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Messages - wsa30h

#586
how do i fix custom sounds not munging sometimes namely serejas music added to my own custom sound sometimes munges sometimes doesent. also my own music at 44100 16 bit stereo seems to not munge either and everything is referenced in the stm file as it should be. how do i fix this is there a new sound munge bat or tool i can download ?
#587
if anyone has endor music or any music that is ready to munge for swbf 1 or swbf2 could they please post it here ? i cant figure out how to make it in audicity.
#588
is it possible to make custom footsteps work in my custom sounds i need custom footsteps due to cross era with rebels vs droids.  mungle log attached below .
i only get this error just at the last second before it finishes munging the sound.  soundflmunge.exe : Warning : Unknown switch -
  - while munging
#589
where would i download the music from the game ?
#590
also no matter what i change the values here i still die when i exit it. no matter which hovernaut i use it doesent work.  :rant:

SpawnPointLocation      = "9.0 0.0 0.0 5"
SpawnPointLocation      = "9.0 0.0 4.0 5"
SpawnPointLocation      = "9.0 0.0 -4.0 5"
SpawnPointLocation      = "9.0 0.0 4.0 5"
SpawnPointLocation      = "9.0 0.0 4.0 5"
SpawnPointLocation      = "9.0 0.0 4.0 5"
#591
thanks gift heck how do i get physofreds hover naut into third person it doesent allow me to change by default .
it crashes ingame but not in sptest why is that ?
#592
ok so i unmunged the stock all.lvl and got the odf of the hover naut from it but  which line of code tells it to where to spawn me ? odf will be attached below.
#593
hi how do i get custom ffx to work so i have footstep sounds on my map ?
#594
how would i make a 2 new eras for my map with the interface tool ? i made it but had to replace the stock shell and then every map has the option of these 2 eras,but is it possible to make it show only those new eras on my map ?
#595
how do i get the all_hover_hovernaut to not crash the game ? and does it have sounds? or is it unused like the mtt?
if it has sounds what level are they in ?
#596
fixed. feel free to give it a go and rate it. feedback apperaciated.
#597
thanks for letting me know fixed it
#598
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1501


This is my map korriban it isnt based on the actual korriban in the clone wars or anywhere in star wars but rather its a new planet all together. i have been working on this map and the custom sounds for 3 weeks now.I hope you enjoy it and as always feedback and constructive criticisms is welcome. if enough people enjoy this map i will port it to battlefront 2.
This map feature empire vs republic with a 3rd faction of rebels and a 4th faction of droids.
In the galactic civil war the map features droids vs empire and a 3rd faction of rebels and a 4th faction of clones, the two local factions in both eras are set as friends to each other.
#599
how to make a standalone water sound ?
#600
--
-- 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 = 2;
    imp = 1;
    --  These variables do not change
    ATT = REP;
    DEF = imp;


function ScriptPostLoad()      
   
   
    --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"}
     cp5 = CommandPost:New{name = "cp5"}
     cp6 = CommandPost:New{name = "cp6"}
     cp7 = CommandPost:New{name = "cp7"}
   
   
   
   
   
    --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(cp5)
    conquest:AddCommandPost(cp6)
    conquest:AddCommandPost(cp7)
   
   
    conquest:Start()
    SetUberMode(1);
    SetPlayerTeamDifficultyHard(20)
    SetEnemyTeamDifficultyHard(20)
    SetTeamAggressiveness(rep, 3.7)
   SetTeamAggressiveness(IMP, 3.7)
    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("dc:ingame.lvl")
    ReadDataFile("ingame.lvl")
   
   
    SetMaxFlyHeight(130)
    SetMaxPlayerFlyHeight (130)
   
    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\\bf2.lvl;geo1cross")
    ReadDataFile("dc:sound\\\df3.lvl;df2cw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep2_engineer",
                             "rep_inf_ep2_sniper",
                             "rep_inf_ep2_rocketeer_chaingun",
                             "rep_inf_ep2_jettrooper_training",
                             "rep_hover_barcspeeder",
                             "rep_walk_oneman_atst",
                             "rep_hover_fightertank",
                             "rep_hero_obiwan",
                             "rep_walk_atte")
    ReadDataFile("SIDE\\imp.lvl",
                             "imp_inf_rifleman",
                             "imp_inf_rocketeer",
                             "imp_inf_engineer",
                             "imp_inf_sniper",
                             "imp_inf_officer_hunt",
                             "imp_inf_dark_trooper_hunt",
                             "imp_hover_speederbike",
                             "imp_walk_atst",
                             "imp_hero_darthvader",
                             "imp_hover_fightertank",
                             "imp_walk_atat")
                              ReadDataFile("SIDE\\all.lvl",
                             "all_inf_rifleman")
                              ReadDataFile("SIDE\\cis.lvl",
                    "cis_inf_rifleman",
                    "cis_inf_rocketeer",
                    "cis_inf_sniper")
    ReadDataFile("SIDE\\tur.lvl",
             "tur_bldg_laser",
             "tur_bldg_tower")         
                             
   SetupTeams{
      rep = {
         team = REP,
         units = 65,
         reinforcements = 600,
         soldier  = { "rep_inf_ep3_rifleman",120, 220},
         assault  = { "rep_inf_ep3_rocketeer",5, 6},
         engineer = { "rep_inf_ep2_engineer",5, 6},
         sniper   = { "rep_inf_ep2_sniper",5, 12},
         officer = {"rep_inf_ep2_rocketeer_chaingun",5, 6},
         special = { "rep_inf_ep2_jettrooper_training",5, 6},
          
      },
      imp = {
         team = imp,
         units = 65,
         reinforcements = 600,
         soldier  = { "imp_inf_rifleman",120, 220},
         assault  = { "imp_inf_rocketeer",5, 6},
         engineer = { "imp_inf_engineer",5, 6},
         sniper   = { "imp_inf_sniper",5, 6},
         officer = {"imp_inf_officer_hunt",5, 6},
         special = { "imp_inf_dark_trooper_hunt",5, 6},
      }
   }
     
    SetHeroClass(imp, "imp_hero_darthvader")
    SetHeroClass(REP, "rep_hero_obiwan")
   
     --  Local Stats
    SetTeamName(3, "all")
    SetUnitCount(3, 7)
    AddUnitClass(3, "all_inf_soldier", 7)   
    SetTeamAsEnemy(3, DEF)
    SetTeamName(4, "rebels")
    AddUnitClass(4, "cis_inf_rifleman",10)
    AddUnitClass(4, "cis_inf_rocketeer",1)
    AddUnitClass(4, "cis_inf_sniper",1)
    SetUnitCount(4, 12)
    SetTeamAsEnemy(4, ATT)
   
    --temp until you rescript this mission
   AddAIGoal(1,"Conquest",100);
   AddAIGoal(2,"Conquest",100);
   AddAIGoal(3,"Conquest",100);
   --temp until you rescript this mission
    --  Level Stats
    --  ClearWalkers()
    AddWalkerType(0, 4) -- special -> droidekas
    AddWalkerType(1, 4) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 1) -- 1 atats with 2 leg pairs each
    AddWalkerType(3, 3) -- 3 attes with 3 leg pairs each
    AddWalkerType(1, 8) -- ATSTs
    local weaponCnt = 1024
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("CommandWalker", 4)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
   SetMemoryPoolSize("EntityCloth", 32)
   SetMemoryPoolSize("EntityFlyer", 32)
    SetMemoryPoolSize("EntityHover", 32)
    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:KOR\\KOR.lvl", "KOR_conquest")
    ReadDataFile("dc:KOR\\KOR.lvl", "KOR_conquest")
    SetDenseEnvironment("false")
    SetDefenderSnipeRange(500)



    --  Sound
   
    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

    voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_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", "imp_unit_vo_quick", voiceQuick)
   
    OpenAudioStream("sound\\global.lvl",  "gcw_music")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    OpenAudioStream("sound\\geo.lvl",  "geo1")
    OpenAudioStream("sound\\geo.lvl",  "geo1")
    OpenAudioStream("sound\\geo.lvl",  "geo1_emt")

    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)

    SetOutOfBoundsVoiceOver(2, "impleaving")
    SetOutOfBoundsVoiceOver(1, "repleaving")

    SetAmbientMusic(all, 1.0, "all_geo_amb_start",  0,1)
    SetAmbientMusic(all, 0.8, "all_geo_amb_middle", 1,1)
    SetAmbientMusic(all, 0.2, "all_geo_amb_end",    2,1)
    SetAmbientMusic(imp, 1.0, "imp_geo_amb_start",  0,1)
    SetAmbientMusic(imp, 0.8, "imp_geo_amb_middle", 1,1)
    SetAmbientMusic(imp, 0.2, "imp_geo_amb_end",    2,1)

    SetVictoryMusic(all, "all_geo_amb_victory")
    SetDefeatMusic (all, "all_geo_amb_defeat")
    SetVictoryMusic(imp, "imp_geo_amb_victory")
    SetDefeatMusic (imp, "imp_geos_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(0.613493, -0.007088, 0.789616, 0.009122, -203.110870, 2.347373, 227.966812);
   AddCameraShot(0.731491, -0.195120, -0.631264, -0.168385, 93.467842, 21.624365, 146.393112);
   AddCameraShot(-0.175554, 0.013309, -0.981563, -0.074414, 31.551453, 14.149174, 253.044556);
end