Hello everybody,
I was wondering if there's a mod that let's you play as one of the four jedi in SWBF1 without other NPCs spawning as jedis as well. I've been looking for one but I can't find one that I like, so I'll hope that you guys can help me out here!
Regards
Maty
Hi Maty,
Welcome to the site. I think this should be possible, but I have at least one question for now:
-is this for single player or multiplayer (some commands work only in single player)
This may be possible but may require some maps edits, such as local allied sides. :cheers:
Hi! It'd be just for singleplayer.
Quote from: Led on November 06, 2017, 08:39:00 AM
Hi Maty,
Welcome to the site. I think this should be possible, but I have at least one question for now:
-is this for single player or multiplayer (some commands work only in single player)
This may be possible but may require some maps edits, such as local allied sides. :cheers:
Hey hey hey! Any updates so far? :)
Hey Maty,
I would recommend that you check out the downloads section, if you don't know how to create it. However, if you want to know how to create it, there are plenty of tutorials that will show you how to change the spawnable units on one side.
However, if you're more interested in just playing, if you go to the downloads section, at the top is maps, and click on the subcategory of Napseekers Mods. Execution at Geonosis might be a good one to get started with. You put the map in your addon folder (tutorials here) and then it will show up in the map list. I think there are some Jedi in that one to fool around with. Let us know if you need help
Also, a note, edit your post, don't double post ;)
Hi DarkPhantom,
I can make a mission mod for him, but he wants to be the only hero on the battlefield, i.e. only player spawns as a unit, without any duplicate units available.
Do you know the setting for that? Thanks :cheers:
You should just be able to swap out
AddUnitClass(IMP, "imp_inf_dark_trooper",3)
with
AddUnitClass(IMP,"imp_inf_darth_vader", 0)
I believe this will get him the result he desires. You should make sure that heroes are off (or comment out SetHeroClass) and that SetUnitCount is equal to the total team units (you are subtracting 3, so you need to subtract 3 down below). I don't think there's any issue with a 0 in there.
From what I recall that still spawns 1 AI of that unit. I will look into that again though to confirm.
Holy moly, so many new replies! :0
Thank you guys for helping me out with this, I really appreciate it! Sorry for doubleposting, I'll make sure to edit my posts from now on.
I have a question for now: Is it possible to do this on the normal singleplayer instant action maps? Or do I need to play on custom maps? I really am a newbie when it comes to modding, so forgive me :D
OK, so I think it will work. In my test, however, the AI never did target the jedi units...so if you love right clicking a killing AI, this is the mod for you.
I only tested this on one map: Bespin Cloud City clone wars era.
1) go here and make a backup of mission.lvl (rename mission.lvl to mission.lvl.original)
C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC
2) uncompress and put the attached mission.lvl file in the same location
3) test it out on Cloud City clone wars era only
Below is the LUA that I changed.
---------------------------------------------------------------------------
-- 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 = 1;
local CIS = 2;
-- These variables do not change
local ATT = 1;
local DEF = 2;
SetTeamAggressiveness(CIS, 0.95)
SetTeamAggressiveness(REP, 0.95)
SetMaxFlyHeight(-10);
AddMissionObjective(CIS, "orange", "level.bespin2.objectives.1");
AddMissionObjective(CIS, "red", "level.bespin2.objectives.2");
AddMissionObjective(REP, "orange", "level.bespin2.objectives.1");
AddMissionObjective(REP, "red", "level.bespin2.objectives.2");
ReadDataFile("sound\\bes.lvl;bes2cw");
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu");
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
-- Republic Stats
SetTeamName(REP, "Republic");
SetTeamIcon(REP, "rep_icon");
AddUnitClass(REP, "rep_inf_clone_trooper",11)
AddUnitClass(REP, "rep_inf_macewindu",0)
AddUnitClass(REP, "rep_inf_clone_pilot",4)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
AddUnitClass(REP, "rep_inf_jet_trooper",3)
SetHeroClass(REP, "rep_inf_macewindu")
SetAttackingTeam(ATT);
-- CIS Stats
SetTeamName(CIS, "CIS");
SetTeamIcon(CIS, "cis_icon");
AddUnitClass(CIS, "cis_inf_battledroid",11)
AddUnitClass(CIS, "cis_inf_countdooku",0)
AddUnitClass(CIS, "cis_inf_pilotdroid",4)
AddUnitClass(CIS, "cis_inf_assassindroid",4)
AddUnitClass(CIS, "cis_inf_droideka",3)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Attacker Stats
SetUnitCount(ATT, 22)
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, 22)
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()
AddWalkerType(0, 8) -- 8 droidekas with 0 leg pairs each
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Obstacle", 514)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("BES\\bes2.lvl")
SetDenseEnvironment("true")
-- Birdies
-- SetNumBirdTypes(1);
-- SetBirdType(0,1.0,"bird");
-- SetBirdFlockMinHeight(-28.0);
AddDeathRegion("DeathRegion");
AddDeathRegion("DeathRegion2");
-- Sound
OpenAudioStream("sound\\bes.lvl", "bes2cw_music");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\bes.lvl", "bes2");
OpenAudioStream("sound\\bes.lvl", "bes2");
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);
SetAmbientMusic(REP, 1.0, "rep_bes_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_bes_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_bes_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_bes_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_bes_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_bes_amb_end", 2,1);
SetVictoryMusic(REP, "rep_bes_amb_victory");
SetDefeatMusic (REP, "rep_bes_amb_defeat");
SetVictoryMusic(CIS, "cis_bes_amb_victory");
SetDefeatMusic (CIS, "cis_bes_amb_defeat");
SetOutOfBoundsVoiceOver(1, "repleaving");
SetOutOfBoundsVoiceOver(2, "cisleaving");
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null");
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null");
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit");
SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "CIS_bonus_CIS_medical");
SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical");
SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors");
SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors");
SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero");
SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero");
SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves");
SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves");
SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage");
SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training");--advanced training
SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical");
SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors");
SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero");
SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves");
SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage");
SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_training");--advanced training
-- Camera Stats
--Bespin 2
--Courtyard
AddCameraShot(0.364258, -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
Led's job now is to make a server that only spawns invincible Jedi. So we can swing lightsabers at each other and not die. Hero Assault - Stock Sides SWBF1 style.
Edit: something something microtransaction for new skins.
Also, more seriously, you can only kill yourself by hitting the respawn button or having someone land on top of you. That is a side .lvl edit that would need done.
Quote from: Dark_Phantom on November 15, 2017, 09:49:18 AM
Edit: something something microtransaction for new skins.
Also, more seriously, you can only kill yourself by hitting the respawn button or having someone land on top of you. That is a side .lvl edit that would need done.
heh, let's make Loot Boxes ;)
BTW, you can also die as the jedi in death regions, like the CFC.
Quote from: Led on November 14, 2017, 06:51:48 PM
OK, so I think it will work. In my test, however, the AI never did target the jedi units...so if you love right clicking a killing AI, this is the mod for you.
I only tested this on one map: Bespin Cloud City clone wars era.
1) go here and make a backup of mission.lvl (rename mission.lvl to mission.lvl.original)
C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC
2) uncompress and put the attached mission.lvl file in the same location
3) test it out on Cloud City clone wars era only
Below is the LUA that I changed.
---------------------------------------------------------------------------
-- 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 = 1;
local CIS = 2;
-- These variables do not change
local ATT = 1;
local DEF = 2;
SetTeamAggressiveness(CIS, 0.95)
SetTeamAggressiveness(REP, 0.95)
SetMaxFlyHeight(-10);
AddMissionObjective(CIS, "orange", "level.bespin2.objectives.1");
AddMissionObjective(CIS, "red", "level.bespin2.objectives.2");
AddMissionObjective(REP, "orange", "level.bespin2.objectives.1");
AddMissionObjective(REP, "red", "level.bespin2.objectives.2");
ReadDataFile("sound\\bes.lvl;bes2cw");
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu");
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
-- Republic Stats
SetTeamName(REP, "Republic");
SetTeamIcon(REP, "rep_icon");
AddUnitClass(REP, "rep_inf_clone_trooper",11)
AddUnitClass(REP, "rep_inf_macewindu",0)
AddUnitClass(REP, "rep_inf_clone_pilot",4)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
AddUnitClass(REP, "rep_inf_jet_trooper",3)
SetHeroClass(REP, "rep_inf_macewindu")
SetAttackingTeam(ATT);
-- CIS Stats
SetTeamName(CIS, "CIS");
SetTeamIcon(CIS, "cis_icon");
AddUnitClass(CIS, "cis_inf_battledroid",11)
AddUnitClass(CIS, "cis_inf_countdooku",0)
AddUnitClass(CIS, "cis_inf_pilotdroid",4)
AddUnitClass(CIS, "cis_inf_assassindroid",4)
AddUnitClass(CIS, "cis_inf_droideka",3)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Attacker Stats
SetUnitCount(ATT, 22)
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, 22)
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()
AddWalkerType(0, 8) -- 8 droidekas with 0 leg pairs each
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Obstacle", 514)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("BES\\bes2.lvl")
SetDenseEnvironment("true")
-- Birdies
-- SetNumBirdTypes(1);
-- SetBirdType(0,1.0,"bird");
-- SetBirdFlockMinHeight(-28.0);
AddDeathRegion("DeathRegion");
AddDeathRegion("DeathRegion2");
-- Sound
OpenAudioStream("sound\\bes.lvl", "bes2cw_music");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\bes.lvl", "bes2");
OpenAudioStream("sound\\bes.lvl", "bes2");
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);
SetAmbientMusic(REP, 1.0, "rep_bes_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_bes_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_bes_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_bes_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_bes_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_bes_amb_end", 2,1);
SetVictoryMusic(REP, "rep_bes_amb_victory");
SetDefeatMusic (REP, "rep_bes_amb_defeat");
SetVictoryMusic(CIS, "cis_bes_amb_victory");
SetDefeatMusic (CIS, "cis_bes_amb_defeat");
SetOutOfBoundsVoiceOver(1, "repleaving");
SetOutOfBoundsVoiceOver(2, "cisleaving");
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null");
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null");
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit");
SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "CIS_bonus_CIS_medical");
SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical");
SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors");
SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors");
SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero");
SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero");
SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves");
SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves");
SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage");
SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training");--advanced training
SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical");
SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors");
SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero");
SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves");
SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage");
SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_training");--advanced training
-- Camera Stats
--Bespin 2
--Courtyard
AddCameraShot(0.364258, -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
Hey, I just tested it out and man, you just gave me what I couldn't have when I was a child and playing the game! :D Thank you very much, I actually like it, it's cool and works just like I wanted for the most part. But there's some things now that came to my mind..
1. Is it possible to make this available on every map and era in the game?
2. Is it possible to 'exchange' the 'special units' for the jedi unit? (Destroyer droid, jet trooper, dark trooper, wookie warrior)?
3. Do you think there's a way to make the AI target you? I mean.. they DO target you when they're in one of these grey standard turrets you find on nearly every map of the game, which means that there may be something wrong with the code I assume even though I have no clue about it xD
:cheers:
OK Maty, I am going to put you to work.
Download this item:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=319
uncompress it and place it on your computer in the C:\ drive
go into the scripts folder; like this one
C:\mission.lvl_PC_swbf1\scripts\BES
edit each *.lua file using notepad to look like the one that I posted.
after changing them, go to this folder
C:\mission.lvl_PC_swbf1
and double click on munge.bat
then go to this folder
C:\mission.lvl_PC_swbf1\_lvl_pc
and get the mission.lvl file and place it in your gamedata folder
If all the jedi are ignored, let me know and I will look into the side modding issue. :cheers:
Quote from: Led on November 16, 2017, 06:17:58 PM
OK Maty, I am going to put you to work.
Download this item:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=319
uncompress it and place it on your computer in the C:\ drive
go into the scripts folder; like this one
C:\mission.lvl_PC_swbf1\scripts\BES
edit each *.lua file using notepad to look like the one that I posted.
after changing them, go to this folder
C:\mission.lvl_PC_swbf1
and double click on munge.bat
then go to this folder
C:\mission.lvl_PC_swbf1\_lvl_pc
and get the mission.lvl file and place it in your gamedata folder
If all the jedi are ignored, let me know and I will look into the side modding issue. :cheers:
Thank you very much for the tutorial, I really appreciate it. Before I'm getting to changing the lua files, can you tell me what I am supposed to change? Do I only have to switch one of the classes out with the jedi's name and that's it for editing? This really is my only question for now, if the jedi will be ignored, I'll send you a PM :)
Yeah, this section:
SetTeamName(REP, "Republic");
SetTeamIcon(REP, "rep_icon");
AddUnitClass(REP, "rep_inf_clone_trooper",11)
AddUnitClass(REP, "rep_inf_macewindu",0) --was: AddUnitClass(REP, "rep_inf_arc_trooper",3)
AddUnitClass(REP, "rep_inf_clone_pilot",4)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
AddUnitClass(REP, "rep_inf_jet_trooper",3)
SetHeroClass(REP, "rep_inf_macewindu")
SetAttackingTeam(ATT);
-- CIS Stats
SetTeamName(CIS, "CIS");
SetTeamIcon(CIS, "cis_icon");
AddUnitClass(CIS, "cis_inf_battledroid",11)
AddUnitClass(CIS, "cis_inf_countdooku",0) --was AddUnitClass(CIS, "cis_inf_assault",3)
AddUnitClass(CIS, "cis_inf_pilotdroid",4)
AddUnitClass(CIS, "cis_inf_assassindroid",4)
AddUnitClass(CIS, "cis_inf_droideka",3)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Attacker Stats
SetUnitCount(ATT, 22) --note was 25, decrease by 3 because 3 was in the replaced line
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, 22) --note was 25, decrease by 3 because 3 was in the replaced line
SetReinforcementCount(DEF, 200)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
Quote from: Led on November 16, 2017, 06:41:33 PM
Yeah, this section:
SetTeamName(REP, "Republic");
SetTeamIcon(REP, "rep_icon");
AddUnitClass(REP, "rep_inf_clone_trooper",11)
AddUnitClass(REP, "rep_inf_macewindu",0) --was: AddUnitClass(REP, "rep_inf_arc_trooper",3)
AddUnitClass(REP, "rep_inf_clone_pilot",4)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
AddUnitClass(REP, "rep_inf_jet_trooper",3)
SetHeroClass(REP, "rep_inf_macewindu")
SetAttackingTeam(ATT);
-- CIS Stats
SetTeamName(CIS, "CIS");
SetTeamIcon(CIS, "cis_icon");
AddUnitClass(CIS, "cis_inf_battledroid",11)
AddUnitClass(CIS, "cis_inf_countdooku",0) --was AddUnitClass(CIS, "cis_inf_assault",3)
AddUnitClass(CIS, "cis_inf_pilotdroid",4)
AddUnitClass(CIS, "cis_inf_assassindroid",4)
AddUnitClass(CIS, "cis_inf_droideka",3)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Attacker Stats
SetUnitCount(ATT, 22) --note was 25, decrease by 3 because 3 was in the replaced line
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, 22) --note was 25, decrease by 3 because 3 was in the replaced line
SetReinforcementCount(DEF, 200)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
Ah, alright, now I know what I have to edit to play the jedi in the clone wars era. What do I have to do so I can play Luke or Vader on the different maps? If you can tell me this one last thing I think I might be able to edit the files the right way :P
Do the equivalent in the other era. You will get the hang of it.
I suggest you make a change or two, make the new mission, try it, make more changes, etc.
Also, keep backups of the original scripts, and backups of any mods that you like.
If you get a cool mod that you want to share, you can upload it to our downloads area :cheers:
Quote from: Led on November 16, 2017, 08:09:57 PM
Do the equivalent in the other era. You will get the hang of it.
I suggest you make a change or two, make the new mission, try it, make more changes, etc.
Also, keep backups of the original scripts, and backups of any mods that you like.
If you get a cool mod that you want to share, you can upload it to our downloads area :cheers:
Yep, I will experiment around with some of the numbers, too bad english isn't my first language.
About the 'other era' thing. In order to also unlock the other era's jedi, I have to simply copy and paste the rebel/empire stats into the file if the map? It's that easy? :D
I don't have my modding files with me, but to get the jedi from other eras (say Mace Windu in GCW), then you must add this above the code Led gave you (with the other chunks that say "readdatafile".
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_macewindu");
Then you can swap Mace Windu (rep_inf_macewindu) for one of the other units.
This can be easily replicated with Count Dooku as well. I don't think they have any unique sounds so that should be adequate.
Quote from: Dark_Phantom on November 17, 2017, 05:23:57 AM
I don't have my modding files with me, but to get the jedi from other eras (say Mace Windu in GCW), then you must add this above the code Led gave you (with the other chunks that say "readdatafile".
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_macewindu");
Then you can swap Mace Windu (rep_inf_macewindu) for one of the other units.
This can be easily replicated with Count Dooku as well. I don't think they have any unique sounds so that should be adequate.
I don't think he was meaning cross-era, just how to play Vader in the GCW.
But, once we get him to learn mission LUA, many things are possible :)
Oops, my bad. Oh well, it's good to know.
In GCW, it should be just swapping out "AddUnitClass(IMP,imp_inf_dark_trooper,3)" with imp_inf_darth_vader. Same goes for Luke Skywalker.
Happy mission modding!
I got targeted by the AI as soon as I turned Instant Action Heroes ON. Thing is, two jedi spawned; one for each team. Do you guys think there's a way to keep the jedi from spawning? Or at least the one that's on the same team as me :D
Quote from: MatyTheWolf on November 17, 2017, 11:45:29 AM
I got targeted by the AI as soon as I turned Instant Action Heroes ON. Thing is, two jedi spawned; one for each team. Do you guys think there's a way to keep the jedi from spawning? Or at least the one that's on the same team as me :D
You can set the hero class as another unit (like sniper) or you can try to just delete that hero class line.
The hero class is just an unplayable AI line that only spawns one unit. I can be anything (defined in that era).
This line
SetHeroClass(REP, "rep_inf_macewindu")
is the hero class line.
change it to
SetHeroClass(REP, "rep_inf_clone_trooper")
Quote from: Led on November 17, 2017, 11:58:12 AM
You can set the hero class as another unit (like sniper) or you can try to just delete that hero class line.
The hero class is just an unplayable AI line that only spawns one unit. I can be anything (defined in that era).
This line
SetHeroClass(REP, "rep_inf_macewindu")
is the hero class line.
change it to
SetHeroClass(REP, "rep_inf_clone_trooper")
If I change the hero class to a normal trooper unit like the guy with the rocket launcher, do I also have to edit the number in SetUnitCount?
Also, is there a way to make the Tusken guys on the vanilla Tatooine map playable? I thought it might be possible as there are mods for the Tusken on custom maps but I only play on the vanilla ones.
Quote from: MatyTheWolf on November 17, 2017, 03:57:15 PM
If I change the hero class to a normal trooper unit like the guy with the rocket launcher, do I also have to edit the number in SetUnitCount?
Also, is there a way to make the Tusken guys on the vanilla Tatooine map playable? I thought it might be possible as there are mods for the Tusken on custom maps but I only play on the vanilla ones.
You do not need to edit SetUnitCount for the hero, since only one will spawn. The hero can be any unit.
And yes, on Tatooine, you can play as a Tusken--just edit the mission LUA to put a tusken in one of the selectable slots (like instead of sniper or something).
One you get good with mission LUA, we can show you how to do side modding and make your own units and maps :cheers:
Quote from: Led on November 17, 2017, 08:18:25 PM
You do not need to edit SetUnitCount for the hero, since only one will spawn. The hero can be any unit.
And yes, on Tatooine, you can play as a Tusken--just edit the mission LUA to put a tusken in one of the selectable slots (like instead of sniper or something).
One you get good with mission LUA, we can show you how to do side modding and make your own units and maps :cheers:
Awesome pawsome! I meant if it's possible to play the team Tusken on the vanilla Tatooine map so I can help the Tusken to win the battle :D Not only one Tusken. There's a mod that allows you to play the Naboo Royal Guard on Theed, normally you have to play CIS, so I thought it might be easy for you to tell me what I have to do in order to make the team 'Tusken' playable and spawn at their command posts and such :)
Edit: I've edited the lua files and can now play as a jedi on any map, in any era. Only one problem: For the AI to target me normally, I have to put a jedi in SetHeroClass which spawns one additional jedi besides myself. Is there any way to freeze or keep that additional jedi from spawning? That's the only thing I can't figure out for now. :P