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Messages - wsa30h

#661
Is it possible to play as locals using cheat engine ?
#662
get my cross era assets right here.
features empire vs republic with all ground vehicles and empire vs droids and all ground vehicles.
https://www.gamefront.com/games/star-wars-battlefront/file/star-wars-battlefront-2004-cross-era-sounds-assets
#663
---------------------------------------------------------------------------
-- 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 ALL = 2
    local IMP = 1
--  These variables do not change
    local ATT = 1
    local DEF = 2

    AddMissionObjective(IMP, "red", "level Korriban.capture and hold command posts");
    AddMissionObjective(IMP, "orange", "level Korriban.watch for rebels");
    AddMissionObjective(ALL, "red", "level Korriban watch for rebels");
    AddMissionObjective(ALL, "orange", "level Korriban capture and hold command posts");
   

    ReadDataFile("sound\\bes.lvl;bes2cw")
     ReadDataFile("dc:sound\\hot.lvl;hot1gcw")
        ReadDataFile("dc:sound\\tat.lvl;tat1cw")
    ReadDataFile("dc:sound\\kas.lvl;kas1cw")
    ReadDataFile("dc:sound\\nab.lvl;nab1gcw")
      ReadDataFile("sound\\bes.lvl;bes2gcw") 
    ReadDataFile("SIDE\\rep.lvl",
      "rep_bldg_forwardcenter",
        "rep_fly_assault_dome",
        "rep_fly_gunship",
        "rep_fly_gunship_dome",
        "rep_fly_jedifighter_dome",
        "rep_inf_basic",
        "rep_inf_macewindu",
        "rep_inf_jet_trooper",
        "rep_hover_fightertank",
        "rep_hover_speederbike",
        "rep_walk_atte")
    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_basic_tie",
   "imp_inf_darthvader",
        "imp_walk_atst",
        "imp_hover_fightertank",
        "imp_walk_atat",
        "imp_hover_speederbike",
        "imp_inf_dark_trooper");

   ReadDataFile("SIDE\\all.lvl",
        "all_fly_xwing",
        "all_hover_combatspeeder",
        "all_inf_basicdesert",
        "all_inf_lukeskywalker",
        "all_inf_smuggler")
         ReadDataFile("SIDE\\cis.lvl",
       "cis_fly_droidfighter",
       "cis_fly_maf",
       "cis_hover_aat",
       "cis_hover_stap",
        "cis_inf_basic",
        "cis_inf_countdooku",
        "cis_tread_hailfire",
        "cis_walk_spider",
        "cis_inf_droideka");

    SetAttackingTeam(ATT);

--      Alliance Stats
    SetTeamName(ALL, "republic")
    SetTeamIcon(ALL, "rep_icon")
   AddUnitClass(ALL, "rep_inf_clone_trooper",27)
    AddUnitClass(ALL, "rep_inf_arc_trooper",5)
    AddUnitClass(ALL, "rep_inf_clone_pilot",6)
    AddUnitClass(ALL, "rep_inf_clone_sharpshooter",6)
    AddUnitClass(ALL, "rep_inf_jet_trooper",3)
    SetHeroClass(ALL, "rep_inf_macewindu")



--  Sound Stats
     OpenAudioStream("sound\\bes.lvl",  "bes2cw_music");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\bes.lvl",  "bes2");
    OpenAudioStream("sound\\bes.lvl",  "bes2");
   
    SetBleedingVoiceOver(Rep, Rep, "rep_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(Rep, IMP, "rep_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(ALL, ALL, "all_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1);

    SetOutOfBoundsVoiceOver(2, "impleaving");
    SetOutOfBoundsVoiceOver(1, "allleaving");


    SetAmbientMusic(REP, 1.0, "rep_bes_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_bes_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_bes_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_bes_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_bes_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_bes_amb_end",    2,1);


SetVictoryMusic(ALL, "all_end_amb_victory");
    SetDefeatMusic (ALL, "all_end_amb_defeat");
    SetVictoryMusic(IMP, "imp_end_amb_victory");
    SetDefeatMusic (IMP, "imp_end_amb_defeat");







#664
how would i make a stand alone vehicle planning hub so that vehicles dont keep going the wrong way ?
#665
SWBF1 Modding / more than 255 barriers ?
July 01, 2019, 01:37:39 PM
is it ok to put more than 255 barriers will the game use 265 for example ?
#666
how would i make custom load movie and a minimap if anyone has a detailed tutorial could you please post a link here ?
#667
worth a shot. sorry that i cant help more there are people with more experience here than me.
#668
thanks i will let you know when i polish up the fixed version.
#669
Welcome Center / Re: Greetings, companions
June 30, 2019, 11:00:41 AM
welcome.
#670
change everything from read only including msh. if am wrong someone correct me please.
#671
yes thats the plan.
#672
sounds good i will test the night time sky with it to see if it suits so far the day time tatooine 1 sky suits it perfect.
#673
first off all sorry for so many posts.
and second i have no idea what to call this map and what sky to give it.
please leave suggestions down below.
#674
is it possible to have a barrier above ground i need to put it up into the temple.
#675
yeah I fixed the localization for the command posts and locals just don't know how to upload a new verion of the map here.