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Messages - Kade

#181
Requests / Re: Space battles
January 17, 2017, 09:46:07 AM
here is a lua i made to my own map. it loads up fine but no clone appears in game
#182
Requests / Space battles
January 16, 2017, 02:46:21 PM
Hello there swbfgamers,

i have two things that i have been wanting to do for ages but i gave up and recently have come back to.

1- have a space battle between the clones and the empire

2- give the clones access to the ywing and awing

if somebody could help me with this, i would much appreciate it.

#183
cdt fox

when you said

Exemple: in my side .lvl file i have one unit called "rep_inf_rifle". This unit is in my side folder, in that case "all". Once munged i will have all.lvl

- My goal is to replace the rebel pilot in space called "all_inf_pilot" as you can see here my unit have the same number of characters/letters.

i changed rep_inf_ep3_pilot to rep_inf_pilot and and i munged it and put it in my game files. then edited spa.lvl to rep vs imp and when i spawn i can only be imp or it will crash the game but if i pic imp and go to the rebel ship, nobody or no ships are found

http://www.mediafire.com/file/l3vglif4i2vcbjh/MISSION1.LVL
if anyone else could help it would be great
#184
Requests / Re: sides
January 15, 2017, 11:56:34 AM
really confused
#185
Requests / sides
January 15, 2017, 09:51:44 AM
can anyone give this a whirl?
#186
so basically i can munge a new side and replace the old one.

example: change rep_inf_ep3_rifleman to all_inf_rifleman and then munge and all the riflemen will be clones ?
#187
thanks

i tried it but it would crash if i edited a space battle. i manged to get emipre vs clones on tantive iv but thats it. also how can i use the rep_inf_ep2_jetrooper_rifleman ??

if i try to change anything on the hex edit it would change the numbering and like you said it has to be the same?
lol i think im just really confused.
#188
i couldnt get the lvl file open and it wouldnt let me munge. i got the munge fixer though. when i start up the game it says mission.lvl couldnt open

i got the mission to work but none of my changes appeared in game

Note: Again, do not double post please.
#189
Star Wars Battlefront 2 (2005 Original) / space battle
January 14, 2017, 04:21:06 PM
hello everyone :)

has anyone managed to get any space or ground battles between the empire vs empire, clone vs clone or clone vs empire. i would love this so much :) is it possible to make the rebel soldier a clone soldier/rebel marine as a clone marine. also have a arc 170 spawn at a rebel ship?

my custom maps i made with my customs sides wont work for me.

this would be amazing if someone could get back to me.
thanks
#190
Requests / Re: Teams
December 15, 2015, 11:45:42 AM
thanks
#191
SWBF2 Modding / Skin
December 13, 2015, 09:13:51 AM


i made a custom skin by changing textures on the republic how do i make them texture replace the original ????

i haven tested yet obviously because i dont know how to finish  :rofl:

if you could help me it would be great  :cheer:
#192
SWBF2 Modding / Skin Editors and Sides ??
December 13, 2015, 04:52:55 AM
hello,

i was wondering how can you edit skins ? and also how can i make my own  side e.g rep but only its rep2 with diffrent textures ? would this work so i could have red republic vs blue republic ???
#193
SWBF2 Modding / Command Post's ?
December 12, 2015, 11:57:38 AM
hello there,

on 3 different maps i have tried to swap teams they work and do not crash but there is no tp's to spawn at so i cant enter battles whats wrong ?

here is my lua

edit by led: 
here is his first one:


[spoiler]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

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

   
function ScriptPostLoad()
      EnableSPHeroRules()
      
       AddDeathRegion("Death")
       AddDeathRegion("Death1")
       AddDeathRegion("Death2")
       AddDeathRegion("Death3")
       AddDeathRegion("Death4")
      
      
       SetProperty ("LibCase1","MaxHealth",1000)
       SetProperty ("LibCase2","MaxHealth",1000)
       SetProperty ("LibCase3","MaxHealth",1000)
       SetProperty ("LibCase4","MaxHealth",1000)
       SetProperty ("LibCase5","MaxHealth",1000)
       SetProperty ("LibCase6","MaxHealth",1000)
       SetProperty ("LibCase7","MaxHealth",1000)
       SetProperty ("LibCase8","MaxHealth",1000)
       SetProperty ("LibCase9","MaxHealth",1000)
       SetProperty ("LibCase10","MaxHealth",1000)
       SetProperty ("LibCase11","MaxHealth",1000)
       SetProperty ("LibCase12","MaxHealth",1000)
       SetProperty ("LibCase13","MaxHealth",1000)
       SetProperty ("LibCase14","MaxHealth",1000)



       SetProperty ("LibCase1","CurHealth",1000)
       SetProperty ("LibCase2","CurHealth",1000)
       SetProperty ("LibCase3","CurHealth",1000)
       SetProperty ("LibCase4","CurHealth",1000)
       SetProperty ("LibCase5","CurHealth",1000)
       SetProperty ("LibCase6","CurHealth",1000)
       SetProperty ("LibCase7","CurHealth",1000)
       SetProperty ("LibCase8","CurHealth",1000)
       SetProperty ("LibCase9","CurHealth",1000)
       SetProperty ("LibCase10","CurHealth",1000)
       SetProperty ("LibCase11","CurHealth",1000)
       SetProperty ("LibCase12","CurHealth",1000)
       SetProperty ("LibCase13","CurHealth",1000)
       SetProperty ("LibCase14","CurHealth",1000)


    EnableSPHeroRules()
            DisableBarriers("SideDoor1")
            DisableBarriers("MainLibraryDoors")
            DisableBarriers("SideDoor2")
            DisableBarriers("SIdeDoor3")
            DisableBarriers("ComputerRoomDoor1")
            DisableBarriers("StarChamberDoor1")
            DisableBarriers("StarChamberDoor2")
            DisableBarriers("WarRoomDoor1")
            DisableBarriers("WarRoomDoor2")
            DisableBarriers("WarRoomDoor3")
            PlayAnimation("DoorOpen01")
            PlayAnimation("DoorOpen02")
           
                --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"}
   
    --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:Start()
end

function ScriptInit()
    -- Designers, these two lines *MUST* be first.
    SetPS2ModelMemory(4030000)
    ReadDataFile("ingame.lvl")
   
   
   
    ReadDataFile("sound\\cor.lvl;cor1gcw")
    SetMapNorthAngle(180, 1)
    SetMaxFlyHeight(25)
    SetMaxPlayerFlyHeight (25)
    AISnipeSuitabilityDist(30)
   
     ReadDataFile("SIDE\\rep.lvl",
                    "rep_inf_ep3_rifleman",
                                "rep_fly_assault_DOME",
            "rep_fly_gunship_DOME",
                    "rep_inf_ep3_rocketeer",
                    "rep_inf_ep3_engineer",
                    "rep_inf_ep3_sniper",
                    "rep_inf_ep3_officer",
                    "rep_inf_wookiee",
                    "rep_hero_macewindu")
               
                               
               
     ReadDataFile("SIDE\\imp.lvl",
                    --Insert "imp_bldg_defensegridturret", once the odf has been set up
                    "imp_inf_rifleman",
                    "imp_inf_rocketeer",
                    "imp_inf_engineer",
                    "imp_inf_sniper",
                    "imp_inf_officer",
                    "imp_inf_dark_trooper",                   
                    "imp_hero_emperor")
             
    ReadDataFile("SIDE\\tur.lvl",
             "tur_bldg_laser")         
     

   -- set up teams
    SetupTeams{
        imp = {
            team = IMP,
            units = 32,
            reinforcements = 150,
            turret = "all_bldg_defensegridturret",      --change this to imp_bldg_defensegridturret once the odf has been set up
            soldier  = { "imp_inf_rifleman",7, 25},
            assault  = { "imp_inf_rocketeer",1, 4},
            engineer = { "imp_inf_engineer",1, 4},
            sniper   = { "imp_inf_sniper",1, 4},
            officer = {"imp_inf_officer",1, 4},
            special = { "imp_inf_dark_trooper",1, 4},
           
        },
        rep = {
            team = REP,
            units = 32,
            reinforcements = 150,
            soldier  = { "rep_inf_ep3_rifleman",7, 25},
            assault  = { "rep_inf_ep3_rocketeer",1, 4},
            engineer = { "rep_inf_ep3_engineer",1, 4},
            sniper   = { "rep_inf_ep3_sniper",1, 4},
            officer = {"rep_inf_ep3_officer",1, 4},
            special = { "rep_inf_ep3_jettrooper",1, 4},
        }
    }
    SetHeroClass(ALL, "rep_hero_macewindu")   
    SetHeroClass(IMP, "imp_hero_emperor")
   

    -- SetTeamAsEnemy(DEF, 3)

    --  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
    AddWalkerType(1, 0) --
    AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
    local guyCnt = 50
    local weaponCnt = 200
    SetMemoryPoolSize("Aimer", 20)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityCloth", 21)
    SetMemoryPoolSize("EntityLight", 96)
    SetMemoryPoolSize("MountedTurret", 13)
    SetMemoryPoolSize("PathFollower", guyCnt)
    SetMemoryPoolSize("Navigator", guyCnt)
    SetMemoryPoolSize("SoundSpaceRegion", 38)
    SetMemoryPoolSize("TreeGridStack", 256)
    SetMemoryPoolSize("UnitAgent", guyCnt)
    SetMemoryPoolSize("UnitController", guyCnt)
    SetMemoryPoolSize("Weapon", weaponCnt)
   SetMemoryPoolSize("EntityFlyer", 4)   

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
    SetDenseEnvironment("True")
      -- SetMaxFlyHeight(25)
     --SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")



    --  Movies
    --  SetVictoryMovie(ALL, "rep_end_victory")
    --  SetDefeatMovie(ALL, "imp_end_victory")
    --  SetVictoryMovie(IMP, "imp_end_victory")
    --  SetDefeatMovie(IMP, "rep_end_victory")

    --  Sound
   
    voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
   
    voiceQuick = OpenAudioStream("sound\\global.lvl",  "rep_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl",  "imp_unit_vo_quick", voiceQuick)
   
    OpenAudioStream("sound\\global.lvl",  "cw_music")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    OpenAudioStream("sound\\cor.lvl",  "cor1")
    OpenAudioStream("sound\\cor.lvl",  "cor1")
    -- OpenAudioStream("sound\\cor.lvl",  "cor1_emt")

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(REP, IMP, "re[_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, REP, "imp_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(REP, IMP, "rep_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, REP, "imp_off_victory_im", .1, 1)

    SetOutOfBoundsVoiceOver(1, "repleaving")
    SetOutOfBoundsVoiceOver(2, "impleaving")

    SetAmbientMusic(ALL, 1.0, "rep_cor_amb_start",  0,1)
    SetAmbientMusic(ALL, 0.8, "rep_cor_amb_middle", 1,1)
    SetAmbientMusic(ALL, 0.2, "rep_cor_amb_end",    2,1)
    SetAmbientMusic(IMP, 1.0, "imp_cor_amb_start",  0,1)
    SetAmbientMusic(IMP, 0.8, "imp_cor_amb_middle", 1,1)
    SetAmbientMusic(IMP, 0.2, "imp_cor_amb_end",    2,1)

    SetVictoryMusic(ALL, "rep_cor_amb_victory")
    SetDefeatMusic (ALL, "rep_cor_amb_defeat")
    SetVictoryMusic(IMP, "imp_cor_amb_victory")
    SetDefeatMusic (IMP, "imp_cor_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
    --  SetSoundEffect("BirdScatter",         "birdsFlySeq1")
    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")


    SetAttackingTeam(ATT)



   AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
   AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
   AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
   AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
   AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
   AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
   AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
   AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
   AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
   AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
   AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
   AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
   AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
   AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
   AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end

[/spoiler]
#194
Requests / Hoth Request
December 12, 2015, 09:52:01 AM
i have tried to get the rep vs the imp on hoth i have changed what i need and then it just closes swbf2 when i launch what did i do wrong i changed the conquest and XL modes can somebody fix the problem ???
#195
Requests / Re: Teams
December 11, 2015, 07:50:54 AM
swbf2