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#331
IT WORKED! HUZZAH!

Okay for future reference to anyone who wants to use a Gian Speeder and encountered the issue I did, here is what you need to do...

1. Have all assets related to the Gian Speeder located in your respective World Folders. These can be found under the Naboo Assets. (MSH's, ODF's, etc...)

2. On your vehicle spawn, to get the Gian Speeder, enter "nab_hover_gianspeeder" into the appropriate ClassFactionAttk/Def slot.

3. Add "nab_hover_gianspeeder" to your REQ file under "class"

4. Munge, and enjoy your Gian Speeder  :moo:
#332
Quote from: Sereja on August 04, 2015, 07:58:42 AM
Oh well, seems I mean another flash speeder  :slap: The gian speeder was present in history campaign so it should work...

Well it doesn't. I've checked the settings in Zero edit a thousand times already and there is nothing wrong with the setup, especially since the other vehicles work with the same vehicle spawn.

I'm going to try adding "nab_hover_gianspeeder" to my mod REQ and will post to inform you if that accomplished anything.
#333
Quote from: Sereja on August 04, 2015, 07:25:50 AM
I guess you need to create a coustom side folder, then put there a gian speeder. Also, you may need to edit the speeder itself, because creators abandon this hover project, and didn't finish adjusting of it.

That would be really annoying if I have to do that...I will if I have to, but I'd like to avoid it if at all possible. I checked the nab2 Campaign REQ file and under "class" it mentioned "nab_hover_gianspeeder". Does this help at all?
#334
Here's a copy of my LUA script if this helps at all.
[spoiler]
"---------------------------------------------------------------------------
-- 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 REP = 2
    local CIS = 1
--  These variables do not change
    local ATT = 1
    local DEF = 2

    AddMissionObjective(CIS, "red", "level.Nb1.objectives.1");
    AddMissionObjective(CIS, "orange", "level.Nb1.objectives.2");
    AddMissionObjective(CIS, "orange", "level.Nb1.objectives.3");
    AddMissionObjective(REP, "red", "level.Nb1.objectives.1");
    AddMissionObjective(REP, "orange", "level.Nb1.objectives.2");
    AddMissionObjective(REP, "orange", "level.Nb1.objectives.3");




    ReadDataFile("sound\\tat.lvl;tat1cw")
    ReadDataFile("SIDE\\gar.lvl",
        "gar_inf_basic",
        "gar_hover_combatspeeder");

    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_basic_battledroids",
   "cis_inf_countdooku",
        "cis_inf_droideka",
   "cis_hover_aat");

    ReadDataFile("SIDE\\gun.lvl",
        "gun_inf_basic");
   
    SetAttackingTeam(ATT);

--      Republic Stats
    SetTeamName(REP, "Freedom Fighters")
    AddUnitClass(REP, "gar_inf_soldier",10)
    AddUnitClass(REP, "gar_inf_vanguard",1)
    AddUnitClass(REP, "gar_inf_pilot",2)
    AddUnitClass(REP, "gun_inf_defender",2)
    AddUnitClass(REP, "gun_inf_soldier",1)
     
--      CIS Stats
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "cis_icon")
    AddUnitClass(CIS, "cis_inf_battledroid_inf",10)
    AddUnitClass(CIS, "cis_inf_battledroid_av",1)
    AddUnitClass(CIS, "cis_inf_battledroid_pilot",2)
    AddUnitClass(CIS, "cis_inf_battledroid_sniper",2)
    AddUnitClass(CIS, "cis_inf_droideka",1)
    SetHeroClass(CIS, "cis_inf_countdooku")
     
--  Attacker Stats
    SetUnitCount(ATT, 16)
    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, 16)
    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)

--  Local Stats
--  SetTeamName(3, "locals")
--  AddUnitClass(3, "gam_inf_gamorreanguard",3)
--  SetUnitCount(3, 3)
--  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", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
-- SetMemoryPoolSize("SoundSpaceRegion", 81)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:Nb1\\Nb1.lvl")
    SetDenseEnvironment("true")
  --AddDeathRegion("Sarlac01")
  --SetMaxFlyHeight(90)
  --SetMaxPlayerFlyHeight(90)


--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatcw_music");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");

    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);

    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1);

    SetOutOfBoundsVoiceOver(2, "repleaving");
    SetOutOfBoundsVoiceOver(1, "cisleaving");

    SetAmbientMusic(REP, 1.0, "rep_tat_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_tat_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_tat_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_tat_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_tat_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_tat_amb_victory");
    SetDefeatMusic (REP, "rep_tat_amb_defeat");
    SetVictoryMusic(CIS, "cis_tat_amb_victory");
    SetDefeatMusic (CIS, "cis_tat_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, 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
--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"
[/spoiler]
#335
Quote from: Phobos on August 04, 2015, 12:24:51 AM
if i recall you can easily adjust the height of individal spawn nodes with the middle mouse button. or maybe the shift key, not sure but its in one of freds documents. you can move them all at once or individually.

Middle mouse button method doesn't work for me, and neither does using the middle mouse button while holding C. Oh well, both RepubliqueCmdr's and Sereja's methods work.

Would like to thank everyone for helping me out with this. Now if I could just get my Gian Speeders to spawn...
#336
I know this is the second thread I've made today and for that I apologize   :( But I'm having a serious issue with regards to the Gian Speeder for my newest map. No matter what I do, I cannot get them to spawn. All of my other vehicles are working properly, so I've concluded this is an isolated issue to the speeder.

I have my map set up so the Gian Speeder spawns for the local defenders. So for the vehicle spawn, under ClassLocDef, I have: "gar_hover_combatspeeder", as it is in the gar side file under assets. This does not get it to spawn.

So I tried something different, found the ODF file for the combatspeeder and on two separate vehicle spawns I put "rep_hover_gian_speeder" and "nab_hover_gianspeeder". Neither of these worked as well.

Frustrated, the last thing I tried was I went to the Naboo campaign LUA script to look up what it put under the Royal Guard side. It doesn't even exist in that LUA! it says "gar_inf_basic", but nothing about vehicles.

I am at a total loss as to how to get a Gian Speeder into my map. Has anyone encountered this issue before, and know how to fix it?
#337
Thank you all for the replies! Will test these methods out and hopefully they work.
#338
So I have a general question about Spawn Paths. I currently can't seem to get them to be on top of a building, so that the AI would spawn, say, on top of a balcony. It seems as though the spawn nodes have no Z axis to speak of, so I can't raise them off the ground. Currently if I put a node inside a building, they spawn inside of it rather than on the roof or something.

Anybody know how to get the Z axis to work?
#339
Released Maps and Mods / Re: Tatooine: Mos Anek
August 01, 2015, 01:22:18 PM
OH wow! I didn't even realize this thread existed! I just uploaded the map and didn't even think twice about it lol. But now that I know it's here...

Thanks everyone for the reviews! I'm glad you enjoyed it. Any feedback you can give is greatly appreciated  :)

EDIT: While I'm here, a couple things:

Firstly, if you play as the attackers here's a little hint: There's a second way to get into the city if you're willing to look for it. That front gate is naturally the primary entrance, but if you want to open a second front...

Secondly, as I'm looking at the screenshots...I noticed there aren't any moisture vaporaters...I know I put them in so I'll have to look into that.

Third and finally, I uploaded my second map, so it has it's own thread in this forum now too. Feel free to take a look at that one too and leave feedback accordingly!

Again, thank you so much for all the feedback!
#340
IIRC, they also said there will be NO Galactic Conquest, AT-AT will be on a rail, and no Clone Wars.  :dry:
#341
Released Maps and Mods / Kashyyyk: Village
July 30, 2015, 09:26:31 PM
Kashyyyk: Village

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1331

Welcome and thank you for downloading "KASHYYYK: VILLAGE"!
This is a custom mod map for Star Wars Battlefront 1.

--Installation:---

1. Download the file.
2. Go to your downloads folder and extract the files with Wk1 and put them into your Lucasarts/Star Wars Battlefront/GameData/AddOn file.
3. Play!

---STORY:---

Clone Wars:

The separatist invasion of Kashyyyk is moving swiftly. With the separatist forces rapidly conquering territory across the planet,
the Republic's clone forces are spread dangerously thin. The next stop for the confederate war machine is a valley occupied mostly by
a lake. The Republic has only recently deployed troops here, so the wookies must provide the bulk of the defence force for this region.
Unfortunately, both the Republic and wookie forces have been deployed in terrible positions; the CIS forces have effectively driven a wedge between them. Cut off from each other, each team must assume control of their own command posts with no assistance from each other. To add to the Republic's woes, their vehicles were dropped into the wookie's territory. The situation for the defenders is dire, but their resolve is strong. Fight with the wookies and their Republic allies or with the CIS to secure this territory.

Galactic Civil War:

A rebel cell has been deployed to Kashyyyk to rally the local wookie tribes and overthrow the Imperial occupation. However, the Empire has caught word of this local insurrection, and have tracked the upstart rebels to a valley on the planet. However, the Empire is too late to stop the uprising; The wookies have already taken up arms and granted the Alliance use of one of their villages. The Empire must now face a battle on two fronts, and has deployed vehicular support to put down the rebellion. The Alliance has done similar. The forest is hushed as all three armies march to battle...

----Credits:----

All work contained within this file are stock assets provided by Lucasarts and Pandemic. I have used no custom
content from any other modder.

-------Use of this Content-------
Use of anything contained in this file is welcome to be adjusted or otherwise altered by anyone who
wants to, so long as I receive credit for any said works.

--------Known Issues--------

1. The tanks for both eras are missing their firing sounds. I have no idea how to fix this, if you know a solution please make it known.
#342
Welcome Center / Re: Just joined :)
July 30, 2015, 09:24:24 PM
Just added my second map to the site! Told you I'd have it to you soon  8)

Titled: "Kashyyyk: Village", if anyone was interested  :tu:
#343
Welcome Center / Re: Just joined :)
July 30, 2015, 10:34:29 AM
Thanks everyone for the welcomes!  :P

FYI the map I submitted is titled "Tatooine: Mos Anek" if any of you were interested  :happy:
#344
Released Maps and Mods / Tatooine: Mos Anek
July 30, 2015, 01:56:16 AM
Tatooine: Mos Anek

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1330

Welcome and thank you for downloading "TATOOINE: MOS ANEK"!
This file is a custom mod map for Star Wars: Battlefront 1.

---Installation:---

1. Download the file.
2. Go to your downloads folder and extract the files and put them into your Lucasarts/Star Wars Battlefront/GameData/AddOn file.
3. Play!

----STORY:----

Clone Wars:

The CIS holds the city of Mos Anek on Tatooine.
It's strategic location on Tatooine (is there anything strategic about that dustball? Whatever...) is
essential for Republic military efforts on Tatooine, and as such the Republic has grouped an army on
the outskirts of the city in order to retake it. The fate of Tatooine is in your hands; will you defend the
city for the CIS, or fight with the Republic to secure this territory?


Galactic Civil War:

The Rebel Alliance has won a decisive victory over the Galactic Empire on Tatooine at the city of Mos Anek.
However, a beleaguered Rebel army is a prime raiding target for the Tusken Raiders. A massive Tusken army
has been amassing outside the city. Unable to muster the numbers to take the fight to the Sand
people directly, the Rebels await them behind the city walls...

-----Credits-----

All work contained within this file are stock assets provided by Lucasarts and Pandemic. I have used no custom
content from any other modder.

-------Use of this Content-------
Use of anything contained in this file is welcome to be adjusted or otherwise altered by anyone who
wants to, so long as I receive credit for any said works.

--------Known Issues--------
None that I'm aware of. If you find any please make it known!
#345
Welcome Center / Just joined :)
July 29, 2015, 10:23:34 PM
Hello everyone, just joined the site! Wanted to see the works of other Modders in the BF community, as I have recently started myself and submitted my very first map to the site!  :tu:

I got into modding not too long ago as I got tired of playing the standard maps (I mostly play the original Battlefront), and having a ton of ideas for new maps I wanted to create. So I downloaded the tools, and after almost a month of headaches getting everything fine tuned, my first map was born. This site and many others were instrumental in getting me through the first days/weeks, and this one seems like a great way to spread my works around, so here I am!

Currently working on my 2nd map and hope to have it to you all soon  :D