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#122
SWBF2 Modding / Re: Deleting objects
July 04, 2017, 12:53:33 AM
Easy mate select the object then press the delete key on your keyboard.
#123
SWBF2 Modding / Orbital Strike HUD
July 03, 2017, 04:38:35 PM
Hello modding community,
I was wondering if someone could make this .tga file I provided in attachments to make a .msh hud for the offhand weapon slot!
Thanks
(Please PM me the .msh file, also I will credit you in my mod http://www.moddb.com/mods/tcw-death-watch-side-mod if you make the HUD for me in .msh form)
I was wondering if someone could make this .tga file I provided in attachments to make a .msh hud for the offhand weapon slot!
Thanks
(Please PM me the .msh file, also I will credit you in my mod http://www.moddb.com/mods/tcw-death-watch-side-mod if you make the HUD for me in .msh form)
#124
SWBF2 Modding / Re: Are Alpha testers of mods allowed to stream the alpha mod they have? Or not?
July 01, 2017, 10:29:39 AMQuote from: Nyx on July 01, 2017, 08:37:04 AM
And why is he ignoring all communications?
I have no idea
#125
SWBF2 Modding / Re: Are Alpha testers of mods allowed to stream the alpha mod they have? Or not?
July 01, 2017, 05:35:41 AMQuote from: Nyx on July 01, 2017, 04:56:48 AMThere is a 1.4 alpha, but we haven't released it yet. I thought you had a older alpha like below 1.3, however i2Bros has been recently ignoring all texts/comitcations from everybody (even form me) lately on all forums moddb, gametoast, and SWB2gamers.
What version is the latest alpha? I have v1.3, not sure if there ever was a v1.4, I also posted an issue with my one on the forum page for the mod.
#126
SWBF2 Modding / Re: Are Alpha testers of mods allowed to stream the alpha mod they have? Or not?
July 01, 2017, 04:15:05 AM
I can Pm you the latest alpha if you want.
#127
SWBF2 Modding / Re: Are Alpha testers of mods allowed to stream the alpha mod they have? Or not?
June 30, 2017, 06:12:36 PM
Is the mod (battle of the clone wars)? If it is I am a co-dev for that mod. I give you permission to make videos if this is the mod you are requesting for perms.
If this is not the mod then gl contacting them.
If this is not the mod then gl contacting them.
#128
SWBF2 Modding / Re: ModTools problem
June 26, 2017, 11:57:29 PM
You need the vista fix, I will upload it on my modb page as soon as I can gain access to my computer which is like 8:45 am
There are many fixes on gametoast, however they still don't fix the one sec problem for me. I found the vista fix on a YouTube channel video.
Download link: http://www.moddb.com/mods/tcw-death-watch-side-mod/downloads/one-second-munge-fix#downloadsform
There are many fixes on gametoast, however they still don't fix the one sec problem for me. I found the vista fix on a YouTube channel video.
Download link: http://www.moddb.com/mods/tcw-death-watch-side-mod/downloads/one-second-munge-fix#downloadsform
#129
SWBF2 Modding / Prop [SOLVED]
June 24, 2017, 03:06:26 PM
Can someone please convert this to a prop to msh with the proper collisions and all that? Now I need this prop because I am making a mod http://www.moddb.com/mods/tcw-death-watch-side-mod
(If you convert it could you PM me the prop, Also I will credit you)
REMOVED DOWNLOAD
(If you convert it could you PM me the prop, Also I will credit you)
REMOVED DOWNLOAD
#130
Released Assets / Re: Gistech's weapons pack
June 11, 2017, 08:10:40 AM
Gistech could you start doing character models now?
#131
Released Assets / Re: DEV's Assets UPDATE 25 December 2016
March 20, 2017, 04:21:23 PM
Deviss all the Dropbox links are broken
#132
SWBF2 Modding / Re: mandolorian
February 13, 2017, 12:15:49 PM #133
SWBF2 Modding / Re: mandolorian
February 12, 2017, 04:33:22 PMQuote from: LitFam on February 12, 2017, 04:26:02 PM
IMPORTANT if you created a new side folder like I did First go to your C:\BF2_ModTools\data_***\_BUILD\Sides And add a folder for example I named my new side DeathWatch So I added a new folder in there. Second copy the contents of any unmunged side in to your new side folder like mine is DeathWatch, Last step is to edit the second exe munge and change the name to your designated custom side like mine is [spoiler]@call ..\munge_side.bat DeathWatch %1[/spoiler] I hope this helps
Here is my lua for my mando map, also the asset pack does not include sounds for the weapons, you will have to import them yourself I think.
[spoiler]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
--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:Start()
SetUberMode(1);
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- 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()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(300)
SetMaxPlayerFlyHeight (300)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\DeathWatch.lvl",
"dwt_inf_soldier_2",
"dwt_inf_soldier_3",
"dwt_inf_soldier_4",
"dwt_inf_soldier_6",
"dwt_inf_soldier_8",
"dwt_hero_vizsla")
ReadDataFile("dc:SIDE\\rep.lvl",
"cis_hero_TCWdhmaul")
SetupTeams{
rep = {
team = REP,
units = 200,
reinforcements = 7500,
soldier = { "dwt_inf_soldier_6",9, 25},
assault = { "dwt_inf_soldier_8",1, 15},
sniper = { "cis_hero_TCWdhmaul",1, 1},
},
cis = {
team = CIS,
units = 200,
reinforcements = 7500,
soldier = { "dwt_inf_soldier_3",9, 25},
assault = { "dwt_inf_soldier_4",1, 15},
sniper = { "dwt_inf_soldier_2",1, 15},
engineer = { "dwt_hero_vizsla",1, 1},
}
}
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 500)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:UB1\\UB1.lvl", "UB1_conquest")
ReadDataFile("dc:UB1\\UB1.lvl", "UB1_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_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", "cis_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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")
--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
[/spoiler]
#134
SWBF2 Modding / Re: Death Watch
February 06, 2017, 02:15:54 AM
Ok One Sec
Ok the weapons are not the probelm
[spoiler][GameObjectClass]
ClassParent = "dwt_inf_default"
[Properties]
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 4
WEAPONSECTION = 2
WeaponName = "rep_weap_inf_pistol"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "rep_weap_award_rifle"
WeaponAmmo = 4
WEAPONSECTION = 5
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6
VOUnitType = 121
[/spoiler]
Ok, So the unit loaded does this mean it is the weapons Commander Awesome?
NEW LUA
[spoiler]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
ReadDataFile("dc:Load\\common.lvl")
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
--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:Start()
SetUberMode(1);
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- 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()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(800)
SetMaxPlayerFlyHeight (800)
SetMemoryPoolSize ("ClothData",40)
SetMemoryPoolSize ("Combo",100) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",1300) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1300) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1300) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1100) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",1200) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",200) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"dwt_inf_soldier_1",
"dwt_inf_soldier_4",
"dwt_inf_soldier_3",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_walk_atte")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_crabdroid",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_crabdroid")
ReadDataFile("dc:SIDE\\rep.lvl",
"dwt_inf_soldier_2",
"dwt_inf_soldier_4",
"dwt_inf_soldier_3")
SetupTeams{
rep = {
team = REP,
units = 200,
reinforcements = 7500,
soldier = { "rep_inf_ep3_rifleman",9, 50},
assault = { "rep_inf_ep3_rocketeer",1, 10},
engineer = { "rep_inf_ep3_engineer",1, 10},
sniper = { "rep_inf_ep3_sniper",1, 10},
officer = {"rep_inf_ep3_officer",1, 10},
special = { "rep_inf_ep3_jettrooper",1, 10},
},
cis = {
team = CIS,
units = 200,
reinforcements = 7500,
soldier = { "cis_inf_rifleman",9, 50},
assault = { "cis_inf_rocketeer",1, 10},
engineer = { "cis_inf_engineer",1, 10},
sniper = { "cis_inf_sniper",1, 10},
officer = {"cis_inf_officer",1, 5},
special = { "cis_inf_droideka",1, 5},
}
}
AddUnitClass(CIS, "cis_inf_crabdroid",1,5)
AddUnitClass(REP, "dwt_inf_soldier_2",1,5)
AddUnitClass(REP, "dwt_inf_soldier_4",1,5)
AddUnitClass(REP, "dwt_inf_soldier_3",1,5)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 5) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(2, 10) -- 3 acklay with 2 leg pairs each
AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("AcklayData", 5)
SetMemoryPoolSize("Aimer", 155)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 532)
SetMemoryPoolSize("EntityFlyer", 540)
SetMemoryPoolSize("EntityHover", 440)
SetMemoryPoolSize("EntityLight", 505)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 564)
SetMemoryPoolSize("UnitController", 456)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:UW1\\UW1.lvl", "UW1_conquest")
ReadDataFile("dc:UW1\\UW1.lvl", "UW1_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_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", "cis_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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")
--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
[/spoiler]
Edit by Anyder: Do not double post.
Ok the weapons are not the probelm
[spoiler][GameObjectClass]
ClassParent = "dwt_inf_default"
[Properties]
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 4
WEAPONSECTION = 2
WeaponName = "rep_weap_inf_pistol"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "rep_weap_award_rifle"
WeaponAmmo = 4
WEAPONSECTION = 5
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6
VOUnitType = 121
[/spoiler]
Ok, So the unit loaded does this mean it is the weapons Commander Awesome?
NEW LUA
[spoiler]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
ReadDataFile("dc:Load\\common.lvl")
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
--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:Start()
SetUberMode(1);
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- 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()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(800)
SetMaxPlayerFlyHeight (800)
SetMemoryPoolSize ("ClothData",40)
SetMemoryPoolSize ("Combo",100) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",1300) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1300) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1300) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1100) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",1200) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",200) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"dwt_inf_soldier_1",
"dwt_inf_soldier_4",
"dwt_inf_soldier_3",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_walk_atte")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_crabdroid",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_crabdroid")
ReadDataFile("dc:SIDE\\rep.lvl",
"dwt_inf_soldier_2",
"dwt_inf_soldier_4",
"dwt_inf_soldier_3")
SetupTeams{
rep = {
team = REP,
units = 200,
reinforcements = 7500,
soldier = { "rep_inf_ep3_rifleman",9, 50},
assault = { "rep_inf_ep3_rocketeer",1, 10},
engineer = { "rep_inf_ep3_engineer",1, 10},
sniper = { "rep_inf_ep3_sniper",1, 10},
officer = {"rep_inf_ep3_officer",1, 10},
special = { "rep_inf_ep3_jettrooper",1, 10},
},
cis = {
team = CIS,
units = 200,
reinforcements = 7500,
soldier = { "cis_inf_rifleman",9, 50},
assault = { "cis_inf_rocketeer",1, 10},
engineer = { "cis_inf_engineer",1, 10},
sniper = { "cis_inf_sniper",1, 10},
officer = {"cis_inf_officer",1, 5},
special = { "cis_inf_droideka",1, 5},
}
}
AddUnitClass(CIS, "cis_inf_crabdroid",1,5)
AddUnitClass(REP, "dwt_inf_soldier_2",1,5)
AddUnitClass(REP, "dwt_inf_soldier_4",1,5)
AddUnitClass(REP, "dwt_inf_soldier_3",1,5)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 5) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(2, 10) -- 3 acklay with 2 leg pairs each
AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("AcklayData", 5)
SetMemoryPoolSize("Aimer", 155)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 532)
SetMemoryPoolSize("EntityFlyer", 540)
SetMemoryPoolSize("EntityHover", 440)
SetMemoryPoolSize("EntityLight", 505)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 564)
SetMemoryPoolSize("UnitController", 456)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:UW1\\UW1.lvl", "UW1_conquest")
ReadDataFile("dc:UW1\\UW1.lvl", "UW1_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_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", "cis_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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")
--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
[/spoiler]
Edit by Anyder: Do not double post.
#135
SWBF2 Modding / Re: Death Watch
February 06, 2017, 02:08:39 AM
ODF for (dwt_inf_default)
[spoiler][GameObjectClass]
// Base class for all rep soldiers, inherits from com_inf_default
ClassParent = "com_inf_default"
GeometryName = "rep_inf_trooper.msh"
[Properties]
UnitType = "trooper"
ScanningRange = 50.0
TransmitRange = 500.0
AISizeType = "HOVER"
ControlSpeed = "jet 1.50 1.25 1.25"
JetJump = "5.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "30.0" //Acceleration while hovering.
JetEffect = "rep_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.16" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "7.5"
//These probably need to be set
//CAMERASECTION = "STANDZOOM"
//EyePointOffset = "0.0 1.8 0.0"
//TrackCenter = "0.0 1.8 0.0
//TrackOffset = "0.4 0.05 2.8"
//TiltValue = "3.5"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "7.5"
//These probably need to be set
//CAMERASECTION = "CROUCHZOOM"
//EyePointOffset = "0.0 1.3 0.0"
//TrackCenter = "0.0 1.3 0.0
//TrackOffset = "0.4 0.2 2.8"
//TiltValue = "3.5"
CollisionScale = "0.0 0.0 0.0"
EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound = "rep_weap_jetpack_turnon"
TurnOffSound = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0
// Mostly sound and general VO in this file
EnergyBar = 200.0 // Max energy
EnergyRestore = 20.0 // energy regained per second if moving
EnergyRestoreIdle = 20.0 // energy regained per second if not
EnergyDrainSprint = 0.0 // energy spent per second of sprinting
EnergyMinSprint = 0.0 // min energy to start sprinting
EnergyCostJump = 0.0 // energy cost to jump
EnergyCostRoll = 0.0 // energy cost to roll
HurtSound = "jango_inf_com_chatter_wound"
DeathSound = "jango_inf_com_chatter_death"
DamageRegionSound = "repmalechoke"
AcquiredTargetSound = "rep_inf_com_chatter_acquired"
HidingSound = "rep_inf_com_chatter_hide"
ApproachingTargetSound = "rep_inf_com_chatter_approach"
FleeSound = "rep_inf_com_chatter_flee"
PreparingForDamageSound = "rep1_inf_chatter_PreparingForDamageSound"
Charge = "rep1_inf_chatter_Charge"
HeardEnemySound = "rep_inf_com_chatter_heard"
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "rep_inf_trooper"
VOSound = "cis_off_response_hero_command SC_Follow"
VOSound = "cis_off_response_hero_command SC_StopFollow"
VOSound = "cis_off_response_hero_command SC_VehicleWaitUp"
VOSound = "cis_off_response_hero_command SC_GetIn"
VOSound = "cis_off_response_hero_command SC_GetOut"
VOSound = "hero_jango_AcquiredTarget AcquiredTarget"
VOSound = "hero_jango_KillingSpree4 KillingSpree4"
VOUnitType = 197
SoldierMusic = "cis_hero_Jango_lp"
VOSound = "boba_hero_pc_com_hostile SpottedVO"
VOSound = "boba_hero_pc_com_mechanic NeedRepairVO"
VOSound = "boba_hero_pc_com_transport NeedPickupVO"
VOSound = "boba_hero_pc_com_backup NeedBackupVO"
VOSound = "boba_hero_pc_com_clear_area AttackPositionVO"
VOSound = "boba_hero_pc_com_defend DefendPositionVO"
VOSound = "boba_hero_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "boba_hero_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "boba_hero_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "boba_hero_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "boba_hero_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "boba_hero_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
[/spoiler]
[spoiler][GameObjectClass]
// Base class for all rep soldiers, inherits from com_inf_default
ClassParent = "com_inf_default"
GeometryName = "rep_inf_trooper.msh"
[Properties]
UnitType = "trooper"
ScanningRange = 50.0
TransmitRange = 500.0
AISizeType = "HOVER"
ControlSpeed = "jet 1.50 1.25 1.25"
JetJump = "5.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "30.0" //Acceleration while hovering.
JetEffect = "rep_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.16" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "7.5"
//These probably need to be set
//CAMERASECTION = "STANDZOOM"
//EyePointOffset = "0.0 1.8 0.0"
//TrackCenter = "0.0 1.8 0.0
//TrackOffset = "0.4 0.05 2.8"
//TiltValue = "3.5"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "7.5"
//These probably need to be set
//CAMERASECTION = "CROUCHZOOM"
//EyePointOffset = "0.0 1.3 0.0"
//TrackCenter = "0.0 1.3 0.0
//TrackOffset = "0.4 0.2 2.8"
//TiltValue = "3.5"
CollisionScale = "0.0 0.0 0.0"
EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound = "rep_weap_jetpack_turnon"
TurnOffSound = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0
// Mostly sound and general VO in this file
EnergyBar = 200.0 // Max energy
EnergyRestore = 20.0 // energy regained per second if moving
EnergyRestoreIdle = 20.0 // energy regained per second if not
EnergyDrainSprint = 0.0 // energy spent per second of sprinting
EnergyMinSprint = 0.0 // min energy to start sprinting
EnergyCostJump = 0.0 // energy cost to jump
EnergyCostRoll = 0.0 // energy cost to roll
HurtSound = "jango_inf_com_chatter_wound"
DeathSound = "jango_inf_com_chatter_death"
DamageRegionSound = "repmalechoke"
AcquiredTargetSound = "rep_inf_com_chatter_acquired"
HidingSound = "rep_inf_com_chatter_hide"
ApproachingTargetSound = "rep_inf_com_chatter_approach"
FleeSound = "rep_inf_com_chatter_flee"
PreparingForDamageSound = "rep1_inf_chatter_PreparingForDamageSound"
Charge = "rep1_inf_chatter_Charge"
HeardEnemySound = "rep_inf_com_chatter_heard"
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "rep_inf_trooper"
VOSound = "cis_off_response_hero_command SC_Follow"
VOSound = "cis_off_response_hero_command SC_StopFollow"
VOSound = "cis_off_response_hero_command SC_VehicleWaitUp"
VOSound = "cis_off_response_hero_command SC_GetIn"
VOSound = "cis_off_response_hero_command SC_GetOut"
VOSound = "hero_jango_AcquiredTarget AcquiredTarget"
VOSound = "hero_jango_KillingSpree4 KillingSpree4"
VOUnitType = 197
SoldierMusic = "cis_hero_Jango_lp"
VOSound = "boba_hero_pc_com_hostile SpottedVO"
VOSound = "boba_hero_pc_com_mechanic NeedRepairVO"
VOSound = "boba_hero_pc_com_transport NeedPickupVO"
VOSound = "boba_hero_pc_com_backup NeedBackupVO"
VOSound = "boba_hero_pc_com_clear_area AttackPositionVO"
VOSound = "boba_hero_pc_com_defend DefendPositionVO"
VOSound = "boba_hero_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "boba_hero_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "boba_hero_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "boba_hero_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "boba_hero_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "boba_hero_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
[/spoiler]