Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - KingCurry1717

#16
SWBF2 Modding / Re: Custom Map
April 30, 2017, 06:15:08 PM
Sure
#17
SWBF2 Modding / Re: Custom Map
April 30, 2017, 11:07:43 AM
Ok, sorry I just had the chance to look at it, first off, you only have 4 CPs listed in the LUA, change that to however many cps are actually in your game. Second, I think you said you could not spawn in the map correct? That sounds like you did not set up cps correctly in zeroeditor, go back, and double check everything. If all else fails, go back, and reset your lua to its original state (see those .bak files? rename the correct one to yourlua'sname.lua). 2nd second best recommendation, is to watch a JediMoose tutorial.
#18
SWBF2 Modding / Re: Custom Map
April 29, 2017, 03:47:49 PM
Well, what you sent me was the map, which itself just crashed on loading for me, that already sounds like something intensive is on the map. Now, regarding whats going on I would need to see your LUA (bfmodtools/date_modnam/common/scripts) to know whats really going on.
#19
SWBF2 Modding / Re: Custom Map
April 29, 2017, 12:20:55 PM
Sure
#20
SWBF2 Modding / Re: Custom Map
April 29, 2017, 06:13:28 AM
Well, first of all, do you have everything set up in the LUA file correct? If not, get cracking by reading the instructions in the file. 2, did you set up paths and capture zones for your CPs? If not, again, you need to set those up as well. My best advice is to go here http://www.swbfgamers.com/index.php?topic=3039.0 and read the linked tutorial. However, if you have set up everything like I have stated, then may you describe the situation in detail (error logs, and anything odd going on, etc)?  :cheers:
#21
SWBF2 Modding / Re: AI not spawning
April 25, 2017, 04:47:19 PM
I've doubled checked everything, and i've even changed out the LUA with another backup LUA I had which ik for a fact worked, and that still didn't solve the issue. Could this be one of the notorious issues that requires the complete setback of the map to a previous state?

EDIT: It appears it was one of those glitches where a map reset to a previous state was the only option (thankfully I backup my map after every major change (lessons learned from the many previous failings of mines) :D), but I was able to get the issue semi-resolved.
#22
SWBF2 Modding / Re: AI not spawning
April 25, 2017, 01:36:15 PM
This is my code as of right now with the addition suggested


function ScriptPostLoad()    
   
   
    --This defines the CPs.  These need to happen first
    cp1 = CommandPost:New{name = "cp1"}
    cp2 = CommandPost:New{name = "cp2"}
    cp3 = CommandPost:New{name = "cp3"}
    cp4 = CommandPost:New{name = "cp4"}
    cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp6 = CommandPost:New{name = "cp7"}
cp7 = CommandPost:New{name = "cp8"}
   
   
    --This sets up the actual objective.  This needs to happen after cp's are defined
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
                                     textATT = "game.modes.con",
                                     textDEF = "game.modes.con2",
                                     multiplayerRules = true}
   
    --This adds the CPs to the objective.  This needs to happen after the objective is set up
    conquest:AddCommandPost(cp1)
    conquest:AddCommandPost(cp2)
    conquest:AddCommandPost(cp3)
    conquest:AddCommandPost(cp4)
    conquest:AddCommandPost(cp5)
    conquest:AddCommandPost(cp6)
    conquest:AddCommandPost(cp7)
    conquest:AddCommandPost(cp8)
   
    conquest:Start()
    SetUberMode(1);


    EnableSPHeroRules()
   
end


But AI still does not spawn?


#23
SWBF2 Modding / AI not spawning
April 24, 2017, 09:23:05 PM
Ok, this is weird,
I have my map right, and was testing it, I noticed that I forgot to put 2 command posts in the LUA. I closed out, went back to my LUA, edited it with the CPs, munged and then BOOM, now AI won't spawn. I have not touched anything in my LUA differently (or anywhere for that matter), all I can say is, I munged, and it they didn't spawn. I got no error messages from the munge log, and like stated before, nothing was different from before, it was literally the exact same map with 2 new CPs in the LUA. Does anyone have a clue what could cause this  :(? Thanks!

NOTE: I did turn AI spawning off to take some pictures of the map earlier (before the LUA change), however I turned them back on, and it worked just all the way until the match end. I rechecked the fake console to make sure It wasn't on, and surprise surprise, it wasn't.
#24
Requests / Re: Special thread for Asky902
April 18, 2017, 09:07:06 PM
http://www.moddb.com/games/star-wars-battlefront-ii/downloads/scarif-modding-starter-kit-ch1-level-design

Link to D.Onizaki's scarif mod kit which contains sky dome, and sky dome models, and a link to his tutorial on how to use it.
#25
*inserts OH GOD NO PLEASE NO meme in regards to regular sized* That's.....erm..... *looks at map* I think *know* bigger than the map itself? Anyways, I need it around the size of an acclamator. I was going to have it featured more prominently in the map (why am I edging around what I'm doing? It's a battle of jakku map) But the more I considered it, and looked at images/videos, from what I'm getting the star destroyer fell god knows how far away from the map boundaries. With that in mind, i'm thinking a model that's not as big as a star destroyer, but appears very large should suffice. Now...to find the asset with the SSD...
#26
Thats right, I completely forgot about the EaW: FoC Model, is it in .msh form?
#27
You aren't being one  ;)

But, I did say that it doesn't have to be super large, even a dome model would suffice as I could scale it up to my needs. However one scaled down to about the size of an acclamator or even a regular ISD would be great! :)
#28
Has anyone/is anyone willing to made/make an Executor model? And before you think "Wow, this guy is a mad nutjob for wanting a ship the size of several already massive ISDs" actually, no it can be as small as a dome model, or big as a frigate...nothing too insane  ;)

Thx!

#29
SWBF2 Modding / Re: Sound and Smoke effects
April 02, 2017, 09:43:50 AM
Again, thank you so much, however, unless i'm a complete idiot, after trying the steps given to the T several times, I could never get the lvl file for my world, let alone the sounds in the game, I will again try to get the sounds to work, however, I may have to ask someone to possibly make one for me as its become...annoying.  :cheers:
#30
SWBF2 Modding / Re: Sound and Smoke effects
April 01, 2017, 03:49:46 PM
Ah ok ill try that then!  :D


EDIT: I tried that, and it did not work also, and from what I've seen by poking around (note, still do not understand anything that was said :/) there is a way to drop certain files into a sound folder?