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Messages - Ty294

#91
Quote from: wsa30h on May 19, 2020, 02:03:04 AMquick question does the empire icon work when you have them set as team 3 ?

It does, yes.
#92
I'm still getting no sign of it working. Here is my updated LUA:

---------------------------------------------------------------------------
-- 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()
--  Empire Attacking (attacker is always #1)
    --local IMP = 1
    --local ALL = 2
    local CIS = 1
    local ALL = 2
    local Empire = 3
--  These variables do not change
    local ATT = 1
    local DEF = 2

    AddMissionObjective(CIS, "red", "level.SepV.objectives.1");
--    AddMissionObjective(CIS, "orange", "level.SepV.objectives.2");
    AddMissionObjective(CIS, "orange", "level.SepV.objectives.3");
--    AddMissionObjective(ALL, "red", "level.SepV.objectives.1");
    AddMissionObjective(ALL, "orange", "level.SepV.objectives.2");
    AddMissionObjective(ALL, "orange", "level.SepV.objectives.3");

    ReadDataFile("sound\\bes.lvl;bes1gcw");
    ReadDataFile("dc:sound\\SepV.lvl;SepanVgcw");

    --ReadDataFile("dc:COMMON\\common.lvl")
    --ReadDataFile("GameData\\AddOn\\SepV\\Data\\_lvl_pc\\COMMON\\common.lvl")
    --ReadDataFile("AddOn\\SepV\\Data\\_lvl_pc\\COMMON\\common.lvl")
   ReadDataFile("common\\common-sepv.lvl");

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

    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_basic_tie",
"imp_inf_darthvader",
        "imp_inf_dark_trooper",
"imp_fly_tiebomber",
        "imp_fly_tiefighter");

    ReadDataFile("dc:SIDE\\sep.lvl",
        "sep_fly_fighters",
"sep_fly_gunship",
"rip_inf_basic",
"dim_inf_basic",
"imp_inf_pilot");


    ReadDataFile("common\\common-sepv.lvl");
   
    SetAttackingTeam(ATT);

--      Alliance Stats
    SetTeamName(ALL, "Alliance")
    SetTeamIcon(ALL, "all_icon")
    AddUnitClass(ALL, "rip_inf_pilot",10)
    AddUnitClass(ALL, "rip_inf_mechanic",5)
    AddUnitClass(ALL, "rip_inf_trooper",5)
    SetHeroClass(ALL, "all_inf_lukeskywalker")

--      Imperial Stats
    --SetTeamName(IMP, "Empire")
    --SetTeamIcon(IMP, "imp_icon")
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "CIS_icon")
    AddUnitClass(CIS, "dim_inf_pilot",10)
    AddUnitClass(CIS, "dim_inf_mechanic",5)
    AddUnitClass(CIS, "dim_inf_trooper",5)
    SetHeroClass(CIS, "imp_inf_darthvader")
   
--  Attacker Stats
    SetUnitCount(ATT, 20)
    SetReinforcementCount(ATT, 200)
--    AddBleedThreshold(ATT, 31, 0.0)
--    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 0.75)
    AddBleedThreshold(ATT, 10, 1.5)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 20)
    SetReinforcementCount(DEF, 200)
--    AddBleedThreshold(DEF, 31, 0.0)
--    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 0.75)
    AddBleedThreshold(DEF, 10, 1.5)
    AddBleedThreshold(DEF, 1, 3.0)

    SetTeamName(3, "Empire")
    SetTeamIcon(3, "imp_icon")
    AddUnitClass(3, "imp_inf_pilot",8)
    AddUnitClass(3, "imp_inf_gunner",8)
    SetUnitCount(3, 16)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsEnemy(3, DEF)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 4) -- Droidekas
    AddWalkerType(1, 4) -- number of leg pairs, count
    AddWalkerType(2, 0)
    --SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityFlyer", 55)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
--  SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("PowerupItem", 60)
--    SetMemoryPoolSize("SoundSpaceRegion", 85)
    SetMemoryPoolSize("EntityMine", 40)
    --SetMemoryPoolSize("Aimer", 200)
--    SetMemoryPoolSize("Obstacle", 725)
    --SetMemoryPoolSize("EntityLight", 150)

SetAllowBlindJetJumps(0)
SetMemoryPoolSize("Aimer", 999)
SetAttackerSnipeRange(500)
SetDefenderSnipeRange(500)

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:SepV\\SepV.lvl")
    ReadDataFile("dc:COMMON\\common.lvl")
    SetDenseEnvironment("false")
SetMinFlyHeight(20)
    SetMinPlayerFlyHeight(-50)
    SetMaxFlyHeight(150) --250
    SetMaxPlayerFlyHeight(150) --250
    SetAIVehicleNotifyRadius(400) --64
    SetStayInTurrets(1)

    AddDeathRegion("fall1")
    AddDeathRegion("death")

--  Sound Stats
    OpenAudioStream("sound\\bes.lvl",  "bes1gcw_music");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\bes.lvl",  "bes1");
    OpenAudioStream("sound\\bes.lvl",  "bes1");
    OpenAudioStream("dc:sound\\SepV.lvl",  "SepanV");
    OpenAudioStream("dc:sound\\SepV.lvl",  "SepanV");

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(ALL, CIS, "all_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, ALL, "imp_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, CIS, "imp_off_com_report_us_overwhelmed", 1);

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(ALL, CIS, "all_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, CIS, "imp_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, 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(CIS, 1.0, "imp_bes_amb_start",0,1);
    SetAmbientMusic(CIS, 0.99, "imp_bes_amb_middle",1,1);
    SetAmbientMusic(CIS, 0.1,"imp_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(CIS, "imp_bes_amb_victory");
    SetDefeatMusic (CIS, "imp_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("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, 3, "imp_bonus_imp_hero");
    SetPlanetaryBonusVoiceOver(CIS, ALL, 3, "imp_bonus_all_hero");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");

    SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
    SetPlanetaryBonusVoiceOver(ALL, CIS, 3, "all_bonus_imp_hero");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");


--  Camera Stats
--Tat 3 - Jabbas' Palace
    AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);
    AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551);
    AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990);
    AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519);
    AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025);
    AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255);
    AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096);
    AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620);
    AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437);
    AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003);
    AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054);
    AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029);
    AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563);

end


Here's where I put the files:




(Never mind the --common.lvl, that is the latest Steam one, which I replaced with a 1.2 version so I could get the Freecam back.)

I noticed in the tutorial thread that the other thread it links to mentions a common.req file, though that is just for the BF2 loading screen. Is there another element like that which I am missing here though? Some minor addition to another file somewhere?

Also, if anyone is willing to take a few minutes to test it to see if they can get it to work, here is my common.lvl file. The changes you should see are the Rebel and CIS icons replaced with a wrench icon (just borrowed one of the other holo icons from the assets for testing purposes) and the main ordnance impact replaced with the larger BF2 version.

I appreciate all the help guys!
#93
Quote from: Dark_Phantom on May 18, 2020, 11:13:50 AM
From what I remember, loading in a custom common is finicky, but Sereja has successfully done it for a long time.  His directory structure is:
Addon\004\Data\_lvl_pc\COMMON\common.lvl
then he seems to call it in the same way you do - what I remember from the discussion is that it's before sides but after sounds (which is where yours is, so that's good).

However, I would try something - please backup the stock common.lvl and try to load in the new common.lvl instead.  If it is crashing then, it is a problem with your common, if not, we need to dig deeper into why this isn't loading in and what you are trying to load in.

I have tested it before that way and it does work just fine. That was my first thought was that the common.lvl was broken, but it apparently is not. Just tested it again to be thorough, and yeah, it isn't the common.lvl.

As for what I'm changing, basically I am wanting to change the faction logo .msh's, as well as possibly the faction icons that appear when you select the map (not sure if that part is possible).

I remember seeing something mentioned about faction logos in one of the threads, and something about maybe having to rework the shell or something? But I don't think it was explained how.

In order to better gauge whether what I was doing was working or not, I made one other small change, which was to override the default "ord_explosion.fx" with the one from BF2 (bigger and has more sparks), since I figured that should be an easy one to change. But either way I have not seen any change when attempting to load the custom common.

Quote from: Led on May 18, 2020, 11:17:19 AM
dont use the DC

hard code the folder structure from gamedata

I should have a tutorial in the tutorials section

So, like this?

ReadDataFile("GameData\\AddOn\\SepV\\Data\\_lvl_pc\\COMMON\\common.lvl")

or?

ReadDataFile("AddOn\\SepV\\Data\\_lvl_pc\\COMMON\\common.lvl")

(Just tried both of those, but with no success.)
#94
Quote from: wsa30h on May 18, 2020, 10:51:02 AM
try just loading one of the common lvl's in the lua

Is "loading" done differently than how I have it put in? Or are you saying to remove the lines until I'm only attempting to load one?
#95
Hey fellow modders, I'm having a big of an issue trying to get a custom common.lvl to load into an addon map. I've looked across several threads and messages around here and the best I've been able to come up with is you just need the line:

ReadDataFile("dc:COMMON\\common.lvl")

In your LUA, along with placing the modified common.lvl into "Data\_lvl_pc\COMMON"

The thing is... I've done that and then some, but it won't work. In fact, to be thorough, I have uploaded two different common files (common.lvl and sepan_common.lvl) into EVERY level of my addon folder.

SepV\Data\_lvl_pc\COMMON\eng

Every one of those five folders has the two .lvl folders in it, just to quintuply sure I have them there! Then I even put the sepan_common.lvl in the base files too, to see if I could load it from there...

Then, I added multiple lines in the LUA to try and get *any* of them to read:


---------------------------------------------------------------------------
-- 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()
--  Empire Attacking (attacker is always #1)
    --local IMP = 1
    --local ALL = 2
    local CIS = 1
    local ALL = 2
    local Empire = 3
--  These variables do not change
    local ATT = 1
    local DEF = 2

    AddMissionObjective(CIS, "red", "level.SepV.objectives.1");
--    AddMissionObjective(CIS, "orange", "level.SepV.objectives.2");
    AddMissionObjective(CIS, "orange", "level.SepV.objectives.3");
--    AddMissionObjective(ALL, "red", "level.SepV.objectives.1");
    AddMissionObjective(ALL, "orange", "level.SepV.objectives.2");
    AddMissionObjective(ALL, "orange", "level.SepV.objectives.3");

    ReadDataFile("sound\\bes.lvl;bes1gcw");
    ReadDataFile("dc:sound\\SepV.lvl;SepanVgcw")

  ReadDataFile("dc:COMMON\\common.lvl")
  ReadDataFile("dc:COMMON\\sepan_common.lvl")
  ReadDataFile("dc:common.lvl")
  ReadDataFile("dc:sepan_common.lvl")
  ReadDataFile("COMMON\\sepan_common.lvl")

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

    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_basic_tie",
"imp_inf_darthvader",
        "imp_inf_dark_trooper",
"imp_fly_tiebomber",
        "imp_fly_tiefighter");

    ReadDataFile("dc:SIDE\\sep.lvl",
        "sep_fly_fighters",
"sep_fly_gunship",
"rip_inf_basic",
"dim_inf_basic",
"imp_inf_pilot");
   
    SetAttackingTeam(ATT);

--      Alliance Stats
    SetTeamName(ALL, "Alliance")
    SetTeamIcon(ALL, "all_icon")
    AddUnitClass(ALL, "rip_inf_pilot",10)
    AddUnitClass(ALL, "rip_inf_mechanic",5)
    AddUnitClass(ALL, "rip_inf_trooper",5)
    SetHeroClass(ALL, "all_inf_lukeskywalker")

--      Imperial Stats
    --SetTeamName(IMP, "Empire")
    --SetTeamIcon(IMP, "imp_icon")
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "CIS_icon")
    AddUnitClass(CIS, "dim_inf_pilot",10)
    AddUnitClass(CIS, "dim_inf_mechanic",5)
    AddUnitClass(CIS, "dim_inf_trooper",5)
    SetHeroClass(CIS, "imp_inf_darthvader")
   
--  Attacker Stats
    SetUnitCount(ATT, 20)
    SetReinforcementCount(ATT, 200)
--    AddBleedThreshold(ATT, 31, 0.0)
--    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 0.75)
    AddBleedThreshold(ATT, 10, 1.5)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 20)
    SetReinforcementCount(DEF, 200)
--    AddBleedThreshold(DEF, 31, 0.0)
--    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 0.75)
    AddBleedThreshold(DEF, 10, 1.5)
    AddBleedThreshold(DEF, 1, 3.0)

    SetTeamName(3, "Empire")
    SetTeamIcon(3, "imp_icon")
    AddUnitClass(3, "imp_inf_pilot",8)
    AddUnitClass(3, "imp_inf_gunner",8)
    SetUnitCount(3, 16)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsEnemy(3, DEF)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 4) -- Droidekas
    AddWalkerType(1, 4) -- number of leg pairs, count
    AddWalkerType(2, 0)
    --SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityFlyer", 55)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
--  SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("PowerupItem", 60)
--    SetMemoryPoolSize("SoundSpaceRegion", 85)
    SetMemoryPoolSize("EntityMine", 40)
    --SetMemoryPoolSize("Aimer", 200)
--    SetMemoryPoolSize("Obstacle", 725)
    --SetMemoryPoolSize("EntityLight", 150)

SetAllowBlindJetJumps(0)
SetMemoryPoolSize("Aimer", 999)
SetAttackerSnipeRange(500)
SetDefenderSnipeRange(500)

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:SepV\\SepV.lvl")
    ReadDataFile("dc:COMMON\\common.lvl")
    SetDenseEnvironment("false")
SetMinFlyHeight(20)
    SetMinPlayerFlyHeight(-50)
    SetMaxFlyHeight(150) --250
    SetMaxPlayerFlyHeight(150) --250
    SetAIVehicleNotifyRadius(400) --64
    SetStayInTurrets(1)

    AddDeathRegion("fall1")
    AddDeathRegion("death")

--  Sound Stats
    OpenAudioStream("sound\\bes.lvl",  "bes1gcw_music");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\bes.lvl",  "bes1");
    OpenAudioStream("sound\\bes.lvl",  "bes1");
    OpenAudioStream("dc:sound\\SepV.lvl",  "SepanV");
    OpenAudioStream("dc:sound\\SepV.lvl",  "SepanV");

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(ALL, CIS, "all_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, ALL, "imp_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, CIS, "imp_off_com_report_us_overwhelmed", 1);

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(ALL, CIS, "all_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, CIS, "imp_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, 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(CIS, 1.0, "imp_bes_amb_start",0,1);
    SetAmbientMusic(CIS, 0.99, "imp_bes_amb_middle",1,1);
    SetAmbientMusic(CIS, 0.1,"imp_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(CIS, "imp_bes_amb_victory");
    SetDefeatMusic (CIS, "imp_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("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, 3, "imp_bonus_imp_hero");
    SetPlanetaryBonusVoiceOver(CIS, ALL, 3, "imp_bonus_all_hero");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");

    SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
    SetPlanetaryBonusVoiceOver(ALL, CIS, 3, "all_bonus_imp_hero");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");


--  Camera Stats
--Tat 3 - Jabbas' Palace
    AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);
    AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551);
    AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990);
    AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519);
    AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025);
    AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255);
    AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096);
    AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620);
    AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437);
    AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003);
    AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054);
    AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029);
    AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563);

end


And yet, nothing ever changes. I tested the common.lvl on the base game to make sure it wasn't an issue with the .lvl itself, and it works just fine. So somehow I've got a loading issue going on here, and I cannot figure out what it is. Anyone know what I'm missing?

Thanks in advance!
#96
Released Maps and Mods / Re: 1.2 stock shell.lvl
May 18, 2020, 06:46:57 AM
Sorry to bump, but the download link is currently broken. Thanks.
#97
Quote from: Dark_Phantom on May 04, 2020, 12:09:39 PM
I have heard you can still swap out with our SWBFspy exe and freecam should still work, just no online then.
The statistics should be the same.  I can confirm that Fake Console works the same as before, but freecam being broken sucks.

I tried downloading and installing SWBFspy and it didn't work, caused it to go blackscreen after attempting to load.

Also, I got this error when attempting to run SPTest:

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaScript.cpp(1951)
error: attempt to call global `ScriptCB_GetStringWidth' (a nil value)
stack traceback:
   1:  function `CreateNegativeButton' [(none)]
   2:  function `NewIFShellScreen_common' [(none)]
   3:  function `NewIFShellScreen' [(none)]
   4:  main of (none)
   5:  function `ScriptCB_DoFile' [C]
   6:  main of (none)
#98
I haven't tested many maps yet, but they seem fine for me. What doesn't work is the Free Camera Common.lvl. It was removed when the update went through, and I just tried re-adding it again, but it causes you to get shown a "Press Start To Begin" message instead of the list of user profiles, and I can't get past that point.

That would really suck if I couldn't use Free Camera on the Steam version, especially since now it seems to have fixed the issue where the game spazzes out at higher resolutions (I was having to run it at low res levels to keep it from breaking), and also I like having the Steam version so I don't have to plug in a noisy external disk drive (neither of my PCs have disk drives).
#99
Quote from: wsa30h on March 12, 2020, 03:38:10 AM
it has all ground vehicles but am not sure you will be able to use all the sounds in the game in a single sound file because of the 32 mb limit

Aw, it has a limit? That sucks.
#100
I appreciate the offer, but unless the sound file activates every sound in the game, it'll probably be easier for me to do it myself so I can keep track of what I've added and what I haven't.
#101
Conceptually? Everyone. Five teams, the four main factions and one local faction that will have random generated local units. Picking Clone Wars will allow you to play as the Clone War factions and GCW as the GCW factions. Also I wanna try to make it so every single vanilla turret and vehicle is available within the map.
#102
Released Assets / Re: Urban Rebel Marksman
March 09, 2020, 03:17:36 PM
Awesome, thank you!

I know there were a few others when I've gone through the downloads section before. I don't remember them off-hand, but if I go searching again and get 404s again I'll be sure to let you know!  :tu:
#103
I actually do plan to make one once my current map is complete. But the one I'm currently on is still a long way out, so I have no idea when I'll start on the cross-era one.
#104
Released Assets / Re: Urban Rebel Marksman
March 08, 2020, 09:21:55 AM
I know this topic is very old, but the download link for this asset is a 404 and I thought I'd point it out so someone can fix it if possible. Thanks.
#105
Oh, didn't realize I couldn't make the map bigger. Always thought it was possible, but I guess I am misremembering. Appreciate it.