How did you solve this?
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#1
SWBF1 Modding / Re: how to tie local allied teams to team 1 or team 2 cps ? solved
September 17, 2021, 05:09:41 PM #2
SWBF1 Modding / Re: Local Vechicles
September 17, 2021, 03:46:06 AMQuote from: wsa30h on September 16, 2021, 02:16:49 AMactually if he sets the the team to be called imp rep all or cis in his lua and then copies classalliance class empire class cis classrepublic into the com_bldg_controlzone then he can have team 3 or any team number have vehicles provided he set them as the name of a main faction. he must also match the number of said team that was put into the lua so if team 3 is called empire set the cp to team 3 in zero editor. the cp will be red however with the empires logo. for team 3 he can just used the locals field and keep the other one reserved for team 4.
Thank you so much. That helped 100% now the vehicles are in. What you said wokred perfectly.
#3
SWBF1 Modding / Re: Local Vechicles
September 15, 2021, 06:42:18 PM
'Led' regarding your comment, it seems as if I have already attempted something like this with the zero editing but forgot. I will attach a photo showing what I have previously tried.
I have tried to add the vehicle on the right hand tab in the past and nothings happened as a result. You cannot view this attachment.
'wsa30h' with your comment I tried to attempt to do what you did with what you posted with your other topic but nothing I did worked. I feel as if there is one simple step I am missing or not doing correctly.
I have tried to add the vehicle on the right hand tab in the past and nothings happened as a result. You cannot view this attachment.
'wsa30h' with your comment I tried to attempt to do what you did with what you posted with your other topic but nothing I did worked. I feel as if there is one simple step I am missing or not doing correctly.
#4
SWBF1 Modding / Local Vechicles
September 14, 2021, 06:58:33 PM
Hello everyone.
For Star Wars Battlefront 2004 I'm trying to swap around the Tatooine Dune Sea Map. I'm made it so the tusken raiders are playable in their default spawn points while swapping them with the rebels and the CIS as a playable faction for both eras. So far it has been successful except for one aspect. I can't get the vehicles to spawn for the rebels and CIS as they are now the "local" faction and I have no idea how to make vehicles spawn for the local factions.
I will post both my luas.
This is for the clone wars era.
---------------------------------------------------------------------------
-- 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()
-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(REP, "orange", "level.tat1.objectives.1");
AddMissionObjective(REP, "red", "level.tat1.objectives.2");
AddMissionObjective(CIS, "orange", "level.tat1.objectives.1");
AddMissionObjective(CIS, "red", "level.tat1.objectives.2");
SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)
ReadDataFile("sound\\tat.lvl;tat1cw");
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_jedifighter",
"rep_hover_speederbike",
"rep_hover_fightertank",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu");
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter",
"cis_hover_aat",
"cis_hover_stap",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_tuskenraider");
SetAttackingTeam(ATT);
-- 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")
-- CIS Stats
SetTeamName(CIS, "locals");
AddUnitClass(CIS, "tat_inf_tuskenraider", 5);
AddUnitClass(CIS, "tat_inf_tuskenhunter", 2);
-- Attacker Stats
SetUnitCount(ATT, 25)
SetReinforcementCount(ATT, 250)
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 2.25)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 14)
SetReinforcementCount(DEF, 500)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
-- Local Stats
SetTeamName(3, "CIS")
SetTeamIcon(3, "cis_icon");
AddUnitClass(3, "cis_inf_battledroid",11)
AddUnitClass(3, "cis_inf_assault",3)
AddUnitClass(3, "cis_inf_pilotdroid",4)
AddUnitClass(3, "cis_inf_assassindroid",4)
AddUnitClass(3, "cis_inf_droideka",3)
AddUnitClass(3, "cis_inf_countdooku",1)
SetUnitCount(3, 26)
SetReinforcementCount(3, 250)
-- Level Stats
ClearWalkers()
AddWalkerType(0,
SetMemoryPoolSize("EntityHover", 16)
SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat1.lvl")
SetDenseEnvironment("false")
AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
-- Sound Stats
OpenAudioStream("sound\\tat.lvl", "tatcw_music");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\tat.lvl", "tat1_emt");
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);
SetOutOfBoundsVoiceOver(1, "Repleaving");
SetOutOfBoundsVoiceOver(2, "Cisleaving");
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");
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
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
end
This one is from the gcw.
---------------------------------------------------------------------------
-- 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()
-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(IMP, "orange", "level.tat1.objectives.1");
AddMissionObjective(IMP, "red", "level.tat1.objectives.2");
AddMissionObjective(ALL, "orange", "level.tat1.objectives.1");
AddMissionObjective(ALL, "red", "level.tat1.objectives.2");
SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(ALL, 0.95)
ReadDataFile("sound\\tat.lvl;tat1gcw");
ReadDataFile("SIDE\\all.lvl",
"all_fly_xwing",
"all_hover_combatspeeder",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler")
ReadDataFile("SIDE\\imp.lvl",
"imp_fly_destroyer_dome",
"imp_fly_tiefighter",
"imp_hover_speederbike",
"imp_walk_atst",
"imp_inf_basic_tie",
"imp_inf_dark_trooper",
"imp_inf_darthvader")
ReadDataFile("SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_tuskenraider")
ReadDataFile("Common2\\common.lvl")
SetAttackingTeam(ATT);
-- Alliance Stats
SetTeamName(ALL, "locals")
AddUnitClass(ALL, "tat_inf_tuskenraider",11)
AddUnitClass(ALL, "tat_inf_tuskenhunter",3)
-- Imperial Stats
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",5)
AddUnitClass(IMP, "imp_inf_shock_trooper",2)
AddUnitClass(IMP, "imp_inf_pilottie",3)
AddUnitClass(IMP, "imp_inf_scout_trooper",1)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
SetHeroClass(IMP, "imp_inf_darthvader")
-- Attacker Stats
SetUnitCount(ATT, 25)
SetReinforcementCount(ATT, 250)
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 2.25)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 14)
SetReinforcementCount(DEF, 500)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
-- Local Stats
SetTeamName(3, "Alliance")
SetTeamIcon(3, "all_icon")
AddUnitClass(3, "all_inf_soldierdesert",11)
AddUnitClass(3, "all_inf_vanguard",3)
AddUnitClass(3, "all_inf_pilot",4)
AddUnitClass(3, "all_inf_marksman",4)
AddUnitClass(3, "all_inf_smuggler",1)
AddUnitClass(3, "all_inf_lukeskywalker",1)
SetUnitCount(3, 25)
SetReinforcementCount(3, 250)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0)
AddWalkerType(1, 4)
AddWalkerType(2, 0)
SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat1.lvl")
SetDenseEnvironment("false")
AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
-- Sound Stats
OpenAudioStream("sound\\tat.lvl", "tatgcw_music");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
OpenAudioStream("sound\\tat.lvl", "tat1_emt");
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1);
SetOutOfBoundsVoiceOver(2, "Allleaving");
SetOutOfBoundsVoiceOver(1, "Impleaving");
SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "all_tat_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"all_tat_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "imp_tat_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"imp_tat_amb_end", 2,1);
SetVictoryMusic(ALL, "all_tat_amb_victory");
SetDefeatMusic (ALL, "all_tat_amb_defeat");
SetVictoryMusic(IMP, "imp_tat_amb_victory");
SetDefeatMusic (IMP, "imp_tat_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(IMP, IMP, 0, "imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP, ALL, 0, "imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
SetPlanetaryBonusVoiceOver(IMP, ALL, 1, "");
SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP, ALL, 2, "imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(IMP, ALL, 3, "imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP, ALL, 5, "imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
SetPlanetaryBonusVoiceOver(IMP, ALL, 6, "");
SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP, ALL, 7, "imp_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL, ALL, 0, "all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(ALL, IMP, 0, "all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(ALL, ALL, 1, "");
SetPlanetaryBonusVoiceOver(ALL, IMP, 1, "");
SetPlanetaryBonusVoiceOver(ALL, ALL, 2, "all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(ALL, IMP, 2, "all_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL, IMP, 3, "all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(ALL, ALL, 5, "all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(ALL, IMP, 5, "all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(ALL, ALL, 6, "");
SetPlanetaryBonusVoiceOver(ALL, IMP, 6, "");
SetPlanetaryBonusVoiceOver(ALL, ALL, 7, "all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL, IMP, 7, "all_bonus_imp_training");--advanced training
-- Camera Stats
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
end
If anyone knows how to make the vehicles spawn for the local factions then that would be great! I think that it may have to do with editing the map itself with zero editor but so far I am clueless.
Thank you.
For Star Wars Battlefront 2004 I'm trying to swap around the Tatooine Dune Sea Map. I'm made it so the tusken raiders are playable in their default spawn points while swapping them with the rebels and the CIS as a playable faction for both eras. So far it has been successful except for one aspect. I can't get the vehicles to spawn for the rebels and CIS as they are now the "local" faction and I have no idea how to make vehicles spawn for the local factions.
I will post both my luas.
This is for the clone wars era.
---------------------------------------------------------------------------
-- 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()
-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(REP, "orange", "level.tat1.objectives.1");
AddMissionObjective(REP, "red", "level.tat1.objectives.2");
AddMissionObjective(CIS, "orange", "level.tat1.objectives.1");
AddMissionObjective(CIS, "red", "level.tat1.objectives.2");
SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)
ReadDataFile("sound\\tat.lvl;tat1cw");
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_jedifighter",
"rep_hover_speederbike",
"rep_hover_fightertank",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu");
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter",
"cis_hover_aat",
"cis_hover_stap",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_tuskenraider");
SetAttackingTeam(ATT);
-- 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")
-- CIS Stats
SetTeamName(CIS, "locals");
AddUnitClass(CIS, "tat_inf_tuskenraider", 5);
AddUnitClass(CIS, "tat_inf_tuskenhunter", 2);
-- Attacker Stats
SetUnitCount(ATT, 25)
SetReinforcementCount(ATT, 250)
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 2.25)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 14)
SetReinforcementCount(DEF, 500)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
-- Local Stats
SetTeamName(3, "CIS")
SetTeamIcon(3, "cis_icon");
AddUnitClass(3, "cis_inf_battledroid",11)
AddUnitClass(3, "cis_inf_assault",3)
AddUnitClass(3, "cis_inf_pilotdroid",4)
AddUnitClass(3, "cis_inf_assassindroid",4)
AddUnitClass(3, "cis_inf_droideka",3)
AddUnitClass(3, "cis_inf_countdooku",1)
SetUnitCount(3, 26)
SetReinforcementCount(3, 250)
-- Level Stats
ClearWalkers()
AddWalkerType(0,

SetMemoryPoolSize("EntityHover", 16)
SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat1.lvl")
SetDenseEnvironment("false")
AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
-- Sound Stats
OpenAudioStream("sound\\tat.lvl", "tatcw_music");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\tat.lvl", "tat1_emt");
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);
SetOutOfBoundsVoiceOver(1, "Repleaving");
SetOutOfBoundsVoiceOver(2, "Cisleaving");
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");
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
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
end
This one is from the gcw.
---------------------------------------------------------------------------
-- 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()
-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(IMP, "orange", "level.tat1.objectives.1");
AddMissionObjective(IMP, "red", "level.tat1.objectives.2");
AddMissionObjective(ALL, "orange", "level.tat1.objectives.1");
AddMissionObjective(ALL, "red", "level.tat1.objectives.2");
SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(ALL, 0.95)
ReadDataFile("sound\\tat.lvl;tat1gcw");
ReadDataFile("SIDE\\all.lvl",
"all_fly_xwing",
"all_hover_combatspeeder",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler")
ReadDataFile("SIDE\\imp.lvl",
"imp_fly_destroyer_dome",
"imp_fly_tiefighter",
"imp_hover_speederbike",
"imp_walk_atst",
"imp_inf_basic_tie",
"imp_inf_dark_trooper",
"imp_inf_darthvader")
ReadDataFile("SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_tuskenraider")
ReadDataFile("Common2\\common.lvl")
SetAttackingTeam(ATT);
-- Alliance Stats
SetTeamName(ALL, "locals")
AddUnitClass(ALL, "tat_inf_tuskenraider",11)
AddUnitClass(ALL, "tat_inf_tuskenhunter",3)
-- Imperial Stats
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",5)
AddUnitClass(IMP, "imp_inf_shock_trooper",2)
AddUnitClass(IMP, "imp_inf_pilottie",3)
AddUnitClass(IMP, "imp_inf_scout_trooper",1)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
SetHeroClass(IMP, "imp_inf_darthvader")
-- Attacker Stats
SetUnitCount(ATT, 25)
SetReinforcementCount(ATT, 250)
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 2.25)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 14)
SetReinforcementCount(DEF, 500)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
-- Local Stats
SetTeamName(3, "Alliance")
SetTeamIcon(3, "all_icon")
AddUnitClass(3, "all_inf_soldierdesert",11)
AddUnitClass(3, "all_inf_vanguard",3)
AddUnitClass(3, "all_inf_pilot",4)
AddUnitClass(3, "all_inf_marksman",4)
AddUnitClass(3, "all_inf_smuggler",1)
AddUnitClass(3, "all_inf_lukeskywalker",1)
SetUnitCount(3, 25)
SetReinforcementCount(3, 250)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0)
AddWalkerType(1, 4)
AddWalkerType(2, 0)
SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat1.lvl")
SetDenseEnvironment("false")
AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
-- Sound Stats
OpenAudioStream("sound\\tat.lvl", "tatgcw_music");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
OpenAudioStream("sound\\tat.lvl", "tat1_emt");
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1);
SetOutOfBoundsVoiceOver(2, "Allleaving");
SetOutOfBoundsVoiceOver(1, "Impleaving");
SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "all_tat_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"all_tat_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "imp_tat_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"imp_tat_amb_end", 2,1);
SetVictoryMusic(ALL, "all_tat_amb_victory");
SetDefeatMusic (ALL, "all_tat_amb_defeat");
SetVictoryMusic(IMP, "imp_tat_amb_victory");
SetDefeatMusic (IMP, "imp_tat_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(IMP, IMP, 0, "imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP, ALL, 0, "imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
SetPlanetaryBonusVoiceOver(IMP, ALL, 1, "");
SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP, ALL, 2, "imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(IMP, ALL, 3, "imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP, ALL, 5, "imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
SetPlanetaryBonusVoiceOver(IMP, ALL, 6, "");
SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP, ALL, 7, "imp_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL, ALL, 0, "all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(ALL, IMP, 0, "all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(ALL, ALL, 1, "");
SetPlanetaryBonusVoiceOver(ALL, IMP, 1, "");
SetPlanetaryBonusVoiceOver(ALL, ALL, 2, "all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(ALL, IMP, 2, "all_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL, IMP, 3, "all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(ALL, ALL, 5, "all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(ALL, IMP, 5, "all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(ALL, ALL, 6, "");
SetPlanetaryBonusVoiceOver(ALL, IMP, 6, "");
SetPlanetaryBonusVoiceOver(ALL, ALL, 7, "all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL, IMP, 7, "all_bonus_imp_training");--advanced training
-- Camera Stats
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
end
If anyone knows how to make the vehicles spawn for the local factions then that would be great! I think that it may have to do with editing the map itself with zero editor but so far I am clueless.
Thank you.
#5
SWBF1 Modding / Re: Request sound.lvl file
April 04, 2021, 08:34:37 PMQuote from: wsa30h on April 04, 2021, 09:11:03 AMi will send you the sound when its ready
Okay, thank you very much, I appreciate it
#6
SWBF1 Modding / Request sound.lvl file
April 04, 2021, 07:34:41 AM
Hello, I recently made a post before that involved changing the sounds of one side that would use vocals and callouts from another side from a different era.
However I've tried everything I could think of to merge sounds of two different eras together on one map and I always get the same outcome with the units remaining completely silent.
I can get the vocals to work but then it swaps out and the sounds of everything else such has weapon sounds and etc which end up silent. Because it's cross era so they don't contain the same sounds it just depends which one I put first in the lua.
ReadDataFile("sound\\nab.lvl;nab2cw"); 1st = All sounds working but no vocals
ReadDataFile("sound\\nab.lvl;nab2gcw"); 1st = Vocals work but not all the other sounds do
I'm wondering if there is a modder out there who could help me change or recreate the sound file of Naboo Theed (the nab.lvl file) to include both cw and gcw sounds in the clone wars era. Or if that would take up too much memory just the vocals from the gcw transferred into the cw. Would be much appreciated.
Thank you
However I've tried everything I could think of to merge sounds of two different eras together on one map and I always get the same outcome with the units remaining completely silent.
I can get the vocals to work but then it swaps out and the sounds of everything else such has weapon sounds and etc which end up silent. Because it's cross era so they don't contain the same sounds it just depends which one I put first in the lua.
ReadDataFile("sound\\nab.lvl;nab2cw"); 1st = All sounds working but no vocals
ReadDataFile("sound\\nab.lvl;nab2gcw"); 1st = Vocals work but not all the other sounds do
I'm wondering if there is a modder out there who could help me change or recreate the sound file of Naboo Theed (the nab.lvl file) to include both cw and gcw sounds in the clone wars era. Or if that would take up too much memory just the vocals from the gcw transferred into the cw. Would be much appreciated.
Thank you
#7
Released Maps and Mods / Re: [RELEASE] Gistech's Visually-Improved Sides Mod
April 01, 2021, 09:40:25 PM
What happened to your Mega link?: https://mega.nz/#!kUJVAS4L!mnaGecYlzb0GkE4mlbObWr02XUYMDBhGe91SptgAvo0\
do you still have that gar.lvl file?
do you still have that gar.lvl file?
#8
SWBF1 Modding / Help swapping death and wounded sounds
April 01, 2021, 08:41:38 PM
I've been trying to swap the Naboo Royal Guards voice lines to the rebel voice lines because they are very quiet and I'm sick of hearing that weird noise that the naboo guards make when they die on the pc version. So far I've been able to make everything work except for their death sounds and wounded sounds.
I replaced all of the (gar) with (all) like this
HurtSound = "all_inf_com_chatter_wound"
DeathSound = "all_inf_com_chatter_death"
AcquiredTargetSound = "all_inf_com_chatter_acquired"
HidingSound = "all_inf_com_chatter_hide"
ApproachingTargetSound = "all_inf_com_chatter_approach"
FleeSound = "all_inf_com_chatter_flee"
PreparingForDamageSound = "all_inf_com_chatter_predamage"
HeardEnemySound = "all_inf_com_chatter_heard"
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "rep_inf_soldier"
// squad command VO
SCFieldMoveOutSound = "all_inf_com_chatter_tac_moveout"
SCFieldHoldSound = "all_inf_com_chatter_tac_hold"
SCFieldFollowSound = "all_inf_com_chatter_tac_follow"
SCDriverGetInSound = "all_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound = "all_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound = "all_inf_com_chatter_tac_spreadout"
SCPassengerStopSound = "all_inf_com_chatter_tac_stop"
SCPassengerGetInSound = "all_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound = "all_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound = "all_inf_com_chatter_tac_allclear"
SCGunnerSteadySound = "all_inf_com_chatter_tac_stop"
SCGunnerGetInSound = "all_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound = "all_inf_com_chatter_tac_moveout"
SCResponseYessirSound = "all_inf_com_chatter_tac_yes"
SCResponseNosirSound = "all_inf_com_chatter_tac_no"
// AIsquad command VO
AISCFieldMoveOutSound = "ai_all_inf_com_chatter_tac_moveout"
AISCFieldHoldSound = "ai_all_inf_com_chatter_tac_hold"
AISCFieldFollowSound = "ai_all_inf_com_chatter_tac_follow"
AISCDriverGetInSound = "ai_all_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound = "ai_all_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound = "ai_all_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound = "ai_all_inf_com_chatter_tac_stop"
AISCPassengerGetInSound = "ai_all_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound = "ai_all_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound = "ai_all_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound = "ai_all_inf_com_chatter_tac_stop"
AISCGunnerGetInSound = "ai_all_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound = "ai_all_inf_com_chatter_tac_moveout"
AISCResponseYessirSound = "ai_all_inf_com_chatter_tac_yes"
AISCResponseNosirSound = "ai_all_inf_com_chatter_tac_no"
which works fine with everything except for
HurtSound = "all_inf_com_chatter_wound"
DeathSound = "all_inf_com_chatter_death"
As when I change it, there is no sound at all and they are completely silent
I've tried basic mission.lua editing already by adding gcw sounds to the cw map but so far nothing work.
How do I fix this so that the rebel wound and death noises will come through?
Edit: Please, avoid double-posting in the forums with the same content. Tkae it as an informal warning.
- Anyder
I replaced all of the (gar) with (all) like this
HurtSound = "all_inf_com_chatter_wound"
DeathSound = "all_inf_com_chatter_death"
AcquiredTargetSound = "all_inf_com_chatter_acquired"
HidingSound = "all_inf_com_chatter_hide"
ApproachingTargetSound = "all_inf_com_chatter_approach"
FleeSound = "all_inf_com_chatter_flee"
PreparingForDamageSound = "all_inf_com_chatter_predamage"
HeardEnemySound = "all_inf_com_chatter_heard"
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "rep_inf_soldier"
// squad command VO
SCFieldMoveOutSound = "all_inf_com_chatter_tac_moveout"
SCFieldHoldSound = "all_inf_com_chatter_tac_hold"
SCFieldFollowSound = "all_inf_com_chatter_tac_follow"
SCDriverGetInSound = "all_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound = "all_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound = "all_inf_com_chatter_tac_spreadout"
SCPassengerStopSound = "all_inf_com_chatter_tac_stop"
SCPassengerGetInSound = "all_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound = "all_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound = "all_inf_com_chatter_tac_allclear"
SCGunnerSteadySound = "all_inf_com_chatter_tac_stop"
SCGunnerGetInSound = "all_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound = "all_inf_com_chatter_tac_moveout"
SCResponseYessirSound = "all_inf_com_chatter_tac_yes"
SCResponseNosirSound = "all_inf_com_chatter_tac_no"
// AIsquad command VO
AISCFieldMoveOutSound = "ai_all_inf_com_chatter_tac_moveout"
AISCFieldHoldSound = "ai_all_inf_com_chatter_tac_hold"
AISCFieldFollowSound = "ai_all_inf_com_chatter_tac_follow"
AISCDriverGetInSound = "ai_all_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound = "ai_all_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound = "ai_all_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound = "ai_all_inf_com_chatter_tac_stop"
AISCPassengerGetInSound = "ai_all_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound = "ai_all_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound = "ai_all_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound = "ai_all_inf_com_chatter_tac_stop"
AISCGunnerGetInSound = "ai_all_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound = "ai_all_inf_com_chatter_tac_moveout"
AISCResponseYessirSound = "ai_all_inf_com_chatter_tac_yes"
AISCResponseNosirSound = "ai_all_inf_com_chatter_tac_no"
which works fine with everything except for
HurtSound = "all_inf_com_chatter_wound"
DeathSound = "all_inf_com_chatter_death"
As when I change it, there is no sound at all and they are completely silent
I've tried basic mission.lua editing already by adding gcw sounds to the cw map but so far nothing work.
How do I fix this so that the rebel wound and death noises will come through?
Edit: Please, avoid double-posting in the forums with the same content. Tkae it as an informal warning.
- Anyder
#9
Released Maps and Mods / Re: modified CPs kam1.lvl for phobos
April 01, 2021, 08:20:56 AM
How do I swap the cps on the stock maps like you did? When I go into Zeroeditor the cps don't show up
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