here is a lua i made to my own map. it loads up fine but no clone appears in game
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#182
Requests / Space battles
January 16, 2017, 02:46:21 PM
Hello there swbfgamers,
i have two things that i have been wanting to do for ages but i gave up and recently have come back to.
1- have a space battle between the clones and the empire
2- give the clones access to the ywing and awing
if somebody could help me with this, i would much appreciate it.
i have two things that i have been wanting to do for ages but i gave up and recently have come back to.
1- have a space battle between the clones and the empire
2- give the clones access to the ywing and awing
if somebody could help me with this, i would much appreciate it.
#183
Star Wars Battlefront 2 (2005 Original) / Re: space battle
January 16, 2017, 08:00:10 AM
cdt fox
when you said
Exemple: in my side .lvl file i have one unit called "rep_inf_rifle". This unit is in my side folder, in that case "all". Once munged i will have all.lvl
- My goal is to replace the rebel pilot in space called "all_inf_pilot" as you can see here my unit have the same number of characters/letters.
i changed rep_inf_ep3_pilot to rep_inf_pilot and and i munged it and put it in my game files. then edited spa.lvl to rep vs imp and when i spawn i can only be imp or it will crash the game but if i pic imp and go to the rebel ship, nobody or no ships are found
http://www.mediafire.com/file/l3vglif4i2vcbjh/MISSION1.LVL
if anyone else could help it would be great
when you said
Exemple: in my side .lvl file i have one unit called "rep_inf_rifle". This unit is in my side folder, in that case "all". Once munged i will have all.lvl
- My goal is to replace the rebel pilot in space called "all_inf_pilot" as you can see here my unit have the same number of characters/letters.
i changed rep_inf_ep3_pilot to rep_inf_pilot and and i munged it and put it in my game files. then edited spa.lvl to rep vs imp and when i spawn i can only be imp or it will crash the game but if i pic imp and go to the rebel ship, nobody or no ships are found
http://www.mediafire.com/file/l3vglif4i2vcbjh/MISSION1.LVL
if anyone else could help it would be great
#186
Star Wars Battlefront 2 (2005 Original) / Re: space battle
January 15, 2017, 07:09:34 AM
so basically i can munge a new side and replace the old one.
example: change rep_inf_ep3_rifleman to all_inf_rifleman and then munge and all the riflemen will be clones ?
example: change rep_inf_ep3_rifleman to all_inf_rifleman and then munge and all the riflemen will be clones ?
#187
Star Wars Battlefront 2 (2005 Original) / Re: space battle
January 15, 2017, 03:49:11 AM
thanks
i tried it but it would crash if i edited a space battle. i manged to get emipre vs clones on tantive iv but thats it. also how can i use the rep_inf_ep2_jetrooper_rifleman ??
if i try to change anything on the hex edit it would change the numbering and like you said it has to be the same?
lol i think im just really confused.
i tried it but it would crash if i edited a space battle. i manged to get emipre vs clones on tantive iv but thats it. also how can i use the rep_inf_ep2_jetrooper_rifleman ??
if i try to change anything on the hex edit it would change the numbering and like you said it has to be the same?
lol i think im just really confused.
#188
Star Wars Battlefront 2 (2005 Original) / Re: space battle
January 14, 2017, 05:34:18 PM
i couldnt get the lvl file open and it wouldnt let me munge. i got the munge fixer though. when i start up the game it says mission.lvl couldnt open
i got the mission to work but none of my changes appeared in game
Note: Again, do not double post please.
i got the mission to work but none of my changes appeared in game
Note: Again, do not double post please.
#189
Star Wars Battlefront 2 (2005 Original) / space battle
January 14, 2017, 04:21:06 PM
hello everyone
has anyone managed to get any space or ground battles between the empire vs empire, clone vs clone or clone vs empire. i would love this so much is it possible to make the rebel soldier a clone soldier/rebel marine as a clone marine. also have a arc 170 spawn at a rebel ship?
my custom maps i made with my customs sides wont work for me.
this would be amazing if someone could get back to me.
thanks
has anyone managed to get any space or ground battles between the empire vs empire, clone vs clone or clone vs empire. i would love this so much is it possible to make the rebel soldier a clone soldier/rebel marine as a clone marine. also have a arc 170 spawn at a rebel ship?
my custom maps i made with my customs sides wont work for me.
this would be amazing if someone could get back to me.
thanks
#191
SWBF2 Modding / Skin
December 13, 2015, 09:13:51 AMi made a custom skin by changing textures on the republic how do i make them texture replace the original ?
i haven tested yet obviously because i dont know how to finish
if you could help me it would be great
#192
SWBF2 Modding / Skin Editors and Sides ??
December 13, 2015, 04:52:55 AM
hello,
i was wondering how can you edit skins ? and also how can i make my own side e.g rep but only its rep2 with diffrent textures ? would this work so i could have red republic vs blue republic
i was wondering how can you edit skins ? and also how can i make my own side e.g rep but only its rep2 with diffrent textures ? would this work so i could have red republic vs blue republic
#193
SWBF2 Modding / Command Post's ?
December 12, 2015, 11:57:38 AM
hello there,
on 3 different maps i have tried to swap teams they work and do not crash but there is no tp's to spawn at so i cant enter battles whats wrong ?
here is my lua
edit by led:
here is his first one:
[spoiler]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- Empire Attacking (attacker is always #1)
REP = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
function ScriptPostLoad()
EnableSPHeroRules()
AddDeathRegion("Death")
AddDeathRegion("Death1")
AddDeathRegion("Death2")
AddDeathRegion("Death3")
AddDeathRegion("Death4")
SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)
SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)
EnableSPHeroRules()
DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")
--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"}
--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:Start()
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4030000)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\cor.lvl;cor1gcw")
SetMapNorthAngle(180, 1)
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
AISnipeSuitabilityDist(30)
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_fly_assault_DOME",
"rep_fly_gunship_DOME",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_wookiee",
"rep_hero_macewindu")
ReadDataFile("SIDE\\imp.lvl",
--Insert "imp_bldg_defensegridturret", once the odf has been set up
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_emperor")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")
-- set up teams
SetupTeams{
imp = {
team = IMP,
units = 32,
reinforcements = 150,
turret = "all_bldg_defensegridturret", --change this to imp_bldg_defensegridturret once the odf has been set up
soldier = { "imp_inf_rifleman",7, 25},
assault = { "imp_inf_rocketeer",1, 4},
engineer = { "imp_inf_engineer",1, 4},
sniper = { "imp_inf_sniper",1, 4},
officer = {"imp_inf_officer",1, 4},
special = { "imp_inf_dark_trooper",1, 4},
},
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",7, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
}
}
SetHeroClass(ALL, "rep_hero_macewindu")
SetHeroClass(IMP, "imp_hero_emperor")
-- SetTeamAsEnemy(DEF, 3)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local guyCnt = 50
local weaponCnt = 200
SetMemoryPoolSize("Aimer", 20)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 21)
SetMemoryPoolSize("EntityLight", 96)
SetMemoryPoolSize("MountedTurret", 13)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TreeGridStack", 256)
SetMemoryPoolSize("UnitAgent", guyCnt)
SetMemoryPoolSize("UnitController", guyCnt)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")
-- Movies
-- SetVictoryMovie(ALL, "rep_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "rep_end_victory")
-- Sound
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", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, IMP, "re[_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)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, IMP, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, REP, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")
SetAmbientMusic(ALL, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_cor_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_cor_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_cor_amb_end", 2,1)
SetVictoryMusic(ALL, "rep_cor_amb_victory")
SetDefeatMusic (ALL, "rep_cor_amb_defeat")
SetVictoryMusic(IMP, "imp_cor_amb_victory")
SetDefeatMusic (IMP, "imp_cor_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- 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")
SetAttackingTeam(ATT)
AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end
[/spoiler]
on 3 different maps i have tried to swap teams they work and do not crash but there is no tp's to spawn at so i cant enter battles whats wrong ?
here is my lua
edit by led:
here is his first one:
[spoiler]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- Empire Attacking (attacker is always #1)
REP = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
function ScriptPostLoad()
EnableSPHeroRules()
AddDeathRegion("Death")
AddDeathRegion("Death1")
AddDeathRegion("Death2")
AddDeathRegion("Death3")
AddDeathRegion("Death4")
SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)
SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)
EnableSPHeroRules()
DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")
--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"}
--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:Start()
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4030000)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\cor.lvl;cor1gcw")
SetMapNorthAngle(180, 1)
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
AISnipeSuitabilityDist(30)
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_fly_assault_DOME",
"rep_fly_gunship_DOME",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_wookiee",
"rep_hero_macewindu")
ReadDataFile("SIDE\\imp.lvl",
--Insert "imp_bldg_defensegridturret", once the odf has been set up
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_emperor")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")
-- set up teams
SetupTeams{
imp = {
team = IMP,
units = 32,
reinforcements = 150,
turret = "all_bldg_defensegridturret", --change this to imp_bldg_defensegridturret once the odf has been set up
soldier = { "imp_inf_rifleman",7, 25},
assault = { "imp_inf_rocketeer",1, 4},
engineer = { "imp_inf_engineer",1, 4},
sniper = { "imp_inf_sniper",1, 4},
officer = {"imp_inf_officer",1, 4},
special = { "imp_inf_dark_trooper",1, 4},
},
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",7, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
}
}
SetHeroClass(ALL, "rep_hero_macewindu")
SetHeroClass(IMP, "imp_hero_emperor")
-- SetTeamAsEnemy(DEF, 3)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local guyCnt = 50
local weaponCnt = 200
SetMemoryPoolSize("Aimer", 20)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 21)
SetMemoryPoolSize("EntityLight", 96)
SetMemoryPoolSize("MountedTurret", 13)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TreeGridStack", 256)
SetMemoryPoolSize("UnitAgent", guyCnt)
SetMemoryPoolSize("UnitController", guyCnt)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")
-- Movies
-- SetVictoryMovie(ALL, "rep_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "rep_end_victory")
-- Sound
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", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, IMP, "re[_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)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, IMP, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, REP, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")
SetAmbientMusic(ALL, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_cor_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_cor_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_cor_amb_end", 2,1)
SetVictoryMusic(ALL, "rep_cor_amb_victory")
SetDefeatMusic (ALL, "rep_cor_amb_defeat")
SetVictoryMusic(IMP, "imp_cor_amb_victory")
SetDefeatMusic (IMP, "imp_cor_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- 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")
SetAttackingTeam(ATT)
AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end
[/spoiler]
#194
Requests / Hoth Request
December 12, 2015, 09:52:01 AM
i have tried to get the rep vs the imp on hoth i have changed what i need and then it just closes swbf2 when i launch what did i do wrong i changed the conquest and XL modes can somebody fix the problem