most likely it cant be shown without a source modification also found a way to give team 4 vehicles fr rumble conquest the only downside is that i cant turn them white like in bf2 so there will be 2 red teams.
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#421
SWBF1 Modding Tutorials / Re: tutorial on how to give locals an invisible reinforcements counter.
December 15, 2019, 10:51:05 AM #422
SWBF1 Modding Tutorials / Re: tutorial on how to give locals an invisible reinforcements counter.
December 15, 2019, 03:21:40 AM
thanks guys i just though i wish there was a way to give locals a reinforcements counter then i thought what if i try this probably wont work, to my surprise it works perfectly. fixed the missing comma.
#423
Star Wars Battlefront (2004 Original) / is there a modding discord for bf1 ?
December 14, 2019, 03:22:51 PM
is there a modding discord for bf1 so i can live chat with other modders ?
#424
SWBF1 Modding / Re: is there a way to turn team 4 white but keep them hostile ?
December 14, 2019, 03:20:32 PM
a pity i guess tam 4 will have to remain red then though it turns out team 4 can have vehicles and also its possible to give team 3 and 4 a reinforcemnts counter though you can not see it.
#425
SWBF1 Modding Tutorials / tutorial on how to give locals an invisible reinforcements counter.
December 14, 2019, 12:49:15 PM
simply add this under your locals lets say you have tusken raiders like in the tatooine dune sea it normally looks like this - Local Stats
SetTeamName(3, "locals")
AddUnitClass(3, "tat_inf_tuskenraider", 5);
AddUnitClass(3, "tat_inf_tuskenhunter", 2);
SetUnitCount(3, 14)
but we add this line under set unit count SetReinforcementCount(3, 250) 3 being the team and the second number how much reinforcements you want to have
SetTeamName(3, "locals")
AddUnitClass(3, "tat_inf_tuskenraider", 5);
AddUnitClass(3, "tat_inf_tuskenhunter", 2);
SetUnitCount(3, 14)
SetReinforcementCount(3, 250)
SetTeamName(3, "locals")
AddUnitClass(3, "tat_inf_tuskenraider", 5);
AddUnitClass(3, "tat_inf_tuskenhunter", 2);
SetUnitCount(3, 14)
but we add this line under set unit count SetReinforcementCount(3, 250) 3 being the team and the second number how much reinforcements you want to have
SetTeamName(3, "locals")
AddUnitClass(3, "tat_inf_tuskenraider", 5);
AddUnitClass(3, "tat_inf_tuskenhunter", 2);
SetUnitCount(3, 14)
SetReinforcementCount(3, 250)
#426
Star Wars Battlefront (2004 Original) / found a way to give team 4 vehicles pm me if you want to know how i done it.
December 14, 2019, 09:07:49 AM
title says it all friends.

#427
SWBF1 Modding / is there a way to turn team 4 white but keep them hostile ?
December 14, 2019, 08:14:53 AM
is it possible to turn team 4 white so they look neutral but still attack you and your team still attack them ?
#428
SWBF2 Modding / rumble conquest on my custom map unit count.
December 13, 2019, 01:50:38 PM
currently team 1 and 2 have between 80 to 120 units i can either match it with that or use one of the above options if i get even one vote for one of the above options i will go with that.
#429
SWBF2 Modding / how do i fix this error ?
December 05, 2019, 09:09:06 AM
guys i need help what is this error for battlefront 2 how do i fix this error the clone wars era works but the gcw era doesent Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(3776)
Command Post "cp1" not found
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on a nil value
stack traceback:
(none): in function AddCommandPost'
(none): in function AIHeroScript_ScriptPostLoad'
(none): in function `ScriptPostLoad'
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file exists
ifs_sideselect_fnEnter(): Starting to remove award effects...
ifs_sideselect_fnEnter(): Finished removing award effects.
the korg_1flag doesent work and the corg_con does can anyone tell me whats wrong with the galactic civil war version also not using the 1.3 patch
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(3776)
Command Post "cp1" not found
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on a nil value
stack traceback:
(none): in function AddCommandPost'
(none): in function AIHeroScript_ScriptPostLoad'
(none): in function `ScriptPostLoad'
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file exists
ifs_sideselect_fnEnter(): Starting to remove award effects...
ifs_sideselect_fnEnter(): Finished removing award effects.
the korg_1flag doesent work and the corg_con does can anyone tell me whats wrong with the galactic civil war version also not using the 1.3 patch
#430
SWBF1 Modding / Re: is it possible to modify function script init ?
December 05, 2019, 06:15:05 AM
thanks for your answer i guess i will just keep doing it the way i have been. thinking of moving over to battlefront 2 modding
#431
SWBF1 Modding / Re: is it possible to modify function script init ?
December 05, 2019, 01:17:15 AM
am trying to give multiple symbols to local teams and vehicles to team 4 just like battlefront2 rumble conquest
in battlefront 2 the game thinks all 4 teams are main and for locals you just add vehicles in that field but for example if cis is team 4 we make a new entry in the vehicle spawn odf and add classCis then we can put a vehicle there this works in battlefront 2 but doesent work in battlefront 1
in battlefront 2 the game thinks all 4 teams are main and for locals you just add vehicles in that field but for example if cis is team 4 we make a new entry in the vehicle spawn odf and add classCis then we can put a vehicle there this works in battlefront 2 but doesent work in battlefront 1
#432
SWBF1 Modding / is it possible to modify function script init ?
December 04, 2019, 02:20:01 PM
can function script init be modified or can i make a new modified one ?
#433
SWBF1 Modding / Re: is there a way for ai to use vehicles after their reinforcements drops below 25
December 03, 2019, 01:11:03 PM
perhaps phys0fred would know ?
#434
SWBF1 Modding / Re: is there a way for ai to use vehicles after their reinforcements drops below 25
December 03, 2019, 12:48:37 PM
oh ok thanks for all the help if you ever figure out how to add extra stuff such as adding extra local factions so that the game can differentiate between team 3 and 4 let me know.
#435
SWBF1 Modding / Re: is there a way for ai to use vehicles after their reinforcements drops below 25
December 03, 2019, 11:45:33 AM
thanks that worked also is there a way to add more local factions in the exe ?