for both instant action and galactic conquest. im not sure if there is a difference but i don't care about the online for now so i would take the number it is now which is 300 i think? and make it 999 example? so that battles last much longer some guidance on how to do this would be fantastic thank you
For instant action, you will need to create a new mission.lvl file.
It is pretty easy to do.
You will need this download:
https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=319
which will create a mission.lvl file from map lua files.
For example, look for this line in the bes1r.lua file below
-- Attacker Stats
SetUnitCount(ATT, 28)
SetReinforcementCount(ATT, 200)
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 2.25)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 28)
SetReinforcementCount(DEF, 200)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
Change those values, munge, get the new mission.lvl file and drop in into your game folder to replace the exisitng mission.lvl file (back up the original first).
Let us know if you have questions :cheers:
---------------------------------------------------------------------------
-- 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 = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(CIS, "orange", "level.bes1.objectives.1");
-- AddMissionObjective(CIS, "red", "level.bes1.objectives.2");
-- AddMissionObjective(CIS, "red", "level.bes1.objectives.3");
AddMissionObjective(REP, "orange", "level.bes1.objectives.1");
-- AddMissionObjective(REP, "red", "level.bes1.objectives.2");
-- AddMissionObjective(REP, "red", "level.bes1.objectives.3");
SetTeamAggressiveness(REP, 1.0)
SetTeamAggressiveness(CIS, 1.0)
ReadDataFile("sound\\bes.lvl;bes1cw");
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_maf",
"cis_fly_droidfighter",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_gunship",
"rep_fly_jedifighter",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu");
-- Republic Stats
SetTeamName(REP, "Republic");
SetTeamIcon(REP, "rep_icon");
AddUnitClass(REP, "rep_inf_clone_trooper",11)
AddUnitClass(REP, "rep_inf_arc_trooper",5)
AddUnitClass(REP, "rep_inf_clone_pilot",5)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
AddUnitClass(REP, "rep_inf_jet_trooper",3)
SetHeroClass(REP, "rep_inf_macewindu")
-- CIS Stats
SetTeamName(CIS, "CIS");
SetTeamIcon(CIS, "cis_icon");
AddUnitClass(CIS, "cis_inf_battledroid",11)
AddUnitClass(CIS, "cis_inf_assault",5)
AddUnitClass(CIS, "cis_inf_pilotdroid",5)
AddUnitClass(CIS, "cis_inf_assassindroid",4)
AddUnitClass(CIS, "cis_inf_droideka",3)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Attacker Stats
SetUnitCount(ATT, 28)
SetReinforcementCount(ATT, 200)
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 2.25)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 28)
SetReinforcementCount(DEF, 200)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
-- Level Stats
ClearWalkers()
SetMemoryPoolSize ("EntityWalker",0)
AddWalkerType(0, 8) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize ("CommandWalker",0)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("FlyGotoHelper", 64)
SetMemoryPoolSize("EntityHover", 0)
SetMemoryPoolSize("EntityCarrier", 0)
SetMemoryPoolSize("MountedTurret", 36)
SetMemoryPoolSize("EntityBuildingArmedDynamic", 0)
SetMemoryPoolSize("PowerupItem", 40)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 210)
SetMemoryPoolSize("Obstacle", 550)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("bes\\bes1.lvl")
SetDenseEnvironment("false")
SetMinFlyHeight(120)
SetMaxFlyHeight(220)
SetMinPlayerFlyHeight(0)
SetMaxPlayerFlyHeight(220)
SetAIVehicleNotifyRadius(64)
SetStayInTurrets(1)
-- Birdies
SetNumBirdTypes(1);
SetBirdType(0,1.0,"bird");
-- Local Stats
-- SetTeamName(3, "locals")
-- AddUnitClass(3, "inf_gungan", 5)
-- AddUnitClass(3, "inf_gungan2", 5)
-- AddUnitClass(3, "inf_gungan3", 4)
-- SetUnitCount(3, 14)
-- SetTeamAsFriend(3,DEF)
-- SetTeamAsEnemy(3,ATT)
-- Sound
OpenAudioStream("sound\\bes.lvl", "bes1cw_music");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("Sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\bes.lvl", "bes1");
OpenAudioStream("sound\\bes.lvl", "bes1");
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);
SetOutOfBoundsVoiceOver(1, "repleaving");
SetOutOfBoundsVoiceOver(2, "cisleaving");
SetAmbientMusic(REP, 1.0, "rep_bes_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_bes_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_bes_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_bes_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_bes_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_bes_amb_end", 2,1);
SetVictoryMusic(REP, "rep_bes_amb_victory");
SetDefeatMusic (REP, "rep_bes_amb_defeat");
SetVictoryMusic(CIS, "cis_bes_amb_victory");
SetDefeatMusic (CIS, "cis_bes_amb_defeat");
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
SetAttackingTeam(ATT);
-- Camera Stats
--Bes1 Platforms
--Platform Sky
AddCameraShot(0.793105, -0.062986, -0.603918, -0.047962, -170.583618, 118.981544, -150.443253);
--Control Room
AddCameraShot(0.189716, 0.000944, -0.981826, 0.004887, -27.594292, 100.583740, -176.478012);
--Extractor
AddCameraShot(0.492401, 0.010387, -0.870113, 0.018354, 19.590666, 100.493599, -47.846901);
end
mission.lvl modding is easy and is powerful.
Please refer to these tutorials for more information:
https://www.swbfgamers.com/index.php?topic=979.0
https://www.swbfgamers.com/index.php?topic=3641.0
https://www.swbfgamers.com/index.php?topic=4503.0
https://www.swbfgamers.com/index.php?topic=4673.0
https://www.swbfgamers.com/index.php?topic=4672.0
https://www.swbfgamers.com/index.php?topic=4923.0
do i need to do something different for galactic conquest?
The single mission file is used by all modes.