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| | [Solved]Sky Black When Zoomed In/Hero Crashing | |
| Author | Message |
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RevanSithLord Scout Trooper Commander
Messages : 969 Registration Date : 2010-08-21 Age : 33 Location : The good 'ol United States of America, Iowa Great Lakes region
| Subject: [Solved]Sky Black When Zoomed In/Hero Crashing 9/21/2011, 5:37 pm | |
| Well, since I'm back to modding, I thought I'd continue my Lok map (which I really want to get done.). One thing I've noticed (along with many other people), is that when one zooms in with any weapon, the sky goes black. I figured it could be because I don't have the skydome placed properly or something, so I checked that, and apparently that wasn't it, so it stumped me. For Lok, I am using the stock Tatooine sky, for people who are curious.
It's probably something I can fix easily, but no less annoying.
Also, there seems to be a problem with the heroes. I didn't modify them in anyway, they are stock for both eras...yet they apparently crash the map for some unknown reason, I do not get it.
Maybe I missed something in the common questions about these, but nonetheless, I need a bit of help.
Last edited by RevanSithLord on 10/29/2011, 7:10 am; edited 1 time in total |
| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: [Solved]Sky Black When Zoomed In/Hero Crashing 9/22/2011, 4:59 pm | |
| Can you post your world.sky file and your lua, please ? |
| | | RevanSithLord Scout Trooper Commander
Messages : 969 Registration Date : 2010-08-21 Age : 33 Location : The good 'ol United States of America, Iowa Great Lakes region
| Subject: Re: [Solved]Sky Black When Zoomed In/Hero Crashing 9/23/2011, 1:59 am | |
| I will when I get back home. |
| | | RevanSithLord Scout Trooper Commander
Messages : 969 Registration Date : 2010-08-21 Age : 33 Location : The good 'ol United States of America, Iowa Great Lakes region
| Subject: Re: [Solved]Sky Black When Zoomed In/Hero Crashing 9/24/2011, 4:02 am | |
| Sorry for DP: I am sorry that I haven't given you those yet. I'll be sure to do it sometime after I get up tomorrow morning. Again, I apologize for the delay. |
| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: [Solved]Sky Black When Zoomed In/Hero Crashing 9/24/2011, 12:02 pm | |
| There's no problems Rev 8) . |
| | | RevanSithLord Scout Trooper Commander
Messages : 969 Registration Date : 2010-08-21 Age : 33 Location : The good 'ol United States of America, Iowa Great Lakes region
| Subject: Re: [Solved]Sky Black When Zoomed In/Hero Crashing 9/24/2011, 7:22 pm | |
| - Spoiler:
- Code:
-
SkyInfo() { Enable(1); PS2() { FogRange(0, 0); NearSceneRange(0.5, 85.0, 100.0); FarSceneRange(5000.0); SplitOptions() { PropClusterEnable(1); PropClusterFadeAdj(0.6); PropClusterDensity(0.1); } } XBOX() { FogRange(-200.0, 1300.0); NearSceneRange(0.5, 85.0, 100.0); FarSceneRange(3000.0); NearSplitScreenRange(0.2, 110.0, 160.0); FarSplitScreenRange(0.0); SplitOptions() { FogRange(5.0, 140.0); PropClusterEnable(0); } } PC() { NearSceneRange(5000.0, 5000.0, 5000.0, 5000.0); FarSceneRange(5000.0, 5000.0);
FarSceneRange(5000.0); } }
DomeInfo() { Texture("SKY_Tatooine2.tga"); Angle(-90.000000); Ambient(210.000000, 190.000000, 155.000000); Filter(1); Threshold(150); Intensity(50);
Softness(1); SoftnessParam(60); PC() { TerrainBumpTexture("tat2_bump", 1.0) }
DomeModel() { Geometry("tat2_sky_dome"); }
}
- Spoiler:
- Code:
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-- -- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved. --
-- load the gametype script ScriptCB_DoFile("ObjectiveConquest") ScriptCB_DoFile("setup_teams") -- REP Attacking (attacker is always #1) REP = 1; CIS = 2; -- These variables do not change ATT = REP; DEF = CIS;
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, 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("Navigator", 128) SetMemoryPoolSize("Obstacle", 1024) SetMemoryPoolSize("PathNode", 1024) SetMemoryPoolSize("SoldierAnimation", 500) SetMemoryPoolSize("SoundSpaceRegion", 64) SetMemoryPoolSize("TreeGridStack", 1024) SetMemoryPoolSize("UnitAgent", 128) SetMemoryPoolSize("UnitController", 128) SetMemoryPoolSize("Weapon", weaponCnt) SetSpawnDelay(10.0, 0.25) --ReadDataFile("dc:LJU\\LJU.lvl", "LJU_conquest") ReadDataFile("dc:LJU\\LJU.lvl", "LJU_conquest") SetDenseEnvironment("false")
-- 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("sound\\global.lvl", "cw_music") -- OpenAudioStream("sound\\global.lvl", "global_vo_quick") -- OpenAudioStream("sound\\global.lvl", "global_vo_slow") OpenAudioStream("sound\\yav.lvl", "yav1") OpenAudioStream("sound\\yav.lvl", "yav1") OpenAudioStream("sound\\yav.lvl", "yav1_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(2, "cisleaving") SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1) SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1) SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1) SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1) SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1) SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory") SetDefeatMusic (REP, "rep_yav_amb_defeat") SetVictoryMusic(CIS, "cis_yav_amb_victory") SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin") SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout") --SetSoundEffect("BirdScatter", "birdsFlySeq1") --SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null") --SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null") SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit") SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter") SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change") SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter") SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
--OpeningSateliteShot AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851); AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430); AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317); AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720); AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165); AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714); AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724); AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268); AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001); end
- Spoiler:
- Code:
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-- -- 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"} --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(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\\tur.lvl", "tur_bldg_tat_barge", "tur_bldg_laser") 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}, }, } 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("Navigator", 128) SetMemoryPoolSize("Obstacle", 1024) SetMemoryPoolSize("PathNode", 1024) SetMemoryPoolSize("SoldierAnimation", 500) SetMemoryPoolSize("SoundSpaceRegion", 64) SetMemoryPoolSize("TreeGridStack", 1024) SetMemoryPoolSize("UnitAgent", 128) SetMemoryPoolSize("UnitController", 128) SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25) ReadDataFile("dc:LJU\\LJU.lvl", "LJU_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
|
| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: [Solved]Sky Black When Zoomed In/Hero Crashing 9/25/2011, 9:53 am | |
| Try with those: - RevanSithLord wrote:
- Spoiler:
SkyInfo() { Enable(1); PS2() { FogRange(0, 0); NearSceneRange(0.5, 85.0, 100.0); FarSceneRange(5000.0); SplitOptions() { PropClusterEnable(1); PropClusterFadeAdj(0.6); PropClusterDensity(0.1); } } XBOX() { FogRange(-200.0, 1300.0); NearSceneRange(0.5, 85.0, 100.0); FarSceneRange(3000.0); NearSplitScreenRange(0.2, 110.0, 160.0); FarSplitScreenRange(0.0); SplitOptions() { FogRange(5.0, 140.0); PropClusterEnable(0); } } PC() { NearSceneRange(5000.0, 5000.0, 5000.0, 5000.0); FarSceneRange(5000.0, 5000.0);
FarSceneRange(5000.0); } }
DomeInfo() { Texture("sky_tatooine2.tga"); Angle(-90.000000); Ambient(210.000000, 190.000000, 155.000000); Filter(1); Threshold(150); Intensity(50);
Softness(1); SoftnessParam(60); PC() { TerrainBumpTexture("tat2_bump", 1.0) }
DomeModel() { Geometry("tat2_sky_dome"); }
}
- Spoiler:
-- -- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved. --
-- load the gametype script ScriptCB_DoFile("ObjectiveConquest") ScriptCB_DoFile("setup_teams") -- REP Attacking (attacker is always #1) REP = 1; CIS = 2; -- These variables do not change ATT = REP; DEF = CIS;
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",100) -- 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, 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("Navigator", 128) SetMemoryPoolSize("Obstacle", 1024) SetMemoryPoolSize("PathNode", 1024) SetMemoryPoolSize("SoldierAnimation", 500) SetMemoryPoolSize("SoundSpaceRegion", 64) SetMemoryPoolSize("TreeGridStack", 1024) SetMemoryPoolSize("UnitAgent", 128) SetMemoryPoolSize("UnitController", 128) SetMemoryPoolSize("Weapon", weaponCnt) SetSpawnDelay(10.0, 0.25) --ReadDataFile("dc:LJU\\LJU.lvl", "LJU_conquest") ReadDataFile("dc:LJU\\LJU.lvl", "LJU_conquest") SetDenseEnvironment("false")
-- 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("sound\\global.lvl", "cw_music") -- OpenAudioStream("sound\\global.lvl", "global_vo_quick") -- OpenAudioStream("sound\\global.lvl", "global_vo_slow") OpenAudioStream("sound\\yav.lvl", "yav1") OpenAudioStream("sound\\yav.lvl", "yav1") OpenAudioStream("sound\\yav.lvl", "yav1_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(2, "cisleaving") SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1) SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1) SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1) SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1) SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1) SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory") SetDefeatMusic (REP, "rep_yav_amb_defeat") SetVictoryMusic(CIS, "cis_yav_amb_victory") SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin") SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout") --SetSoundEffect("BirdScatter", "birdsFlySeq1") --SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null") --SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null") SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit") SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter") SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change") SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter") SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
--OpeningSateliteShot AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851); AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430); AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317); AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720); AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165); AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714); AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724); AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268); AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001); end
- 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"} --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(40) SetMaxPlayerFlyHeight(40)
SetMemoryPoolSize ("ClothData",20) SetMemoryPoolSize ("Combo",100) -- 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\\tur.lvl", "tur_bldg_tat_barge", "tur_bldg_laser") 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}, }, } 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("Navigator", 128) SetMemoryPoolSize("Obstacle", 1024) SetMemoryPoolSize("PathNode", 1024) SetMemoryPoolSize("SoldierAnimation", 500) SetMemoryPoolSize("SoundSpaceRegion", 64) SetMemoryPoolSize("TreeGridStack", 1024) SetMemoryPoolSize("UnitAgent", 128) SetMemoryPoolSize("UnitController", 128) SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25) ReadDataFile("dc:LJU\\LJU.lvl", "LJU_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
|
| | | RevanSithLord Scout Trooper Commander
Messages : 969 Registration Date : 2010-08-21 Age : 33 Location : The good 'ol United States of America, Iowa Great Lakes region
| Subject: Re: [Solved]Sky Black When Zoomed In/Hero Crashing 10/23/2011, 3:17 pm | |
| Thank you, Lephenix. Will try them out. Weird, though. I remember the dome info having that .tga being referenced. Guess I didn't after all. The little things we modders can miss, aye? Anyways, thank you.
Edit: Oh, I see it's lower cased in that instead of what I have it. I see.
Edit: I have yet to test out these latest changes, but I certainly will today. |
| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: [Solved]Sky Black When Zoomed In/Hero Crashing 10/24/2011, 9:57 am | |
| |
| | | RevanSithLord Scout Trooper Commander
Messages : 969 Registration Date : 2010-08-21 Age : 33 Location : The good 'ol United States of America, Iowa Great Lakes region
| Subject: Re: [Solved]Sky Black When Zoomed In/Hero Crashing 10/26/2011, 8:13 am | |
| Sky's still black when I zoom in. :S I put in exactly what you said in the spots you said I should replace. Weird.
Haven't tested heroes yet, though, to see if they crash.
Could it be a skydome problem regarding the sky? I mean, in-game, if I don't zoom in, the sky's there...sun and all. But when I zoom in, it just vanishes into black. |
| | | RevanSithLord Scout Trooper Commander
Messages : 969 Registration Date : 2010-08-21 Age : 33 Location : The good 'ol United States of America, Iowa Great Lakes region
| Subject: Re: [Solved]Sky Black When Zoomed In/Hero Crashing 10/29/2011, 7:09 am | |
| Okay, I solved it, mildly. Messed a bit with the farscenerange and nearsceneranges, though it returned the object fading out thing, sadly. But I got rid of practically all things outside of the combat zone, so none of those Raxus Prime debris props or anything. They were unnecessary anyways and I no longer saw the need to use them since this is not based on a junkyard. |
| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: [Solved]Sky Black When Zoomed In/Hero Crashing 10/29/2011, 9:42 am | |
| Glad you partially solved the problem. |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 43 Location : Bespin: Cloud City
| Subject: Re: [Solved]Sky Black When Zoomed In/Hero Crashing 10/30/2011, 9:11 pm | |
| Try the fog line: FogRange(-100.0, 600.0); i changed mine too FogRange(-100.0, 1600.0); Just a suggestion |
| | | RevanSithLord Scout Trooper Commander
Messages : 969 Registration Date : 2010-08-21 Age : 33 Location : The good 'ol United States of America, Iowa Great Lakes region
| Subject: Re: [Solved]Sky Black When Zoomed In/Hero Crashing 10/30/2011, 9:15 pm | |
| - Icemember wrote:
- Try the fog line:
FogRange(-100.0, 600.0);
i changed mine too
FogRange(-100.0, 1600.0);
Just a suggestion Hmm. I have no idea why I hadn't thought of something THAT simple. I feel a bit stupid now. |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 43 Location : Bespin: Cloud City
| Subject: Re: [Solved]Sky Black When Zoomed In/Hero Crashing 10/31/2011, 12:16 am | |
| Forgot to mention its located in the sky file lol |
| | | RevanSithLord Scout Trooper Commander
Messages : 969 Registration Date : 2010-08-21 Age : 33 Location : The good 'ol United States of America, Iowa Great Lakes region
| Subject: Re: [Solved]Sky Black When Zoomed In/Hero Crashing 10/31/2011, 1:09 am | |
| - Icemember wrote:
- Forgot to mention its located in the sky file lol
I figured that out already. Basically all I had to do was enable FogRange for the PC part and make it like the XBOX and PS2 ones, except put the values you put. Thanks again. |
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| Subject: Re: [Solved]Sky Black When Zoomed In/Hero Crashing | |
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| | | | [Solved]Sky Black When Zoomed In/Hero Crashing | |
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