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#5776
Released Maps and Mods / Re: 2 locals on Cloud City
October 16, 2011, 07:03:48 PM
its in the spoiler up above, i will see if i can find the code tag.  Its also in the download

--thanks
#5777
SWBF1 Modding / Re: Questions I Would Ask BattleBelk
October 16, 2011, 06:59:30 PM
Quote from: SleepKiller on October 16, 2011, 04:06:59 PM
Yeah it would appear so my testing was not that fruitful.

well, it seems to work for me, so i'm not sure why he said that--could you tell us what you are trying to do ?
#5778
SWBF1 Modding / Re: Questions I Would Ask BattleBelk
October 16, 2011, 03:24:56 PM
Fred also said on his site that there could only be three teams:  ATT, DEF, LOCAL...I think they are both of my teams are called local, but you can have group 3 and group 4.  But I have seen them attack each other, and I have them each at their own CPs...so dunno  :shrug:
#5779
Released Maps and Mods / Re: 2 locals on Cloud City
October 16, 2011, 03:21:10 PM
I read on psychofreds site that they only allowed 32 MB for sound. Maybe this has something to do with it.
#5780
Released Maps and Mods / Re: 2 locals on Cloud City
October 16, 2011, 06:51:52 AM
OK, i forgot these lines, but still no geonosian or tusken sounds:


- +++++++++++++++++++++++++++++++++++++++++

ReadDataFile("sound\\geo.lvl;geo1cw");
ReadDataFile("sound\\tat.lvl;tat1gcw");

-- +++++++++++++++++++++++++++++++++++++++++


edit:

OK, I found this on fred's site:
--------------------------------------------------------------------------------
Author:     Psych0fred
E-mail:     psych0fred@hotmail.com
Date:     5/5/2005 2:58:17 AM
Subject:     Re: Added vehicles, lack sound
Message:     This is your problem:

ReadDataFile("sound\\geo.lvl;geo1cw");
ReadDataFile("sound\\kas.lvl;kas2cw");
ReadDataFile("sound\\tat.lvl;tat1cw");
ReadDataFile("sound\\tat.lvl;tat2cw");
ReadDataFile("sound\\rhn.lvl;rhn1cw");
ReadDataFile("dc:sound\\Rippen1.lvl;Rippen1cw");

You can't load more than 1 world plus your mod sounds with anything that 1 world is missing.
And even adding the extra vehicles you may run out of memory.
-------------------------------------------------------------

Author:     Psych0fred
E-mail:     psych0fred@hotmail.com
Date:     5/6/2005 12:30:01 AM
Subject:     Re: Added vehicles, lack sound
Message:     No, you load a shipped game's lvls that has most of what you need, the rest you add to your mod's sfx file (and by copying the other snd files) by copying the sections you need from the shipped sfx files.

Post a Reply


-------------------------------------------------------------------------------------------------------------
http://www.secretsociety.com/forum/display_message.asp?mid=883



If anyone has any ideas how exactly to do this, let me know!




#5781
Released Maps and Mods / Re: 2 locals on Cloud City
October 16, 2011, 06:20:20 AM
Here is my script file for this:


[spoiler]---------------------------------------------------------------------------
-- 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()
--  Attacker is always #1
    local ALL = 1
    local IMP = 2
--  These variables do not change
    local ATT = 1
    local DEF = 2

SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(ALL, 0.95)

SetMaxFlyHeight(-10);

        AddMissionObjective(IMP, "orange", "level.bespin2.objectives.1");
    AddMissionObjective(IMP, "red", "level.bespin2.objectives.2");
    AddMissionObjective(ALL, "orange", "level.bespin2.objectives.1");
    AddMissionObjective(ALL, "red", "level.bespin2.objectives.2");

    ReadDataFile("sound\\bes.lvl;bes2gcw");
    ReadDataFile("SIDE\\all.lvl",
        "all_inf_basicurban",
        "all_inf_lukeskywalker",
        "all_inf_smuggler");
    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_basic_tie",
        "imp_inf_dark_trooper",
        "imp_inf_darthvader");

-- +++++++++++++++++++++++++++++++++++++++++

   ReadDataFile("SIDE\\geo.lvl",
        "gen_inf_geonosian")

   ReadDataFile("SIDE\\des.lvl",
        "tat_inf_tuskenhunter",
        "tat_inf_tuskenraider")

-- ++++++++++++++++++++++++++++++++++++++++++







--              Alliance Stats
        SetTeamName(ALL, "Alliance")
        SetTeamIcon(ALL, "all_icon")
    AddUnitClass(ALL, "all_inf_soldierurban",11)
    AddUnitClass(ALL, "all_inf_vanguard",3)
    AddUnitClass(ALL, "all_inf_pilot",4)
    AddUnitClass(ALL, "all_inf_marksman",4)
    AddUnitClass(ALL, "all_inf_smuggler",3)
    SetHeroClass(ALL, "all_inf_lukeskywalker")
    SetAttackingTeam(ATT);



--              Imperial Stats
        SetTeamName(IMP, "Empire")
        SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_trooper",11)
    AddUnitClass(IMP, "imp_inf_shock_trooper",3)
    AddUnitClass(IMP, "imp_inf_pilottie",4)
    AddUnitClass(IMP, "imp_inf_scout_trooper",4)
    AddUnitClass(IMP, "imp_inf_dark_trooper",3)
    SetHeroClass(IMP, "imp_inf_darthvader")


-- ++++++++++++++++++++++++++++++++++++++++++

--  Local Stats
    SetTeamName(3, "locals")
    AddUnitClass(3, "tat_inf_tuskenraider", 5);
    AddUnitClass(3, "tat_inf_tuskenhunter", 2);
    SetUnitCount(3, 14)



--  Local Stats
    SetTeamName(4, "locals")
    AddUnitClass(4, "geo_inf_geonosian", 7)
    SetUnitCount(4, 7)
   

-- ++++++++++++++++++++++++++++++++++++++++++

--  Attacker Stats
    SetUnitCount(ATT, 25)
    SetReinforcementCount(ATT, 200)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 25)
    SetReinforcementCount(DEF, 200)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--  Level Stats
    ClearWalkers()
    SetMemoryPoolSize("MountedTurret", 10)
    SetMemoryPoolSize("Obstacle", 514)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("BES\\bes2.lvl")
    SetDenseEnvironment("true")


--  Birdies
  --  SetNumBirdTypes(1);
  --  SetBirdType(0,1.0,"bird");
  --  SetBirdFlockMinHeight(-28.0);

    AddDeathRegion("DeathRegion");
    AddDeathRegion("DeathRegion2");



--  Sound
    OpenAudioStream("sound\\bes.lvl",  "bes2gcw_music");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\bes.lvl",  "bes2");
    OpenAudioStream("sound\\bes.lvl",  "bes2");



-- ++++++++++++++++++++++++++++++++++++++++++


    OpenAudioStream("sound\\tat.lvl",  "tatgcw_music");
    OpenAudioStream("sound\\tat.lvl",  "tat1");
    OpenAudioStream("sound\\tat.lvl",  "tat1");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\tat.lvl",  "tat1_emt");

    OpenAudioStream("sound\\geo.lvl",  "geocw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\geo.lvl",  "geo1cw");
    OpenAudioStream("sound\\geo.lvl",  "geo1cw");


-- ++++++++++++++++++++++++++++++++++++++++++





    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1);
    SetBleedingVoiceOver(IMP, ALL, "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(1, "Allleaving");
    SetOutOfBoundsVoiceOver(2, "Impleaving");

    SetAmbientMusic(ALL, 1.0, "all_bes_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.99, "all_bes_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_bes_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_bes_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "imp_bes_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.1,"imp_bes_amb_end",    2,1);

    SetVictoryMusic(ALL, "all_bes_amb_victory");
    SetDefeatMusic (ALL, "all_bes_amb_defeat");
    SetVictoryMusic(IMP, "imp_bes_amb_victory");
    SetDefeatMusic (IMP, "imp_bes_amb_defeat");

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin");
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null");
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null");
    --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");


    SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 0, "imp_bonus_all_medical");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 1, "");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 2, "imp_bonus_all_sensors");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 3, "imp_bonus_all_hero");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(IMP, ALL, 5, "imp_bonus_all_sabotage");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 6, "");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
    SetPlanetaryBonusVoiceOver(IMP, ALL, 7, "imp_bonus_all_training");--advanced training

    SetPlanetaryBonusVoiceOver(ALL, ALL, 0, "all_bonus_all_medical");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 0, "all_bonus_imp_medical");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 1, "");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 1, "");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 2, "all_bonus_all_sensors");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 2, "all_bonus_imp_sensors");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 3, "all_bonus_imp_hero");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 5, "all_bonus_all_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(ALL, IMP, 5, "all_bonus_imp_sabotage");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 6, "");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 6, "");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 7, "all_bonus_all_training");--advanced training
    SetPlanetaryBonusVoiceOver(ALL, IMP, 7, "all_bonus_imp_training");--advanced training


--  Camera Stats
--Bespin 2
--Courtyard   
AddCameraShot(0.364258, -0.004224, -0.931226, -0.010797, -206.270294, -44.204708, 88.837059);
--Carbon Chamber
AddCameraShot(0.327508, 0.002799, -0.944810, 0.008076, -184.781006, -59.802036, -28.118919);
--Wind Tunnel
AddCameraShot(0.572544, -0.013560, -0.819532, -0.019410, -244.788055, -61.541622, -44.260509);
end
[/spoiler]
#5782
Released Maps and Mods / Re: 2 locals on Cloud City
October 16, 2011, 06:17:34 AM
This is a server side mod made by hex editing the PC dedicated server software.  It
will work if hosting a MAC or PC *dedicated* server--meaning the host can't play using this map.

Hex edit mod made by "{PLA} Led".





The file bes2.2localsNoCap.lvl should be located here: C:\Program Files\LucasArts\Star Wars Battlefront PC Server\data\_LVL_PC\BES
or the equivalent for Windows 7.


IMPORTANT:  In this directory, you will see a file called bes2.lvl.
Rename this file to bes2.original.lvl
Take the file bes2.2localsNoCap.lvl copy it to bes2.lvl


The file mission.2localsNoCap.lvl should be located here: C:\Program Files\LucasArts\Star Wars Battlefront PC Server\data\_LVL_PC
or the equivalent for Windows 7.


IMPORTANT:  In this directory, you will see a file called mission.lvl.
Rename this file to mission.original.lvl
Take the file mission.2localsNoCap.lvl copy it to mission.lvl




Bespin Cloud City has been modded 

-makes cfc and court no capture
-give cfc and court to locals
-cfc goes to local team 3
-court goes to local team 4



To use this mod, examine script (lua) for any map that
has a local (native) unit, for example, tuskens on tatootiene.
They are team (3).
Just make another local faction team (4).


Note that only the host needs this file.  The players mission script will
need to only call bes2.lvl, but the server mission script will need to
call this map.



The file bes2a.lua is the script file for the map.

Known issues:  I have not been able to properly add the gunfire sounds
of the local units.  Please contact me if you can solve this issue.




Released on 10/16/2011.



#5784
SWBF1 Modding / Re: Questions I Would Ask BattleBelk
October 16, 2011, 05:37:40 AM
I think that this has been a great thread.  It has been civil, and I think everyone has learned something.

To Battlebelk, I would say "thanks for releasing all the nice tools and for sharing as much as you did".  It means a lot to me when a modder can make a tutorial to help others learn how to do things.  I am into the preservation of information  ;)

To the coders at Pandemic, I would say, I would give you a small but reasonable sum for your source code, if you can get it off the 20 GB hard drive stashed in your closet. (More likely there than in a vault.  ;)  )
And thanks to all and especially psych0fred for releasing the mod tools.

And, I will  say to you guys, if you want to share anything, but don't like to write directions, teach me how to do something, I will write the tutorial, and give you the credit  :cheers:








#5785
SWBF1 Modding / Re: Questions I Would Ask BattleBelk
October 16, 2011, 05:24:29 AM
Quote from: SleepKiller on October 15, 2011, 10:26:55 PM
You can get team 4  ??? ?

Yes, indeed you can.   Take a look inside the map script geo1r.lua.

There is a clue there that was commented out.  You just need to load the sides and units, and
give them a CP, calling them local team 4.   I am working on a sample script to illustrate this, and will
hopefully post it soon.


--  Local Stats
    SetTeamName(3, "locals")
    AddUnitClass(3, "geo_inf_geonosian", 7)
    SetUnitCount(3, 7)
    SetTeamAsFriend(3, DEF)
    --SetTeamName(4, "locals")
    --AddUnitClass(4, "rep_inf_jedimale",1)
    --AddUnitClass(4, "rep_inf_jedimaleb",1)
    --AddUnitClass(4, "rep_inf_jedimaley",1)
    --SetUnitCount(4, 3)
    --SetTeamAsFriend(4, ATT)



I am still having trouble loading the sounds for the locals units--any one care to help?  I will make a new thread for it.  Here is a discussion thread for the 2 locals:
http://www.swbfgamers.com/index.php?topic=3880.0




#5786
SWBF1 Modding / Re: A quick question if you please.
October 16, 2011, 05:21:38 AM
OK, i just saw this thread.

Yes, sleepkiller, we respect you  :tu:

And, I will take myself the be the final authority on the subject.

Thread locked  8)
#5787
ok, i have made CC with one and two locals

(its funny to see ewoks vs tuskens ! )

http://www.xfire.com/video/4edf83/


emps vs clones

http://www.xfire.com/video/4edfbe/

(need to load the sounds)
#5788
SWBF1 Modding / Re: Questions I Would Ask BattleBelk
October 13, 2011, 03:50:04 PM
Well, if the price was right, I would buy the source code. 

But I'm not sure it even exists anymore, given the amount of time and companies that have passed.
#5789
SWBF1 Modding / Re: Questions I Would Ask BattleBelk
October 13, 2011, 06:21:50 AM
From the riley manual pages:

The script chunk, marked by "scr_" in the *.lvl files, contains script code to be executed in the user
interface or just before a mission finishes loading. The body of the script appears to be stored in Lua
byte-code (version 4.0). For information on the Lua programming language, visit the Lua Programming
Language web site. Use command "luac -l" to disassemble byte-code into a slightly more meaningful
opcode format.

link and discussion of archived riley pages are found here
http://www.swbfgamers.com/index.php?topic=3791.0
#5790
SWBF1 Modding / Re: Questions I Would Ask BattleBelk
October 12, 2011, 08:49:17 PM
Quote from: SleepKiller on October 12, 2011, 07:18:47 PM
Yeah SWBF1 uses 4.0 or 4.1 forgotton whcih :/

I am fairly certain that its 4.1.

I have a link to the LUA programming site somewhere on SWBFgamers, i think.  The 4.1 version has a ton of downloads :)