Hi guys, i recently downloaded Sereja's Umbara:Shadow Forest map assets and I was trying to change the sides but when I put the files in the data_025 folder I created and then munge a lot of errors shows up and the map is not playable in the game. Sereja gave me the permission to include this map in my mod, but I don't know how to simply change sides :(
How do I do that?
Well serejas stuff is for swbf1 and you might have to convert them to bf2
I think Delta327 is right about converting the maps to BF2. Also, I think you have to edit the world LUA if you're adding brand new units to a map.
Do you know how I can do this? There's a tutorial? Can I do this without the zeroeditor?
Be careful: often Sereja's maps have a lot of stuff that doesn't quite work in SWBF2. There were people trying to get his Otoh Gunga map over a while ago.
You don't need Zeroeditor to edit sides. If you wanted to view a Battlefront 1 map's LUA you would have to go into Scripts/025 and use a program like notepad to open up the LUAs. You can then add your new units details to the LUA.
There are several tutorials on sides for Battlefront 1 maps on this website:
http://www.swbfgamers.com/index.php?board=49.0
I'd also recommend the Gametoast forums:
http://www.gametoast.com
http://www.gametoast.com/viewtopic.php?f=27&t=3574
Will this help?
Edit:
You could convert the umbara models to bf2
Speaking of models dose any one have the bf1 rebel marksman model for bf2.
For my mod
Nice, thanks for the help! So I was doing well I just have to follow a tutorial and ask more to Sereja. I will soon post the MungeLog so that we can find out what I have to correct.
Ok good luck :tu:
DELETE THIS POST
EDIT: I downloaded a munged map already converted and I was trying to simply change the mission.lvl file but when I play the map no unit spwans except the human player. What I have to do now?
Quote from: i2Bros on September 08, 2016, 02:05:01 AM
This is the complete MungeLog.txt
It's messy as hell , please help! :bye:
ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings
ERROR[levelpack req\cis_hover_aat2.req]:Could not open munged\pc\cis_hover_fightertank.anims for input. DOS reports:
No such file or directory
ERROR[levelpack req\cis_hover_aat2.req]:Could not open munged\pc\cis_hover_fightertank.anims for input. DOS reports:
No such file or directory
2 Errors 0 Warnings
ERROR[levelpack req\rep_fly_gunship2.req]:Expecting bracket, but none was found.
File : munged\pc\rep_walk_atxt.model.req(1)...
ucft <--
ERROR[levelpack req\rep_fly_gunship2.req]:Expecting bracket, but none was found.
File : munged\pc\rep_walk_atxt.model.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack 025.req]:Could not open munged\pc\tat1_bldg_sarlacctentacle.anims for input. DOS reports:
No such file or directory
ERROR[levelpack 025.req]:Could not open munged\pc\tat1_bldg_sarlacctentacle.anims for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings
ERROR[levelpack 025_ctf.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
ERROR[levelpack 025_ctf.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack 025_eli.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
ERROR[levelpack 025_eli.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
[continuing]
4 Errors 0 Warnings
ERROR[levelpack 025.req]:Could not open munged\pc\tat1_bldg_sarlacctentacle.anims for input. DOS reports:
No such file or directory
ERROR[levelpack 025.req]:Could not open munged\pc\tat1_bldg_sarlacctentacle.anims for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings
soundflmunge.exe : Warning : Files line 24 and 25 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerA02
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 26 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerA03
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 27 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerA04
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 28 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerA05
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 29 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerA06
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 31 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerB01
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 32 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerB02
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 33 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerB03
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 34 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerB04
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 35 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerB05
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 36 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerB06
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 38 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerC01
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 39 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerC02
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 40 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerC03
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 41 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerC04
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 42 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerC05
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 43 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_layerC06
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 45 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_low01
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 46 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_low02
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 47 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias fs_walker_low03
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 53 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias wpn_gunship_blaster_fire
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 54 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias wpn_gunship_laser_fire
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 55 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias wpn_gunship_laser_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 60 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias eng_repGunship_hi_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 61 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias eng_repGunship_low_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 62 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias eng_repGunship_mid_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 67 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias wpn_spdrbike_blaster_fire
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 71 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias eng_speederbike_hi_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 72 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias eng_speederbike_low_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 73 reference the same source file c:\windows\media\chord.wav. fs_walker_layerA01 will alias eng_speederbike_mid_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 3 and 8 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias fs_droideka_01
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 9 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias fs_droideka_02
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 10 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias fs_droideka_03
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 11 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias fs_droideka_04
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 13 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias drd_droideka_roll_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 15 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias drd_droideka_shield_on
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 20 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias wpn_cmbtSpdr_blaster_fire
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 21 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias wpn_cmbtSpdr_turret_fire
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 22 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_combatSpeeder_hi_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 23 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_combatSpeeder_mid_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 24 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_combatSpeeder_low_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 29 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias wpn_gunship_laser_fire
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 30 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias wpn_gunship_laser_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 31 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias wpn_IFT_blaster_fire
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 32 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias wpn_IFT_missile_fire
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 34 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_interceptorTank_low_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 35 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_interceptorTank_mid_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 36 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_interceptorTank_hi_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 43 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias wpn_spdrbike_blaster_fire
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 47 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_speederbike_hi_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 48 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_speederbike_low_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 49 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_speederbike_mid_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 54 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias wpn_ATTE_trtBlaster_fire
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 55 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias wpn_ATTE_frontBlaster_fire
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 61 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_takeoff_gunship01
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 62 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_takeoff_gunship02
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 63 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias R_LAAT_land01
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 65 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias wpn_gunship_blaster_fire
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 66 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias wpn_gunship_rocket_fire
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 67 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_repGunship_hi_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 68 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_repGunship_low_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 69 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_repGunship_mid_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 75 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias fs_spiderWalker_01
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 76 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias fs_spiderWalker_02
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 77 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias fs_spiderWalker_03
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 78 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias hyd_spiderWalker_01
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 79 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias hyd_spiderWalker_02
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 80 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias hyd_spiderWalker_03
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 81 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias hyd_spiderWalker_04
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 82 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_spiderWalker_mid_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 83 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_spiderWalker_low_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 84 reference the same source file c:\windows\media\chord.wav. wpn_rep_arccaster_fire will alias eng_spiderWalker_hi_lp
- while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_025\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_025\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_025\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_025\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_025\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_025\Sound\shell\shell.sfx
Quote from: i2Bros on September 08, 2016, 04:14:38 AM
EDIT: I downloaded a munged map already converted and I was trying to simply change the mission.lvl file but when I play the map no unit spwans except the human player. What I have to do now?
Can you post the mission.lvl?
Yes, sure.
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- CIS Attacking (attacker is always #1)
CIS = 1;
REP = 2;
-- These variables do not change
ATT = CIS;
DEF = REP;
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"}
--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:Start()
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("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
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\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
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},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
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},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4)-- special -> droidekas
AddWalkerType(1, 4)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("WalkerLegPair", 12)
--SetMemoryPoolSize("TreeGridStack", 960)
SetMemoryPoolSize("TreeGridStack", 999)
SetMemoryPoolSize("EntityHover", 14)
SetMemoryPoolSize("EntityWalker", 4)
SetMemoryPoolSize("CommandWalker", 4)
SetMemoryPoolSize("EntityFlyer", 8)
SetMemoryPoolSize("Aimer", 500)
SetMemoryPoolSize("EntityLight", 500)
SetMemoryPoolSize("Obstacle", 999)
SetMemoryPoolSize("WalkerBlendUnit", 60)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:025\\025.lvl", "025_conquest")
ReadDataFile("dc:025\\025.lvl", "025_conquest")
SetDenseEnvironment("false")
-- Birdies
SetNumBirdTypes(2);
SetBirdType(0,1.0,"bird3");
SetBirdType(1,1.5,"bird4");
AddDeathRegion("Death1");
AddDeathRegion("Death2");
AddDeathRegion("Death3");
AddDeathRegion("Death4");
AddDeathRegion("Death5");
AddDeathRegion("Death6");
AddDeathRegion("Death7");
AddDeathRegion("Death8");
AddDeathRegion("Death9");
AddDeathRegion("Death10");
AddDeathRegion("Death11");
AddDeathRegion("Death12");
AddDeathRegion("Death13");
AddDeathRegion("Death14");
AddDeathRegion("Death15");
AddDeathRegion("Death16");
AddDeathRegion("Death17");
AddDeathRegion("Death18");
AddDeathRegion("Death19");
AddDeathRegion("Death20");
AddDeathRegion("Death21");
AddDeathRegion("Death22");
AddDeathRegion("Death23");
AddDeathRegion("Death24");
-- 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\\025.lvl", "025gcw_music")
OpenAudioStream("sound\\kas.lvl", "kascw_music");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\kas.lvl", "kas");
OpenAudioStream("sound\\kas.lvl", "kas");
OpenAudioStream("dc:sound\\025.lvl", "025");
OpenAudioStream("dc:sound\\025.lvl", "025");
SetBleedingVoiceOver(CIS,CIS,"cis_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(CIS,REP,"cis_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,CIS,"rep_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,REP,"rep_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
-- SetAmbientMusic(REP, 1.0, "rep_kas_amb_start", 0,1);
-- SetAmbientMusic(REP, 0.99, "rep_kas_amb_middle", 1,1);
-- SetAmbientMusic(REP, 0.1,"rep_kas_amb_end", 2,1);
-- SetAmbientMusic(CIS, 1.0, "cis_kas_amb_start", 0,1);
-- SetAmbientMusic(CIS, 0.99, "cis_kas_amb_middle", 1,1);
-- SetAmbientMusic(CIS, 0.1,"cis_kas_amb_end", 2,1);
SetAmbientMusic(REP, 1.0, "imp_umb_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "imp_umb_amb_middle", 1,1);
SetAmbientMusic(REP, 0.15,"imp_umb_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "all_umb_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "all_umb_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.15,"all_umb_amb_end", 2,1);
SetVictoryMusic(REP, "rep_kas_amb_victory");
SetDefeatMusic (REP, "rep_kas_amb_defeat");
SetVictoryMusic(CIS, "cis_kas_amb_victory");
SetDefeatMusic (CIS, "cis_kas_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
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(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
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
--OpeningSateliteShot
AddCameraShot(0.866429, 0.000000, 0.497798, 0.000000, 218.657883, 15.766537, 142.812714);
AddCameraShot(-0.318809, 0.000000, -0.946403, 0.000000, 27.424097, 29.265772, -521.292725);
AddCameraShot(0.703257, 0.000000, -0.710362, 0.000000, 119.500610, 42.950558, 208.319794);
end
If it can help the music sound is missing in the game, even though I'm sure I put all of that in the .lua file.
I'm replacing exclusively the mission.lvl file. You can find the map here: https://www.youtube.com/watch?v=YPR1veticKM
Everything else just works fine.