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| [Solved]Locals don't feel like spawning | |
| Author | Message |
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Noobasaurus Clone Trooper Corporal
Messages : 121 Registration Date : 2011-07-10 Age : 2013
| Subject: [Solved]Locals don't feel like spawning 8/9/2011, 6:30 pm | |
| Well, I tried to make two local teams, but it didn't work too well... Both of the teams don't spawn. When I first made one it spawned. Then I made the other and they both didnt spawn. I have a question before giving you my lua: Would a second local team be team 4 or 3? I'm pretty sure it would be 4 but I don't know... - Spoiler:
-- -- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved. --
ScriptCB_DoFile("setup_teams") ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1) local ALL = 2 local IMP = 1 -- These variables do not change local ATT = 1 local DEF = 2 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 = "Local_cp1"} cp5 = CommandPost:New{name = "Local_cp2"}
--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()
SetUberMode(1);
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(40) SetMaxPlayerFlyHeight(40)
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\\tat.lvl;tat2gcw") ReadDataFile("SIDE\\all.lvl", "all_inf_rifleman", "all_inf_rocketeer", "all_inf_sniper", "all_inf_engineer", "all_inf_officer", "all_inf_wookiee", "all_hero_hansolo_tat") ReadDataFile("SIDE\\imp.lvl", "imp_inf_rifleman", "imp_inf_rocketeer", "imp_inf_engineer", "imp_inf_sniper", "imp_inf_officer", "imp_inf_dark_trooper", "imp_hero_bobafett", "imp_fly_destroyer_dome" )
ReadDataFile("SIDE\\gam.lvl", "gam_inf_gamorreanguard")
SetupTeams{ all = { team = ALL, units = 20, reinforcements = 150, soldier = { "all_inf_rifleman",9, 25}, assault = { "all_inf_rocketeer",1,4}, engineer = { "all_inf_engineer",1,4}, sniper = { "all_inf_sniper",1,4}, officer = { "all_inf_officer",1,4}, special = { "all_inf_wookiee",1,4},
}, imp = { team = IMP, units = 20, reinforcements = 150, soldier = { "imp_inf_rifleman",9, 25}, assault = { "imp_inf_rocketeer",1,4}, engineer = { "imp_inf_engineer",1,4}, sniper = { "imp_inf_sniper",1,4}, officer = { "imp_inf_officer",1,4}, special = { "imp_inf_dark_trooper",1,4}, }, } SetTeamName (3, "locals") AddUnitClass (3, "gam_inf_gamorreanguard", 170,170) SetUnitCount (170, 170) AddAIGoal(3, "Deathmatch", 1000) SetTeamAsEnemy(ATT,3) SetTeamAsEnemy(3,ATT) SetTeamAsEnemy(DEF,3) SetTeamAsEnemy(3,DEF)
SetTeamName (4, "localss") AddUnitClass (4, "gam_inf_gamorreanguard", 170,170) SetUnitCount (170, 170) AddAIGoal(4, "Deathmatch", 1000) SetTeamAsEnemy(ATT,4) SetTeamAsEnemy(4,ATT) SetTeamAsEnemy(DEF,4) SetTeamAsEnemy(4,DEF) SetTeamAsFriend(4,3) SetTeamAsFriend(3,4)
SetHeroClass(ALL, "all_hero_hansolo_tat") SetHeroClass(IMP, "imp_hero_bobafett")
-- Level Stats ClearWalkers() AddWalkerType(0, 0) -- special -> droidekas AddWalkerType(1, 0) -- 1x2 (1 pair of legs) AddWalkerType(2, 0) -- 2x2 (2 pairs of legs) AddWalkerType(3, 0) -- 3x2 (3 pairs of legs) local weaponCnt = 1024 SetMemoryPoolSize("Aimer", 75) SetMemoryPoolSize("AmmoCounter", weaponCnt) SetMemoryPoolSize("BaseHint", 1024) 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("SoldierAnimation", 700) 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:GAA\\GAA.lvl", "GAA_conquest") SetDenseEnvironment("false")
-- Sound Stats voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow") AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow) AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow) AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow) voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick") AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick) OpenAudioStream("sound\\global.lvl", "gcw_music") OpenAudioStream("sound\\tat.lvl", "tat2") OpenAudioStream("sound\\tat.lvl", "tat2") -- OpenAudioStream("sound\\global.lvl", "global_vo_quick") -- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
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, 0.8, "all_tat_amb_middle", 1,1) SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1) SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1) SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1) SetAmbientMusic(IMP, 0.2, "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")
-- Camera Stats --Tat2 Mos Eisley AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681); AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561); AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613); AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477); AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234); end
I dont want the locals' cps to be capturable, and since you can only have 170 units on each side I made another local team to solve this... If you need any more information ask! Oh, and here's my errorlog: - Spoiler:
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471) Soldier imp_inf_darktrooper has geometry collision
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249) SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1a_end_upper' [de52d637]
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249) SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1b_upper' [a255b198]
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249) SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1a_end_upper' [de52d637]
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249) SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1b_upper' [a255b198] uf_updateClassIndex(): Added class: all_inf_rifleman uf_updateClassIndex(): Added class: all_inf_rocketeer uf_updateClassIndex(): Added class: all_inf_sniper uf_updateClassIndex(): Added class: all_inf_engineer uf_updateClassIndex(): Added class: all_inf_officer uf_updateClassIndex(): Added class: all_inf_wookiee uf_updateClassIndex(): Added class: imp_inf_rifleman uf_updateClassIndex(): Added class: imp_inf_rocketeer uf_updateClassIndex(): Added class: imp_inf_sniper uf_updateClassIndex(): Added class: imp_inf_engineer uf_updateClassIndex(): Added class: imp_inf_officer uf_updateClassIndex(): Added class: imp_inf_dark_trooper uf_updateClassIndex(): Added class: gam_inf_gamorreanguard uf_updateClassIndex(): Already know class: gam_inf_gamorreanguard uf_updateClassIndex(): Added class: all_hero_hansolo_tat uf_updateClassIndex(): Added class: imp_hero_bobafett utility_functions2: ReadDataFile(): This map's code, mode: gaa gaa_conquest
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\SkyManager.cpp(122) Skyfile FarSceneRange is in old format
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\Team.cpp(439) level.GAA.locals not localized
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\Team.cpp(439) level.GAA.locals not localized ifs_sideselect_fnEnter(): Map does not support custom era teams ifs_sideselect_fnEnter(): The award settings file exists ifs_sideselect_fnEnter(): Starting to remove award effects... ifs_sideselect_fnEnter(): Finished removing award effects. ifs_sideselect_fnEnter(): Map does not support custom era teams
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| | | Acryptozoo Clone Trooper Lieutenant
Messages : 145 Registration Date : 2010-05-11 Age : 30 Location : fighting the empire
| Subject: Re: [Solved]Locals don't feel like spawning 8/9/2011, 7:32 pm | |
| mabye try making the second team a diffrent msh (hex edit it to be like zam_inf_gamorreanguard) or something along the likes |
| | | Noobasaurus Clone Trooper Corporal
Messages : 121 Registration Date : 2011-07-10 Age : 2013
| Subject: Re: [Solved]Locals don't feel like spawning 8/10/2011, 2:23 am | |
| Uhm...I didn't really get that.
I dont get what youre saying...explain more please. |
| | | Darth_Spiderpig Sergeant 1st Class
Messages : 53 Registration Date : 2010-05-09 Age : 31 Location : Hunting down Jedi
| Subject: Re: [Solved]Locals don't feel like spawning 8/10/2011, 11:41 am | |
| Hm, he probably means the game has difficulties setting the same mesh (the gamorrean guard) as two seperate teams. you could rename one of the meshes to gamorreanguard1.msh or something like that, so the game has two different models for two teams. Not sure if that would solve this, but it's worth a try I guess. |
| | | Noobasaurus Clone Trooper Corporal
Messages : 121 Registration Date : 2011-07-10 Age : 2013
| Subject: Re: [Solved]Locals don't feel like spawning 8/11/2011, 3:04 pm | |
| Did that, didn't work. My error log: - Spoiler:
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471) Soldier imp_inf_darktrooper has geometry collision
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249) SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1a_end_upper' [de52d637]
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249) SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1b_upper' [a255b198]
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249) SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1a_end_upper' [de52d637]
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249) SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1b_upper' [a255b198]
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214) FLEffect::Read: duplicate effect class name (d6c288e8)!
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214) FLEffect::Read: duplicate effect class name (6616778a)!
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214) FLEffect::Read: duplicate effect class name (ef255e37)!
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214) FLEffect::Read: duplicate effect class name (c3a9860f)! uf_updateClassIndex(): Added class: all_inf_rifleman uf_updateClassIndex(): Added class: all_inf_rocketeer uf_updateClassIndex(): Added class: all_inf_sniper uf_updateClassIndex(): Added class: all_inf_engineer uf_updateClassIndex(): Added class: all_inf_officer uf_updateClassIndex(): Added class: all_inf_wookiee uf_updateClassIndex(): Added class: imp_inf_rifleman uf_updateClassIndex(): Added class: imp_inf_rocketeer uf_updateClassIndex(): Added class: imp_inf_sniper uf_updateClassIndex(): Added class: imp_inf_engineer uf_updateClassIndex(): Added class: imp_inf_officer uf_updateClassIndex(): Added class: imp_inf_dark_trooper uf_updateClassIndex(): Added class: gam_inf_gamorreanguard uf_updateClassIndex(): Added class: zam_inf_gamorreanguard uf_updateClassIndex(): Added class: all_hero_hansolo_tat uf_updateClassIndex(): Added class: imp_hero_bobafett utility_functions2: ReadDataFile(): This map's code, mode: gaa gaa_conquest
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\SkyManager.cpp(122) Skyfile FarSceneRange is in old format
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\Team.cpp(439) level.GAA.locals not localized
Message Severity: 2 C:\Battlefront2\main\Battlefront2\Source\Team.cpp(439) level.GAA.locals not localized ifs_sideselect_fnEnter(): Map does not support custom era teams ifs_sideselect_fnEnter(): The award settings file exists ifs_sideselect_fnEnter(): Starting to remove award effects... ifs_sideselect_fnEnter(): Finished removing award effects. ifs_sideselect_fnEnter(): Map does not support custom era teams
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| | | naru1305 Sergeant 1st Class
Messages : 51 Registration Date : 2011-07-04 Location : Germany
| Subject: Re: [Solved]Locals don't feel like spawning 8/12/2011, 9:20 am | |
| try first to set the unit count of the locals to 32, 170 are pretty much i think. and try to make a manually clean, munge the map AND sides again! |
| | | Noobasaurus Clone Trooper Corporal
Messages : 121 Registration Date : 2011-07-10 Age : 2013
| Subject: Re: [Solved]Locals don't feel like spawning 8/12/2011, 10:00 pm | |
| Sadly, that didn't work. |
| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: [Solved]Locals don't feel like spawning 8/30/2011, 6:56 pm | |
| Have you checked all the names of the units in your odfs/reqs and luas ? And have you followed that tutorial : - Spoiler:
Step 1:
Open up ZeroEditor
Step 2:
Go to what ever layer is needed ((if you want the local side to be in the conquest mode, or XL, CTF, or all, open up the needed layer, if you want them to be in all the modes, just stay in the BASE layer))
For this tutorial, we will be using the Conquest layer. so open up the conquest layer
Step 3:
NOTE: Steps for non capturable Command Posts will be in purple
Steps for capturable Command Posts will be in orange
go to objects, and place a new "Invisible" Command Post anywhere in the map,
you can find an invisible Command Post in /common/odfs "com_bldg_invisible_controlzone"
best place to put the Command Post is some where where you will be able to find it again later with ease,
Next, set the the set the name to anything that you want, for this we will name it Local_CP
now, set the spawn path to anything you want again, for this we will use Local_Spawn
now assign the command post a team, for this we will assign it to team 3. so assign it to team 3 by replacing what ever is in the team box with a 3.
now you will have to lower the CP. you'll have to sink it by 5 under that ever the height is its on.
so if the height of the terrain its on is 0, set the CPs height to -5
if the terrain is something like, 22, lower it down by five so its at 17, etc
NOTE: to find out the terrains height go into HEIGHT -> pick and then click on the terrain and it will tell you the height of the terrain
now you will need make a new path by going into Path -> new path, next you will need to change the path name to what ever you set the spawn paths name in the CP to, ours is Local_Spawn.
now that you've named it we will begin to place path nodes all over the place until we feel happy.
go to objects, and place a new Command Post anywhere in the map,
you can find an Command Post in /common/odfs "com_bldg_controlzone"
best place to put the Command Post is some where where you will be able to find it again later with ease,
Next, set the the set the name to anything that you want, for this we will name it Local_CP
now, set the spawn path to anything you want again, for this we will use Local_Spawn
Now we need to set the capture region, we will use Local_Capture
now assign the command post a team, for this we will assign it to team 3. so assign it to team 3 by replacing what ever is in the team box with a 3.
now you will need make a new path by going into Path -> new path, next you will need to change the path name to what ever you set the spawn paths name in the CP to, ours is Local_Spawn.
now that you've named it we will begin to place path nodes all over the place until we feel happy.
now you need to make a capture region for the CP. go into Regions -> new group, now select Cylinder, now place it right over our CP. now we have to select it by pressing select region and then by clicking on the region.
now enter what ever you set the capture region to be in the CP, we've set ours to Local_Capture, so type that in the Class Properties box, and it you want to, also in the Region ID box so you can find the region with ease.
Step 4
Now save your .wld file and quit.
now go to /common/scripts/MOD_ID/ since were making the locals spawn in the conquest mode, we will open up MOD_IDc_con.lua with a program like Notepad,
NOTE:I suggest going and Downloading Notepad++, it makes scripting and coding, writing, etc etc, much easier.
now that MOD_IDc_con.lua is open, scroll down to this
Code:
ReadDataFile("sound\\\\yav.lvl;yav1cw")
now we need to decide on what we want out locals to be, i've decided that for this tutorial they will be Jawas.
scroll down to
Code:
ReadDataFile("sound\\\\yav.lvl;yav1cw")
add this below it
Code:
ReadDataFile("SIDE\\\\des.lvl", "tat_inf_jawa")
now scroll down to
Code:
SetupTeams{ rep={ team = REP, units = 29, reinforcements = 150, soldier = {"rep_inf_ep3_rifleman",10, 25}, assault = {"rep_inf_ep3_rocketeer",1, 4}, engineer = {"rep_inf_ep3_engineer",1, 4}, sniper = {"rep_inf_ep3_sniper_felucia",1, 4}, officer = {"rep_inf_ep3_officer",1, 4}, special = {"rep_inf_ep3_jettrooper",1, 4}, }, cis={ team = CIS, units = 29, reinforcements = 150, soldier = {"cis_inf_rifleman",10, 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}, } }
and add this below it
Code:
SetTeamName (3, "jawas") AddUnitClass (3, "tat_inf_jawa", 10,15) SetUnitCount (3, 15) AddAIGoal(3, "Deathmatch", 100)
now onto step 5:, keep the .lua open!
now that MOD_IDc_con.lua is open, scroll down to this
Code:
--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)
make it look like this
Code:
--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 = "Local_CP"} --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)
now scroll down to this
Code:
ReadDataFile("sound\\\\yav.lvl;yav1cw")
now we need to decide on what we want out locals to be, I've decided that for this tutorial they will be Jawas. scroll down to this
Code:
ReadDataFile("sound\\\\yav.lvl;yav1cw")
and add this
Code:
ReadDataFile("SIDE\\\\des.lvl", "tat_inf_jawa")
now scroll down to
Code:
SetupTeams{ rep={ team = REP, units = 29, reinforcements = 150, soldier = {"rep_inf_ep3_rifleman",10, 25}, assault = {"rep_inf_ep3_rocketeer",1, 4}, engineer = {"rep_inf_ep3_engineer",1, 4}, sniper = {"rep_inf_ep3_sniper_felucia",1, 4}, officer = {"rep_inf_ep3_officer",1, 4}, special = {"rep_inf_ep3_jettrooper",1, 4}, }, cis={ team = CIS, units = 29, reinforcements = 150, soldier = {"cis_inf_rifleman",10, 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}, } }
and add this below it
Code:
SetTeamName (3, "jawas") AddUnitClass (3, "tat_inf_jawa", 10,15) SetUnitCount (3, 15) AddAIGoal(3, "Deathmatch", 100)
now onto step 5:, keep the .lua open!
Step 5: now we need to set up what sides the jawas are on. scroll down to this, which you should have added in Step 4.
Code:
SetTeamName (3, "jawas") AddUnitClass (3, "tat_inf_jawa", 10,15) SetUnitCount (3, 15) AddAIGoal(3, "Deathmatch", 100)
Now read this so you can get some understanding on what you will want to add
Code:
SetTeamAsFriend(ATT,3) SetTeamAsFriend(3,ATT) SetTeamAsFriend(DEF,3) SetTeamAsFriend(3,DEF)
that does this SetTeamAsFriend(ATT,3) = sets attacking team to friendly towards team 3 (jawas) SetTeamAsFriend(3,ATT) = sets team 3 (jawas) to friendly towards attacking team SetTeamAsFriend(DEF,3) = sets defending team to friendly towards team 3 (jawas) SetTeamAsFriend(3,DEF) = sets team 3 (jawas) to fiendly towards defending team if you wanted them as an enemy, it would be like this
Code:
SetTeamAsEnemy(ATT,3) SetTeamAsEnemy(3,ATT) SetTeamAsEnemy(DEF,3) SetTeamAsEnemy(3,DEF)
which does this SetTeamAsEnemy(ATT,3) = sets Attacking team hostile towards team 3 (jawas) SetTeamAsEnemy(3,ATT) = sets team 3 (jawas) hostile towards Attacking team SetTeamAsEnemy(DEF,3) = sets Defending team hostile towards team 3 (jawas) SetTeamAsEnemy(3,DEF) = sets team 3 (jawas) hostile towards Defending team
if you wanted team 3 (jawas) to be friendly with, say, the Defending team, but hostile towards the attacking team, you would do this
Code:
SetTeamAsEnemy(ATT,3) SetTeamAsEnemy(3,ATT) SetTeamAsFriend(DEF,3) SetTeamAsFriend(3,DEF)
SetTeamAsEnemy(ATT,3) = sets Attacking team hostile towards team 3 (jawas) SetTeamAsEnemy(3,ATT) = sets team 3 (jawas) hostile towards Attacking team SetTeamAsFriend(DEF,3) = sets Defending team friendly towards team 3 (jawas) SetTeamAsFriend(3,DEF) = sets team 3 (jawas) friendly towards Defending team
now heres of something more complicated that you can figure out yourself, basically, theres the attacking team(ATT), defending team (DEF), team 3 (Jawas) and team 4 (Tuskans), just like my Tatooine Valley map, apart from i don't have the 5, 6 or 7th sides in this example ((5th was the astromech droids, 6th was the Jedi and the 7th was the Sith))
Code:
SetTeamAsEnemy(4,ATT) SetTeamAsEnemy(ATT,4) SetTeamAsEnemy(4,DEF) SetTeamAsEnemy(DEF,4) SetTeamAsEnemy(4,3) SetTeamAsEnemy(3,4) SetTeamAsFriend(DEF,3) SetTeamAsFriend(3,DEF) SetTeamAsFriend(ATT,3) SetTeamAsFriend(3,ATT)
for this, I've decided to make every one friends with team 3, the Jawas, so I've changed it to this
Code:
SetTeamName (3, "jawas") AddUnitClass (3, "tat_inf_jawa", 10,15) SetUnitCount (3, 15) AddAIGoal(3, "Deathmatch", 100) SetTeamAsFriend(ATT,3) SetTeamAsFriend(3,ATT) SetTeamAsFriend(DEF,3) SetTeamAsFriend(3,DEF)
Now your pretty much done! save your .lua and munge! if you have done this correctly, you should now have Jawas running around your map, but if you kill one of them, it will show up as
blahblahblah killed [NULL], to fix this, go into your MOD_ID folder and run "editlocalize.bat" once its started, right click on level and select Add Scope, name the Scope the three letter name of your map, mine is LTT (Local team Tutorial) so now you will have something like this level -> LTT,
now you need to right click on LTT and select Add Key, once you've done that rename it to the name that we set our local team in the .lua, remember, ours was Jawas, so set it to Jawas, it now should look something like this level -> LTT -> Jawas select Jawas and the boxes on the right side of the program will become ungrayed, under the level.MOD_ID.Jawas type the name of the creatures that you have in the map, ours are Jawas so i will type Jawa now that that is down, click on the drop down menu below the box and select the next language, which should be French, type Jawa in the box again and then select a new language in the box, keep and doing this until you've done every single language, NOTE: it is VERY important that when your typing the name, that you do it in every language, other wise for people with different version of the game ((example, Australians)) even though we speak English, it will still come up as [NULL] for us because there are two version of English in SWBF II, theres English, and UK English. Also, if you've done a MASSIVE amount of custom sides, weapons, creatures, tips, etc. it can be VERY pain full to go back in and have to add all the names for other languages that you didn't do the first time. now save your language files and quit. open up Visual Munge and select localize, then munge. In game when you kill the Jawas or what ever creatures you have it should come up as what the typed in the boxes in the editlocalize.bat program.
Have fun! ~Penguin Glossary: MOD_ID The three letter name of your map, which would have been specified when creating the map with VisualMunge for the first time. LTT Local Team Tutorial, my MOD_ID name for the map for tutorial purposes, replace all instances of LTT with your MOD_ID.
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| | | Noobasaurus Clone Trooper Corporal
Messages : 121 Registration Date : 2011-07-10 Age : 2013
| Subject: Re: [Solved]Locals don't feel like spawning 8/31/2011, 12:20 am | |
| Well I gave up on the two local teams and used the rebel team to be gammorreans too but now the locals won't spawn. They were once spawning but then randomly stopped.
EDIT before I even posted: Yes! It WORKS!
EDIT: I discovered why the ALL team wasn't spawning. I put a SetAISizeMultiplier(85); or something like that in my lua and that's what did it. Don't know how though. Here's a nice video of the whole thing. |
| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: [Solved]Locals don't feel like spawning 9/2/2011, 10:42 am | |
| Really nice you looks like the new Dann Boeing . Btw you can double posts for updates. |
| | | Noobasaurus Clone Trooper Corporal
Messages : 121 Registration Date : 2011-07-10 Age : 2013
| Subject: Re: [Solved]Locals don't feel like spawning 9/2/2011, 2:07 pm | |
| Ohhh I have always wanted to double post. Well, technically no, that gungan IS Dann Boeing's but I will soon make a custom side without a bunch of super uber stuff. |
| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: [Solved]Locals don't feel like spawning 9/2/2011, 6:31 pm | |
| Yes but uber stuff is really fun 8) . |
| | | Noobasaurus Clone Trooper Corporal
Messages : 121 Registration Date : 2011-07-10 Age : 2013
| Subject: Re: [Solved]Locals don't feel like spawning 9/2/2011, 11:30 pm | |
| Well then this will be the most uber map ever made. Well, the number of units. Anyway, if you play it in clone wars it'll have a bunch of uber stuff and GCW will have not so uber stuff. - Spoiler:
If you want, here is even a download link to it(it's not even an alpha or a beta and it's not 30% so I'm not making a thread)! http://www.mediafire.com/?m64yhfi4533f5aw And right now only GCW is supported so if you try CW nothing cool will happen! WIP coming soon!
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