replace :P

July 03, 2013, 03:04:49 PM #8 Last Edit: July 03, 2013, 03:18:55 PM by Shazam
I don't know how, but the mission.lvl that I made works (almost) perfectly. The only thing is that the Imperial Engineer didn't show up ingame and there's only 4 units on the Empire. I can fix that, though.

OK, so SPTest said it couldn't find "imp_inf_pilottie" and it's spelled correctly and everything. Why doesn't it show up ingame? -- I just switched the TIE Pilot with the AT-ST pilot and it works fine. It's amazing what you can do when you just try to work through it yourself. ::)

Thanks, Snake! I might as well release this to anyone that wants it. I'll be sure you get most of the credit. :P

Quote from: Shazam on July 03, 2013, 03:04:49 PM
I don't know how, but the mission.lvl that I made works (almost) perfectly. The only thing is that the Imperial Engineer didn't show up ingame and there's only 4 units on the Empire. I can fix that, though.

OK, so SPTest said it couldn't find "imp_inf_pilottie" and it's spelled correctly and everything. Why doesn't it show up ingame? -- I just switched the TIE Pilot with the AT-ST pilot and it works fine. It's amazing what you can do when you just try to work through it yourself. ::)

Thanks, Snake! I might as well release this to anyone that wants it. I'll be sure you get most of the credit. :P

No problem! Also, for the tie pilot, you have to add the basic in the readdatafile. I'll explain later, can't talk now!
=AaTc= Forever

SALLY....

-Retired Modder

Is there sound?
If having problems with sounds, just take a peek into my tutorial:
http://www.swbfgamers.com/index.php?topic=6176.0

Also, I'm glad it works.  I saw those sound things (your variables are still a little wrong for teams in the sound section) and thought "Oh crap it's gonna crash" and then read that it worked.  I had a problem with one of my lua recently where it went crazy and crashed with wrong variables in spots like that.  Although that was why I just started using ATT and DEF.  It was easier :)
:moo:
The BOBclan:  A Rich History


Quote from: Unit 33 on November 29, 2014, 03:44:44 AM
'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.

Quote from: Dark_Phantom on July 03, 2013, 04:00:01 PM
Is there sound?
If having problems with sounds, just take a peek into my tutorial:
http://www.swbfgamers.com/index.php?topic=6176.0

Also, I'm glad it works.  I saw those sound things (your variables are still a little wrong for teams in the sound section) and thought "Oh crap it's gonna crash" and then read that it worked.  I had a problem with one of my lua recently where it went crazy and crashed with wrong variables in spots like that.  Although that was why I just started using ATT and DEF.  It was easier :)
:moo:

I had someone testing it with me, and they never mentioned any sound problems. My laptop's speakers no longer work, so I don't know if the sounds are correct or not.

Also, what you do mean by "you started using ATT and DEF"? Can you replace all the places with IMP to ATT and all the places with ALL to DEF if you wanted to? (for GCW, obviously)

ATT, DEF, REP, CIS, EMP, ALL
are variable names that are usually 1 or 2

any place you see these, you can just as easily make a substitution to the appropriate value.

The one place where you have to be careful though is in vehicles.  Vehicle spawns are based on a text string that is used in the spawn definition of the map.  This is usually "alliance" or "empire" etc, and cross era mods of stock maps that use vehicle spawns will need these defined properly. See my LUA script for Clone era hoth for an example.
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet