Guys I've downloaded ForceMaster's Tridroid and I tried to to put him on Coruscant: Modern Warfare, but it doesn't work. ForceMaster stated that he needs two legs, I tried both 2 and 3 but nothing works in game. What can I do?
this is the map lua:
[spoiler]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveSpaceAssault")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("LinkedDestroyables")
ScriptCB_DoFile("LinkedTurrets")
ScriptCB_DoFile("LinkedShields")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
SetupShields()
SetupDestroyables()
SetupTurrets()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
--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:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:Start()
SetUberMode(1);
EnableSPHeroRules()
AddDeathRegion("deathregion_1")
AddDeathRegion("deathregion_2")
EnableFlyerPath(flyers,1)
end
function SetupDestroyables()
--CIS destroyables
lifeSupportLinkageCIS = LinkedDestroyables:New{ objectSets = {{"fedcoreship_generator"}, {"fedcoreship","fc_tur1","fc_tur2","fc_tur3","fc_tur4","fc_tur5","fc_tur6","fc_tur7","fc_tur8","fc_tur9","fc_tur10"}} }
lifeSupportLinkageCIS:Init()
--Coruscant Adverts
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s1"}, {"ad1","ad2"}} }
lifeSupportLinkageREP:Init()
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s2"}, {"ad3","ad4","ad5"}} }
lifeSupportLinkageREP:Init()
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s3"}, {"ad6"}} }
lifeSupportLinkageREP:Init()
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s4"}, {"ad7"}} }
lifeSupportLinkageREP:Init()
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s5"}, {"ad8"}} }
lifeSupportLinkageREP:Init()
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s6"}, {"ad9"}} }
lifeSupportLinkageREP:Init()
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s7"}, {"ad10"}} }
lifeSupportLinkageREP:Init()
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s8"}, {"ad11"}} }
lifeSupportLinkageREP:Init()
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s9"}, {"ad12","ad13"}} }
lifeSupportLinkageREP:Init()
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s10"}, {"ad14","ad15"}} }
lifeSupportLinkageREP:Init()
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s11"}, {"ad16","ad17"}} }
lifeSupportLinkageREP:Init()
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s12"}, {"ad18"}} }
lifeSupportLinkageREP:Init()
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s13"}, {"ad19","ad20","ad21"}} }
lifeSupportLinkageREP:Init()
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s14"}, {"ad22","ad23","ad24"}} }
lifeSupportLinkageREP:Init()
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s15"}, {"ad25"}} }
lifeSupportLinkageREP:Init()
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s16"}, {"ad26"}} }
lifeSupportLinkageREP:Init()
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s17"}, {"ad27"}} }
lifeSupportLinkageREP:Init()
end
function SetupShields()
-- Coruscant Shield Turret
local linkedShieldObjectsREP = { "turret_console_mili"}
shieldStuffREP = LinkedShields:New{objs = linkedShieldObjectsREP, controllerObject = "Coruscant_Prop_Generator"}
shieldStuffREP:Init()
function shieldStuffREP:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", REP)
ShowMessageText("level.spa.hangar.shields.def.down", CIS)
end
function shieldStuffREP:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", REP)
ShowMessageText("level.spa.hangar.shields.def.up", CIS)
end
end
--Coruscant Turrets
function SetupTurrets()
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "turret_console_mili",
turrets = {"auto_turret_1", "auto_turret_2", "auto_turret_3", "auto_turret_4", "auto_turret_5", "auto_turret_6", "auto_turret_7", "auto_turret_8", "auto_turret_9", "roofgun_1", "roofgun_2", "roofgun_3", "roofgun_4", "roofgun_5", "roofgun_6", "roofgun_7", "roofgun_8", "roofgun_9"} }
turretLinkageREP:Init()
function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)
end
--RepublicTurrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep_defense",
turrets = {"rep_tur1","rep_tur2","rep_tur3","rep_tur4","rep_tur5","rep_tur6"} }
turretLinkageREP:Init()
function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)
end
--CIS Turrets
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis_defense",
turrets = {"CIS_tur1","CIS_tur2","CIS_tur3","CIS_tur4","CIS_tur5","CIS_tur6"} }
turretLinkageCIS:Init()
function turretLinkageCIS:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)
end
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("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(1100)
SetMaxPlayerFlyHeight (1100)
SetMinFlyHeight(-500)
SetMinPlayerFlyHeight (-500)
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("dc:sound\\bon.lvl;boncw")
ReadDataFile("dc:sound\\cmw.lvl;cmwcw")
ReadDataFile("sound\\spa.lvl;spa2cw")
ReadDataFile("SIDE\\63rd.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_hound",
"rep_inf_thorn",
"rep_inf_fox",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_macewindu",
"rep_fly_anakinstarfighter",
"rep_fly_vwing",
"rep_fly_arc170fighter",
"rep_fly_gunship")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_commander",
"cis_inf_MG",
"cis_inf_tactical",
"cis_inf_officer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_hero_countdooku",
"cis_hover_aat",
"cis_walk_tridroid",
"cis_fly_tridroidfighter",
"cis_fly_greviousfighter",
"cis_fly_droidfighter",
"cis_fly_droidgunship")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_chaingun_roof",
"tur_bldg_chaingun_roof_heavy",
"tur_bldg_predator_turret",
"tur_bldg_laser" )
SetupTeams{
rep = {
team = REP,
units = 50,
reinforcements = 500,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
}
}
SetupTeams{
cis = {
team = CIS,
units = 50,
reinforcements = 500,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
AddUnitClass(CIS, "cis_inf_commander",1,2)
AddUnitClass(CIS, "cis_inf_MG",1,2)
AddUnitClass(CIS, "cis_inf_tactical",1,1)
AddUnitClass(REP, "rep_inf_hound",1,1)
AddUnitClass(REP, "rep_inf_thorn",1,1)
AddUnitClass(REP, "rep_inf_fox",1,1)
SetHeroClass(CIS, "cis_hero_countdooku")
SetHeroClass(REP, "rep_hero_macewindu")
-- Level Stats
-- ClearWalkers()
AddWalkerType(1, 10) -- special -> droidekas
AddWalkerType(1, 3) -- 1x2 (1 pair of legs)
AddWalkerType(2, 3) -- 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", 50)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityWalker", 2)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("CommandFlyer", 4)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntityRemoteTerminal",18)
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:CMW\\CMW.lvl", "CMW_conquest")
ReadDataFile("dc:CMW\\CMW.lvl", "CMW_conquest","CMW_CW")
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("dc:sound\\cmw.lvl", "cmwcw_music")
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa3_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_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.9, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start", 0,1)
SetAmbientMusic(CIS, 0.9, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end", 2,1)
SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetVictoryMusic(CIS, "cis_spa_amb_victory")
SetDefeatMusic (CIS, "cis_spa_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]
Can i see the odf?
EDIT: http://www.gametoast.com/viewtopic.php?f=64&t=24601
Note by Anyder: Do not double post. Use the edit button instead.
Walkertype 2 doesn't work to me...
You need to put dc: on the under the stock side
Example-ReadDataFile("dc:SIDE\\cis.lvl",
"cis_walk_tridroid")
[glow]
Why? It's not enough to have the vehicles in the cis stock side?
Quote from: i2Bros on November 01, 2016, 07:32:25 AM
Why? It's not enough to have the vehicles in the cis stock side?
Well if you using coustom tanks i suggest you put dc: if it crashes
Quote from: Delta327 on November 01, 2016, 04:31:19 PM
Well if you using coustom tanks i suggest you put dc: if it crashes
Actually it doesnt crash, simply no tridroid appears on map
did you include the model to the req folder and CIS.lua script.
example:
cis_walk_tridroid.req
You need to modify the map's spwan point in ZE, and modify the map's layer ;)
Wow...
I'll need some good guys to do that for me, my PC doesn't want me to open Zeroeditor.