fixed. feel free to give it a go and rate it. feedback apperaciated.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#601
Star Wars Battlefront (2004 Original) / Re: korriban released get it right here
July 22, 2019, 08:18:28 AM #602
Star Wars Battlefront (2004 Original) / Re: korriban released get it right here
July 22, 2019, 02:24:40 AM
thanks for letting me know fixed it
#603
Star Wars Battlefront (2004 Original) / korriban released get it right here
July 21, 2019, 09:36:51 AM
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.
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.
#604
SWBF1 Modding / how do i make a stand alone water sound with droids and empire ?
July 21, 2019, 06:16:00 AM
how to make a standalone water sound ?
#605
SWBF2 Modding / locals not spawning ingame what am i missing in my lua ?
July 20, 2019, 11:51:23 AM
--
-- 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,
-- 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
-- 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,

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
#606
SWBF2 Modding / self made self converted bf1 map has no terrain or sky ingame problem
July 20, 2019, 04:12:16 AM
how do i fix the terrain not showing up the lvl is only 2mb instead of 30mb how do i fix this.
i get this error in the bf2 debugger Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Application\RedTerrain.cpp(615)
TERRAIN HEIGHTFIELD MISSING! Will probably crash now
i get this error in the bf2 debugger Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Application\RedTerrain.cpp(615)
TERRAIN HEIGHTFIELD MISSING! Will probably crash now
#607
Released Maps and Mods / Star Wars Battlefront Korriban map
July 19, 2019, 07:40:49 PM
Star Wars Battlefront Korriban map
https://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.
https://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.
#608
SWBF1 Modding / Re: what are all of theses errors is my script unfixable ?
July 19, 2019, 08:23:15 AM
how do i create a custom core.lvl ? i seemed to have fixed the entity hover issue it was set to 23 but needed to be at 26. which one of those is the most likely to crash the game i had sliding units also had cis vehicles because am making a cross era mod smilar to rumble conquest but faction 3 and 4 dont have vehicles on the map and in this case cis were team 3 and i had all of their vehicles in the lua but when i removed them and set the aimer from 200 to 500 it seemed to fix the issue of crashing and sliding units. but for the future i need to know which one of these should be fixed first.
#609
SWBF1 Modding / what are all of theses errors is my script unfixable ?
July 18, 2019, 08:31:37 AM
Opened logfile BFront.log 2019-07-18 1626
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_IFace.cpp(4144)
Unable to open movie file C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront (Classic 2004)\GameData\AddOn\korriban\Data\_lvl_pc\movies\
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Objective.cpp(59)
Objective::Add: must localize level Korriban capture and hold command posts
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Objective.cpp(59)
Objective::Add: must localize level Korriban eliminate the republic and local rebels
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Objective.cpp(59)
Objective::Add: must localize level Korriban defeat the empire to start a galaxy wide rebellion
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Objective.cpp(59)
Objective::Add: must localize level Korriban capture and hold command posts
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(726)
Memory pool "EntityCloth" not found
Message Severity: 3
D:\src\FRONTLINE_PC\RedEngineFL\Graphics\PC\Shaders\pcTerrainShader.cpp(176)
pcTerrainShader: detail texture expects L8 format!
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\SkyManager.cpp(93)
Skyfile FarSceneRange is in old format
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "cp2"
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "cp1"
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "cp2"
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "cp2"
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "cp3"
Message Severity: 2
D:\src\FRONTLINE_PC\RedEngineFL\Graphics\PC\pcRedSegment.cpp(309)
pcShaderSegment: no shader for rendertype glow [0x6a3827bc]
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(166)
AddUnitClass lua script command specifies too many units for team !
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_IFace.cpp(4144)
Unable to open movie file C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront (Classic 2004)\GameData\AddOn\korriban\Data\_lvl_pc\movies\
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Objective.cpp(59)
Objective::Add: must localize level Korriban capture and hold command posts
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Objective.cpp(59)
Objective::Add: must localize level Korriban eliminate the republic and local rebels
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Objective.cpp(59)
Objective::Add: must localize level Korriban defeat the empire to start a galaxy wide rebellion
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Objective.cpp(59)
Objective::Add: must localize level Korriban capture and hold command posts
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(726)
Memory pool "EntityCloth" not found
Message Severity: 3
D:\src\FRONTLINE_PC\RedEngineFL\Graphics\PC\Shaders\pcTerrainShader.cpp(176)
pcTerrainShader: detail texture expects L8 format!
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\SkyManager.cpp(93)
Skyfile FarSceneRange is in old format
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "cp2"
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "cp1"
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "cp2"
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "cp2"
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "cp3"
Message Severity: 2
D:\src\FRONTLINE_PC\RedEngineFL\Graphics\PC\pcRedSegment.cpp(309)
pcShaderSegment: no shader for rendertype glow [0x6a3827bc]
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(166)
AddUnitClass lua script command specifies too many units for team !
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityHover.cpp(3120)
Unable to build EntityHover
#610
SWBF1 Modding / Re: why does my script cause sliding soldiers and the game to crash ?
July 18, 2019, 02:56:18 AM
yes
sometimes it works and sometimes it crashed seemed to wrok when i deleted the bfront error log.
sometimes it works and sometimes it crashed seemed to wrok when i deleted the bfront error log.
#611
SWBF1 Modding / why does my script cause sliding soldiers and the game to crash ?
July 18, 2019, 01:41:56 AM
---------------------------------------------------------------------------
-- 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 = 2;
local CIS = 1;
-- These variables do not change
local ATT = 1;
local DEF = 2;
SetTeamAggressiveness(CIS, 0.95)
SetTeamAggressiveness(REP, 0.95)
SetMaxFlyHeight(100);
AddMissionObjective(CIS, "orange", "level Korriban capture and hold command posts");
AddMissionObjective(CIS, "red", "level Korriban eliminate the republic and local rebels");
AddMissionObjective(REP, "orange", "level Korriban defeat the empire to start a galaxy wide rebellion");
AddMissionObjective(REP, "red", "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");
-- Republic Stats
SetTeamName(REP, "Republic");
SetTeamIcon(REP, "rep_icon");
AddUnitClass(REP, "rep_inf_clone_trooper",11)
AddUnitClass(REP, "rep_inf_arc_trooper",3)
AddUnitClass(REP, "rep_inf_clone_pilot",4)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
AddUnitClass(REP, "rep_inf_jet_trooper",3)
SetHeroClass(REP, "rep_inf_macewindu")
SetAttackingTeam(ATT);
-- CIS Stats
SetTeamName(CIS, "IMP");
SetTeamIcon(CIS, "imp_icon");
AddUnitClass(CIS, "imp_inf_storm_trooper",11)
AddUnitClass(CIS, "imp_inf_shock_trooper",5)
AddUnitClass(CIS, "imp_inf_pilottie",6)
AddUnitClass(CIS, "imp_inf_scout_trooper",6)
AddUnitClass(CIS, "imp_inf_dark_trooper",3)
SetHeroClass(CIS, "imp_inf_darthvader")
-- Attacker Stats
SetUnitCount(ATT, 40)
SetReinforcementCount(ATT, 560)
-- Defender Stats
SetUnitCount(DEF, 50)
SetReinforcementCount(DEF, 640)
-- Local Stats
SetTeamName(3, "locals")
AddUnitClass(3, "all_inf_soldierdesert", 15);
AddUnitClass(3, "all_inf_vanguard", 2);
AddUnitClass(3, "all_inf_pilot", 2);
AddUnitClass(3, "all_inf_marksman", 2);
AddUnitClass(3, "all_inf_smuggler", 5);
SetUnitCount(3, 25)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
SetTeamAsFriend(3,4)
SetTeamAsFriend(4,3)
-- local Stats
SetTeamName(4, "rebels")
AddUnitClass(4, "cis_inf_battledroid", 15);
AddUnitClass(4, "cis_inf_assault", 5);
AddUnitClass(4, "cis_inf_assassindroid", 2);
AddUnitClass(4, "cis_inf_droideka", 3);
SetUnitCount(4, 25)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- Droidekas
AddWalkerType(3, 3) -- 3 attes with 3 leg pairs each
AddWalkerType(1,
-- 6 atsts with 1 leg pairs each
AddWalkerType(2, 1) -- 2 atats with 2 leg pairs each
SetMemoryPoolSize("CommandWalker", 4)
SetMemoryPoolSize("EntityHover", 40)
SetMemoryPoolSize("EntityCloth", 41)
SetMemoryPoolSize("EntityFlyer", 6)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
SetMemoryPoolSize("MountedTurret", 48)
-- SetMemoryPoolSize("SoundSpaceRegion", 81)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:korriban\\korriban.lvl")
SetDenseEnvironment("true")
-- Sound
OpenAudioStream("sound\\tat.lvl", "tatcw_music");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\bes.lvl", "bes2");
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);
SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_tat_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_tat_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_tat_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_tat_amb_end", 2,1);
SetVictoryMusic(REP, "rep_tat_amb_victory");
SetDefeatMusic (REP, "rep_tat_amb_defeat");
SetVictoryMusic(CIS, "cis_tat_amb_victory");
SetDefeatMusic (CIS, "cis_tat_amb_defeat");
SetOutOfBoundsVoiceOver(2, "repleaving");
SetOutOfBoundsVoiceOver(1, "cisleaving");
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
-- Camera Stats
--Bespin 2
--Courtyard
AddCameraShot(0.613493, -0.007088, 0.789616, 0.009122, -203.110870, 2.347373, 227.966812);
--Carbon Chamber
AddCameraShot(0.731491, -0.195120, -0.631264, -0.168385, 93.467842, 21.624365, 146.393112);
--Wind Tunnel
AddCameraShot(-0.175554, 0.013309, -0.981563, -0.074414, 31.551453, 14.149174, 253.044556);
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()
-- REP Attacking (attacker is always #1)
local REP = 2;
local CIS = 1;
-- These variables do not change
local ATT = 1;
local DEF = 2;
SetTeamAggressiveness(CIS, 0.95)
SetTeamAggressiveness(REP, 0.95)
SetMaxFlyHeight(100);
AddMissionObjective(CIS, "orange", "level Korriban capture and hold command posts");
AddMissionObjective(CIS, "red", "level Korriban eliminate the republic and local rebels");
AddMissionObjective(REP, "orange", "level Korriban defeat the empire to start a galaxy wide rebellion");
AddMissionObjective(REP, "red", "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");
-- Republic Stats
SetTeamName(REP, "Republic");
SetTeamIcon(REP, "rep_icon");
AddUnitClass(REP, "rep_inf_clone_trooper",11)
AddUnitClass(REP, "rep_inf_arc_trooper",3)
AddUnitClass(REP, "rep_inf_clone_pilot",4)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
AddUnitClass(REP, "rep_inf_jet_trooper",3)
SetHeroClass(REP, "rep_inf_macewindu")
SetAttackingTeam(ATT);
-- CIS Stats
SetTeamName(CIS, "IMP");
SetTeamIcon(CIS, "imp_icon");
AddUnitClass(CIS, "imp_inf_storm_trooper",11)
AddUnitClass(CIS, "imp_inf_shock_trooper",5)
AddUnitClass(CIS, "imp_inf_pilottie",6)
AddUnitClass(CIS, "imp_inf_scout_trooper",6)
AddUnitClass(CIS, "imp_inf_dark_trooper",3)
SetHeroClass(CIS, "imp_inf_darthvader")
-- Attacker Stats
SetUnitCount(ATT, 40)
SetReinforcementCount(ATT, 560)
-- Defender Stats
SetUnitCount(DEF, 50)
SetReinforcementCount(DEF, 640)
-- Local Stats
SetTeamName(3, "locals")
AddUnitClass(3, "all_inf_soldierdesert", 15);
AddUnitClass(3, "all_inf_vanguard", 2);
AddUnitClass(3, "all_inf_pilot", 2);
AddUnitClass(3, "all_inf_marksman", 2);
AddUnitClass(3, "all_inf_smuggler", 5);
SetUnitCount(3, 25)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
SetTeamAsFriend(3,4)
SetTeamAsFriend(4,3)
-- local Stats
SetTeamName(4, "rebels")
AddUnitClass(4, "cis_inf_battledroid", 15);
AddUnitClass(4, "cis_inf_assault", 5);
AddUnitClass(4, "cis_inf_assassindroid", 2);
AddUnitClass(4, "cis_inf_droideka", 3);
SetUnitCount(4, 25)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- Droidekas
AddWalkerType(3, 3) -- 3 attes with 3 leg pairs each
AddWalkerType(1,

AddWalkerType(2, 1) -- 2 atats with 2 leg pairs each
SetMemoryPoolSize("CommandWalker", 4)
SetMemoryPoolSize("EntityHover", 40)
SetMemoryPoolSize("EntityCloth", 41)
SetMemoryPoolSize("EntityFlyer", 6)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
SetMemoryPoolSize("MountedTurret", 48)
-- SetMemoryPoolSize("SoundSpaceRegion", 81)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:korriban\\korriban.lvl")
SetDenseEnvironment("true")
-- Sound
OpenAudioStream("sound\\tat.lvl", "tatcw_music");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\bes.lvl", "bes2");
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);
SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_tat_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_tat_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_tat_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_tat_amb_end", 2,1);
SetVictoryMusic(REP, "rep_tat_amb_victory");
SetDefeatMusic (REP, "rep_tat_amb_defeat");
SetVictoryMusic(CIS, "cis_tat_amb_victory");
SetDefeatMusic (CIS, "cis_tat_amb_defeat");
SetOutOfBoundsVoiceOver(2, "repleaving");
SetOutOfBoundsVoiceOver(1, "cisleaving");
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
-- Camera Stats
--Bespin 2
--Courtyard
AddCameraShot(0.613493, -0.007088, 0.789616, 0.009122, -203.110870, 2.347373, 227.966812);
--Carbon Chamber
AddCameraShot(0.731491, -0.195120, -0.631264, -0.168385, 93.467842, 21.624365, 146.393112);
--Wind Tunnel
AddCameraShot(-0.175554, 0.013309, -0.981563, -0.074414, 31.551453, 14.149174, 253.044556);
end
#612
SWBF1 Modding / Re: how to stop 2 local teams that are set as friends from trying to capture cps?
July 18, 2019, 01:20:46 AM
thanks old snake.
#613
Star Wars Battlefront (2004 Original) / my upcoming custom map pre release test
July 17, 2019, 06:27:08 AM
this is my custom map korriban. it feature cross era with clones vs empire and all of their ground vehicles. also feature empire vs droids and all of their ground vehicles
any feedback appreciated if there are crashes feel free to comment here or pm me here.
any feedback appreciated if there are crashes feel free to comment here or pm me here.
#614
SWBF1 Modding / how to stop 2 local teams that are set as friends from trying to capture cps?
July 17, 2019, 06:07:31 AM
how do i stop 2 local teams that are set as friends to one another from trying to capture each others command posts ?
#615
SWBF1 Modding / Re: what is this error and how serious? seems to be related to the terrain.
July 17, 2019, 06:06:17 AM
thanks Dark_phantom i was pretty sure it was related to my terrain.