Ilum: icy plains

Started by Delta327, September 03, 2014, 04:52:38 AM

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So you want me to move the tat3 to my Ilum file in the addon folder
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

copy this core.lvl which is 986kb
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\AddOn\Tat3\Data\_lvl_pc\core.lvl

then paste it to this folder
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\AddOn\ILLUM\Data\_lvl_pc\

and click yes to replace the core.lvl

It crashes when it play the map
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

Assuming you ran it with Sp test, you need to post the LOGS (Bfront.log)
IT will tell you what is happening!

It said my core mission .lvl could not be open
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

I'm sure you posted your mission.lua before, but could you post both of them again?  For CW and GCW.
The BOBclan:  A Rich History


Quote from: Unit 33 on November 29, 2014, 03:44:44 AM
'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.

The reply is on my arc170 will not spawn on my map topic
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

Ok, where did you get the ARC 170 from?  Did you get a reliable conversion for BF2?

The ARC170 is not stock SWBF1, so unless you replace your stock rep.lvl with one that has the ARC170, it won't load.
The BOBclan:  A Rich History


Quote from: Unit 33 on November 29, 2014, 03:44:44 AM
'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.

Yes i got it from a sides mod from BF1
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

Was the side munged already? Did you request the correct file?

Well it saying  could fing munge log for all sides
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

unless you have the un-munged side files, there is no way you will be able to figure out what the modder called this particular unit.
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

I have the reqs for them and last time when i munged my last map they appear fine in the game
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

function ScriptInit()
local CIS = 1
local REP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(REP,"red", "level.VJF1.objectives.1");
AddMissionObjective(REP,"orange", "level.VJF1.objectives.2");
AddMissionObjective(REP,"orange", "level.VJF1.objectives.3");
AddMissionObjective(CIS,"red", "level.VJF1.objectives.1");
AddMissionObjective(CIS,"orange", "level.VJF1.objectives.2");
AddMissionObjective(CIS,"orange","level.VJF1.objectives.3");
--end objectives
--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1cw");
--end soundlvl

-- Start sidelvls
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka",
"cis_fly_droidfighter", 
"cis_fly_maf",
"cis_fly_droidfighter_dome");
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_basic",
"rep_inf_macewindu",
"rep_inf_jet_trooper",
"rep_walk_atte",
"rep_fly_gunship",
"rep_fly_jedifighter",
"rep_fly_gunship_dome",
"rep_fly_assault_dome",
"rep_fly_arc170");
--end sidelvls
--start loadouts
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid",10)
AddUnitClass(CIS, "cis_inf_assault",1)
AddUnitClass(CIS, "cis_inf_pilotdroid",2)
AddUnitClass(CIS, "cis_inf_assassindroid",2)
AddUnitClass(CIS, "cis_inf_droideka",1)
SetHeroClass(CIS, "cis_inf_countdooku")
SetTeamName(REP, "Republic")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "rep_inf_clone_trooper",10)
AddUnitClass(REP, "rep_inf_arc_trooper",1)
AddUnitClass(REP, "rep_inf_clone_pilot",2)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",2)
AddUnitClass(REP, "rep_inf_jet_trooper",1)
SetHeroClass(REP, "rep_inf_macewindu")
--  SetCarrierClass(REP, "rep_fly_vtrans")
--end loadouts
--start teamstats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 200)
--end teamstats
--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 4)-- special -> droidekas
AddWalkerType(1, 4)-- 1 atte (3 pair of legs each)
AddWalkerType(1, 4)-- 1x4 ( pairs of legs each)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("EntityWalker",0)
SetMemoryPoolSize("EntityFlyer", 10)
SetMemoryPoolSize("EntityHover", 10)
SetMemoryPoolSize("CommandWalker", 2)
--  SetMemoryPoolSize("EntityCarrier", 2)
--end memorypools
--start worldlvl
ReadDataFile("dc:VJF1\\VJF1.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment
--start birdsandfish
--end birdsandfish
--start deathregions
--end deathregions

--start soundconfig
OpenAudioStream("sound\\tat.lvl","tatcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\cw.lvl","cw_vo");
OpenAudioStream("sound\\cw.lvl","cw_tac_vo");
OpenAudioStream("sound\\tat.lvl","tat1_emt");
SetBleedingVoiceOver(CIS,CIS,"cis_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(CIS,REP,"cis_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,CIS,"rep_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,REP,"rep_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
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);
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);
SetVictoryMusic(CIS,"cis_tat_amb_victory");
SetDefeatMusic (CIS,"cis_tat_amb_defeat");
SetVictoryMusic(REP,"rep_tat_amb_victory");
SetDefeatMusic (REP,"rep_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
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(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
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
--end soundconfig

--start activebonus
--end activebonus

--start camerashots
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer
end
--end footer
this is for the clonwars LUA nut it keeps crashing
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

September 08, 2014, 07:12:30 AM #29 Last Edit: September 08, 2014, 07:18:24 AM by Led
This is your map file.

ReadDataFile("dc:VJF1\\VJF1.lvl")

make sure this file is in this exact location



SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");

Also, these voiceovers are for the other era.
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet