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Messages - wsa30h

#511
this is cool when will it be out ?
#512
SWBF1 Modding / Re: [WIP] Kashyyyk: Bridge at Kachirho
September 26, 2019, 04:55:44 AM
sereja is not to be under estimated he is a powerful jedi master also did anyone else make cross era maps for battlefront 1 here?
#513
SWBF1 Modding / Re: [WIP] Kashyyyk: Bridge at Kachirho
September 25, 2019, 12:32:50 PM
wow i love your maps sereja will there be any new vehicles ? maybe like the atdp walker ?
#514
yeah at least it will be fixed cant wait for when the ai will play as droidekas and vehicles.
#515
oh thats good to hear have you seen any ai hero besides boskk and maul and yoda ?
#516
i agree it is amazing ai are actually quite good got killed by darth maul as anakin wasnt sure what happened to the ai using droidekas and vehicles. will ai use the new clone commando ?
#517
Videos and Screen Shots / yay am on youtube
September 23, 2019, 03:05:30 PM
#518
thanks Dark_phantom
#519
SWBF1 Modding / is there a command walker for the rebels ?
September 23, 2019, 06:24:23 AM
does anyone know of or have a command walker for the rebels ? having two hovernauts in the game crashes it when they fire all of their lasers.
#520
wait never mind it was my custom sound lvl i had bot cw and gcw mentioned there.
#521
can anyone tell me why the announcer isnt working when i capture a command post he says nothing. here is my lua
---------------------------------------------------------------------------
-- 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()
--  REP Attacking (attacker is always #1)
    local REP = 1
    local CIS = 2
--  These variables do not change
    local ATT = 1
    local DEF = 2

        AddMissionObjective(CIS, "orange", "level.tat4.objectives.1");
    AddMissionObjective(CIS, "red", "level.tat4.objectives.3");
    AddMissionObjective(REP, "orange", "level.tat4.objectives.1");
    AddMissionObjective(REP, "orange", "level.tat4.objectives.2");
   

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

    ReadDataFile("dc:sound\\fal.lvl;falcw");
  ReadDataFile("dc:sound\\yav.lvl;yav1cw");
     ReadDataFile("SIDE\\rep.lvl",
       "rep_hover_speederbike",
       "rep_inf_basic",
        "rep_inf_jet_trooper",
        "rep_inf_macewindu",
        "rep_hover_fightertank",
        "rep_walk_atte");


    ReadDataFile("SIDE\\cis.lvl",
         "cis_hover_aat",
        "cis_hover_stap",
        "cis_inf_basic_battledroids",
        "cis_inf_countdooku",
        "cis_inf_droideka",
        "cis_tread_hailfire",
        "cis_walk_spider")
    ReadDataFile("dc:SIDE\\cis.lvl",
"cis_hover_mtt",
"cis_hover_aatx",
"cis_hover_gat",
"cis_hover_hag",
"cis_tread_tank");
ReadDataFile("dc:SIDE\\rep2.lvl",
"rep_walk_atap",
"rep_walk_atxt");
   ReadDataFile("SIDE\\gar.lvl",
        "gar_inf_basic");

--  Level Stats

    ClearWalkers()
    AddWalkerType(0, 5) -- Droidekas
    AddWalkerType(1, 4) -- 6 atsts with 1 leg pairs each
    AddWalkerType(2, 2)
    AddWalkerType(3, 4)-- 3x2 (3 pairs of legs)
      SetMemoryPoolSize("EntityHover", 26)
    SetMemoryPoolSize ("Commandwalker", 4)
    SetMemoryPoolSize ("CommandHover", 4)
  SetMemoryPoolSize("MountedTurret", 36)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 600)
    SetSpawnDelay(10.0, 0.25)


--    Republic Stats
    SetTeamName(REP, "Republic")
    SetTeamIcon(REP, "rep_icon")
    AddUnitClass(REP, "rep_inf_clone_trooper",40)
    AddUnitClass(REP, "rep_inf_arc_trooper",2)
    AddUnitClass(REP, "rep_inf_clone_pilot",2)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",2)
    AddUnitClass(REP, "rep_inf_jet_trooper",4)
    SetHeroClass(REP, "rep_inf_macewindu")
--  SetCarrierClass(REP, "rep_fly_vtrans")

--  CIS Stats
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "cis_icon")
      AddUnitClass(CIS, "cis_inf_battledroid_inf",40)
    AddUnitClass(CIS, "cis_inf_battledroid_av",2)
    AddUnitClass(CIS, "cis_inf_battledroid_pilot",2)
    AddUnitClass(CIS, "cis_inf_battledroid_sniper",2)
    AddUnitClass(CIS, "cis_inf_droideka",4)
    SetHeroClass(CIS, "cis_inf_countdooku")


--  Attacker Stats
    SetUnitCount(ATT, 50)
    SetReinforcementCount(ATT, 650)
    SetTeamAsEnemy(DEF,3)

--  Defender Stats
    SetUnitCount(DEF, 50)
    SetReinforcementCount(DEF, 650)
   
    SetTeamAsFriend(ATT,3)

--  Local Stats
    SetTeamName(3, "locals")
    AddUnitClass(3, "gar_inf_soldier",5)
    AddUnitClass(3, "gar_inf_pilot", 1)
    AddUnitClass(3, "gar_inf_vanguard", 1)
    SetUnitCount(3, 7)
    SetTeamAsFriend(3, ATT)


    ReadDataFile("dc:tat4\\tat4.lvl")

    SetDenseEnvironment("false")
    SetMinFlyHeight(-11)
    SetMaxFlyHeight(88)
    SetMaxPlayerFlyHeight(88)



--  Birdies
    --SetNumBirdTypes(1)
    --SetBirdType(0.0,10.0,"dragon")
    --SetBirdFlockMinHeight(90.0)

--  Sound
    OpenAudioStream("sound\\yav.lvl",  "yavcw_music");
     OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
   

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

    SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start",  0,1)
    SetAmbientMusic(REP, 0.99, "rep_GEO_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.1,"rep_GEO_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.99, "cis_GEO_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.1,"cis_GEO_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_geo_amb_victory")
    SetDefeatMusic (REP, "rep_geo_amb_defeat")
    SetVictoryMusic(CIS, "cis_geo_amb_victory")
    SetDefeatMusic (CIS, "cis_geo_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

    --ActivateBonus(CIS, "SNEAK_ATTACK")
    --ActivateBonus(REP, "SNEAK_ATTACK")

    SetAttackingTeam(ATT)

--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919);
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581);
--War Room   
AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136);
end

#522
Welcome back Ascertes also happy birthday swbfI
#523
what memory pools are specific to infantry ? how many hovernauts and combatspeeders can the game handle at once ?
#524
SWBF1 Modding / Re: how to localize two local teams ?
September 21, 2019, 01:17:20 PM
i think you might be right now that i think about it even sereja didnt find a way around it as far as i know i will have to check his maps.
#525
can the game handle 25 hover type vehicles 4 atst type vehicles 4 command walkers and 4 command hovers ? as well as 4 tread type vehicles ?