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| [résolu]What did I do wrong? | |
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Author | Message |
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Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: [résolu]What did I do wrong? 4/13/2012, 2:30 am | |
| I followed these instructions best I could with different sides. https://swbf-custom.forumactif.com/t164-faqa-quick-side-refresherHere's what I have tried to munge (my attempt at modding the CIS side) http://www.gamefront.com/files/21551868/CIS_Side.rar Try munging that with a new map. If you think you know how I can get the cis side mod to work, let me know. I have 3 classes for that side I edited the Marine Class, the engineer class, and the sniper class, changing the skins and weapons. Later on I will change the class names once I get this to work properly. Thanks!
Last edited by Glitch on 8/26/2012, 3:27 am; edited 3 times in total |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: [résolu]What did I do wrong? 4/13/2012, 9:02 am | |
| I'll have a look soon as I get home.
Also I cant download from gamefront.It dosent like me LOL!! |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [résolu]What did I do wrong? 4/14/2012, 6:23 pm | |
| - Icemember wrote:
- I'll have a look soon as I get home.
Also I cant download from gamefront.It dosent like me LOL!! Know another site i can upload it to? |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: [résolu]What did I do wrong? 4/14/2012, 7:16 pm | |
| yea try this site.
http://uploading.com/ |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [résolu]What did I do wrong? 4/15/2012, 3:01 am | |
| http://uploading.com/files/fb64afbc/CIS_Side.rar Ok Uploaded it to that site. Think you can tell me how to fix it? Or possibly fix the mod and then re upload it? Thanks! |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: [résolu]What did I do wrong? 4/15/2012, 7:38 pm | |
| After looking through the files, I saw few errors. I'll post em soon. Then we can go from there.
For instance, you didnt add your newly troopers to the cis.req files
"bd1_inf_marine" "bd1_inf_rifleman" "bd2_inf_engineer" "bd3_inf_sniper"
ucft { REQN { "lvl" "cis_fly_droidfighter_sc" "cis_fly_droidfighter_dome" "cis_fly_droidgunship" "cis_fly_fedlander_dome" "cis_fly_gunship_dome" "cis_fly_greviousfighter" "cis_fly_maf" "cis_fly_tridroidfighter" "cis_hero_countdooku" "cis_hero_darthmaul" "cis_hero_grievous" "cis_hero_jangofett" "cis_hover_aat" "cis_hover_stap" "cis_inf_droideka" "cis_inf_rifleman" "cis_inf_rocketeer" "cis_inf_sniper" "cis_inf_engineer" "cis_inf_officer" "cis_inf_officer_hunt" "cis_inf_pilot" "cis_inf_marine" "cis_tread_hailfire" "cis_tread_snailtank" "cis_walk_spider" "cis_walk_spiderkas" } }
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| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [résolu]What did I do wrong? 4/15/2012, 7:51 pm | |
| - Icemember wrote:
- After looking through the files, I saw few errors. I'll post em soon. Then we can go from there.
For instance, you didnt add your newly troopers to the cis.req files Tried running the mod after editing the cis.req file, crashed in game once again. Another error showed up after munging. ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing] 1 Errors 0 Warnings |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: [résolu]What did I do wrong? 4/18/2012, 1:20 am | |
| Ok will go step by step.
Assuming you have a map started. Which ever is your 3 letter map-ID. I'll use ABC (data_ABC)
1) Grab 2 folders here: C:\BF2_ModTools\assets\sides your side and the common folder.
1.2) Copy and paste them to your sides folder here: C:\BF2_ModTools\data_ABC\Sides There should be a tur folder there to. Thats the turrets incase you want to add turrets to a map.
If your replacing a stock side like cis. The you should copy the cis side folder.
If creating a new soldier/droid -
2) Go into the req folder and copy a soldier req file. (cis_inf_rifleman) and paste itsomewhere. Then rename it to your choosing. (Example: (cis_inf_elitestormcommandodroid) 2.1) Open the renamed req file and also place your soldies req file name there too.
ucft { REQN { "class" "cis_inf_elitestormcommandodroid" }
3) Go inside the sides odf folder and copy (cis_inf_rifleman) and (cis_inf_default_rifleman). Paste then where ever.
3.1) Rename the odf (cis_inf_rifleman) to the name of your soldiers req file. (Example: (cis_inf_elitestormcommandodroid)
3.2) Also rename the (cis_inf_default_rifleman) to aomething like (cis_inf_default_elitestormcommandodroid)
3.3) open the renamed odf file (cis_inf_elitestormcommandodroid) and add in your soldiers (cis_inf_default_elitestormcommandodroid)
4) Open your sides req file and place in your new soldier as part of the line up.
ucft { REQN { "lvl" "cis_inf_elitestormcommandodroid" "cis_fly_droidfighter_sc" "cis_fly_droidfighter_dome" "cis_fly_droidgunship" "cis_fly_fedlander_dome" "cis_fly_gunship_dome" "cis_fly_greviousfighter" "cis_fly_maf" "cis_fly_tridroidfighter" "cis_hero_countdooku" "cis_hero_darthmaul" "cis_hero_grievous" "cis_hero_jangofett" "cis_hover_aat" "cis_hover_stap" "cis_inf_droideka" "cis_inf_rifleman" "cis_inf_superdroid" "cis_inf_rocketeer" "cis_inf_sniper" "cis_inf_engineer" "cis_inf_officer" "cis_inf_officer_hunt" "cis_inf_pilot" "cis_inf_marine" "cis_inf_flakdroid" "cis_tread_hailfire" "cis_tread_snailtank" "cis_walk_spider" "cis_walk_spiderkas" } }
5) Now put your odf files back into your odf folder. And put the soldiers req file back into the req folder.
Now becuase it is a stock side being edited, most of the work is done for you. All you would do next is add wepaon, health, damage etc..
Then go munge your side.
6) Go here: C:\BF2_ModTools\data_ABC\_LVL_PC\SIDE and copy the cis.lvl and cisshell.lvl and paste them here:C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\DATA\_LVL_PC\SIDE
NOTE: make back-ups 1st of the game stocks cis.lvl and cisshell.lvl.
And run the gam and enjoy your new side |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [résolu]What did I do wrong? 4/18/2012, 6:56 pm | |
| - Icemember wrote:
- Ok will go step by step. And run the gam and enjoy your new side
Awesome! I'll let you know if I need any help with anything else. Thank you so much! |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [résolu]What did I do wrong? 4/18/2012, 7:31 pm | |
| How would one remove classes from a side? If i were to remove "cis_inf_rocketeer" from cis.req would that do it? For renaming a solder in game, would this tutorial suit the side replacement? https://swbf-custom.forumactif.com/t157-faqnaming-a-soldierFor changing the skin, is replacing what is in bold how to do it? OverrideTexture = " cis_inf_battledroid_orange" Edit: After munging and replacing cis.lvl and cishell.lvl from Star Wars Battlefront II\GameData\DATA\_LVL_PC\SIDE I started the game and played on the side CIS, there were no additional units :/ I renamed the files cis_inf_ bd2 and cis_inf_default_ bd2Here's the side mod I attempted with your tutorial, tell me if I did something wrong. BD2.rar - 2.5 KB |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: [résolu]What did I do wrong? 4/18/2012, 8:46 pm | |
| Yes because I forgot to tell you to go here: C:\BF2_ModTools\data_ABC\Common\scripts\ABC and open the ABCc_con lua file and add in your solder here:
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_elitestormcommandodroid " "cis_inf_rifleman", "cis_inf_superdroid", "cis_inf_rocketeer", "cis_inf_engineer", "cis_inf_sniper", "cis_inf_officer", "cis_inf_droideka", "cis_inf_flakdroid", "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_elitestormcommandodroid ",1, 4}, engineer = { "cis_inf_engineer",1, 4}, sniper = { "cis_inf_sniper",1, 4}, officer = {"cis_inf_flakdroid",1, 4}, special = { "cis_inf_droideka",1, 4}, } }
To remove a class, you would simply delete one of the lines like the rocketeer
assault = { "cis_inf_ep3_rocketeer",1, 4},
Also the tut you provided in the link is correct for renaming a soldier. So the name appears when selecting a class ingame in the team/class select |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [résolu]What did I do wrong? 4/18/2012, 11:37 pm | |
| This is what I did differently when I modded. I did not make changes to the weapons yet or remove any classes. The problem Is when I ran the starter mod map. (munged the entire thing) Only 3 classes appeared, the Assault Droid Class, Droideka, and the Manga Guard. The other 3 were replaced in the ABCc_con.lua file but did not appear in game. - Icemember wrote:
- Replacing a Side
1) Create a map
2) Grab 2 folders here: C:\BF2_ModTools\assets\sides select the cis side and the common folder.
2.2) Copy and paste them to your sides folder here: C:\BF2_ModTools\data_ABC\Sides
3) Go into the req folder and copy a soldier req file. (cis_inf_engineer.req) and paste it somewhere. Then rename it to (cis_inf_bd2)
3.1) Open the renamed (cis_inf_bd2.req) file and also place your soldies req file name there too.
ucft { REQN { "class" "cis_inf_bd1" } }
4) Go inside the sides odf folder and copy (cis_inf_ engineer) and (cis_inf_default_ engineer). Paste them somewhere.
4.1) Rename the odf (cis_inf_ engineer) to the name of your soldiers req file. (cis_inf_bd2)
4.2) Rename the (cis_inf_default_ engineer) to (cis_inf_default_ bd2)
4.3) open the renamed odf file (cis_inf_ bd2) and add in your soldiers (cis_inf_default_ bd2)
5) Open cis.req file and place in your new soldier as part of the line up.
ucft { REQN { "lvl" “cis_inf_bd1” "cis_inf_bd2" “cis_inf_bd3” "cis_fly_droidfighter_sc" "cis_fly_droidfighter_dome" etc }
6. go to: C:\BF2_ModTools\data_ABC\Common\scripts\ABC and open the ABCc_con lua file and add in your solder here:
ReadDataFile("SIDE\\cis.lvl", "cis_inf_bd1” "cis_inf_bd2” “cis_inf_bd3” "cis_inf_rifleman",
}, cis = { team = CIS, units = 20, reinforcements = 150, soldier = { "cis_inf_bd1",9, 25}, assault = { "cis_inf_rocketeer",1, 4}, engineer = { "cis_inf_bd2",1, 4}, sniper = { "cis_inf_bd3",1, 4}, officer = {"cis_inf_officer",1, 4}, special = { "cis_inf_droideka",1, 4}, } }
7) Now put your .odf and .req files back into the odf and req folders
Then go munge your side.
8) Go here: C:\BF2_ModTools\data_ABC\_LVL_PC\SIDE and copy the cis.lvl and cisshell.lvl and paste them here: C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\DATA\_LVL_PC\SIDE
And run the gam and enjoy your new side |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: [résolu]What did I do wrong? 4/19/2012, 12:46 am | |
| Everything looks good.
As I saw you removed many of the default classes, it might crash your game. As many of the stock maps ask for all those units. Ulness you dont plan on playing the stock maps at all lol. |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [résolu]What did I do wrong? 4/19/2012, 1:05 am | |
| - Icemember wrote:
- Everything looks good.
The problem is, even on the basic munge map. The side changes don't show up. I have no idea why. (Will adding more classes fix the crashing?) |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: [résolu]What did I do wrong? 4/19/2012, 1:24 am | |
| Have you added your new soldiers to the sides req file? Can you post your soldiers odf file and his default file? Also post your maps lua file. |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [résolu]What did I do wrong? 4/19/2012, 7:15 pm | |
| Would you like to to add the files for cis_inf_bd1 cis_inf_bd3
cis.req
ucft { REQN { "lvl" “cis_inf_bd1” "cis_inf_bd2" “cis_inf_bd3” "cis_fly_droidfighter_sc" "cis_fly_droidfighter_dome" "cis_fly_droidgunship" "cis_fly_fedlander_dome" "cis_fly_gunship_dome" "cis_fly_greviousfighter" "cis_fly_maf" "cis_fly_tridroidfighter" "cis_hero_countdooku" "cis_hero_darthmaul" "cis_hero_grievous" "cis_hero_jangofett" "cis_hover_aat" "cis_hover_stap" "cis_inf_droideka" "cis_inf_rifleman" "cis_inf_rocketeer" "cis_inf_sniper" "cis_inf_engineer" "cis_inf_officer" "cis_inf_officer_hunt" "cis_inf_pilot" "cis_inf_marine" "cis_tread_hailfire" "cis_tread_snailtank" "cis_walk_spider" "cis_walk_spiderkas" } }
cis_inf_bd2.odf
[GameObjectClass]
ClassParent = "cis_inf_default_bd2"
[Properties]
GeometryName = "cis_inf_bdroid" GeometryLowRes = "cis_inf_bdroid_low1" SkeletonName = "bdroid" SkeletonLowRes = "bdroidlz"
FirstPerson = "CIS\cisbdrd;cis_1st_bdroid"
OverrideTexture = "cis_inf_battledroid_orange"
cis_inf_default_bd2.odf
[GameObjectClass] ClassParent = "cis_inf_default"
[Properties] UnitType = "pilot"
ImmuneToMines = "1"
WEAPONSECTION = 1 WeaponName = "cis_weap_inf_shotgun" WeaponAmmo = 8
WEAPONSECTION = 2 WeaponName = "cis_weap_inf_pistol" WeaponAmmo = 0
WEAPONSECTION = 3 WeaponName = "cis_weap_inf_thermaldetonator" WeaponAmmo = 2 WeaponChannel = 1
WEAPONSECTION = 4 WeaponName = "cis_weap_inf_powerup_dispenser" WeaponAmmo = 5 WeaponChannel = 1
WEAPONSECTION = 5 WeaponName = "cis_weap_award_shotgun" WeaponAmmo = 6
WEAPONSECTION = 6 WeaponName = "cis_weap_award_pistol" WeaponAmmo = 6
etc Voice Commands (did not touch)
ABCc_con.lua
- -- 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_bd1", "cis_inf_bd2", "cis_inf_bd3", "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_bd1",9, 25}, assault = { "cis_inf_rocketeer",1, 4}, engineer = { "cis_inf_bd2",1, 4}, sniper = { "cis_inf_bd3",1, 4}, officer = {"cis_inf_officer",1, 4}, special = { "cis_inf_droideka",1, 4}, } } SetHeroClass(CIS, "cis_hero_darthmaul") SetHeroClass(REP, "rep_hero_anakin")
etc (did not edit) |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: [résolu]What did I do wrong? 4/19/2012, 8:18 pm | |
| Ok everything seems good.
After munging
grab the files cis.lvl and cisshell.lvl from here:C:\BF2_ModTools\data_ABC\_LVL_PC\SIDE
and copy and paste them here: C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\DATA\_LVL_PC\SIDE
Now the change will only occur on your map. Not the game stock maps. Becuase the soldier names are called by the maps lua itself.
Last edited by Icemember on 4/19/2012, 8:21 pm; edited 1 time in total (Reason for editing : Adjusting info) |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [résolu]What did I do wrong? 4/19/2012, 9:40 pm | |
| - Icemember wrote:
- Now the change will only occur on your map. Not the game stock maps. Becuase the soldier names are called by the maps lua itself.
I believe its working now, I have a few more questions though. How do you let the game know you have made changes to the weapons. Whenever I mod weapons with the stock units, they never appear on the basic mod map. How do you make one side with infinite reinforcements? After changing the class names, in editlocalize.bat in game there was no effect What do the highlighted numbers represent? cis = { team = CIS, units = 20, reinforcements = 150, soldier = { "cis_inf_marine", 9, 25}, engineer = { "cis_inf_engineer", 1, 4}, sniper = { "cis_inf_sniper", 1, 4}, |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: [résolu]What did I do wrong? 4/20/2012, 1:25 am | |
| In the troopers default odf file (cis_inf_default_battldroid) is where you tell what weapon the unit is using. How much ammo he carries and what channel the weapon is. (primary, 2ndary)
The weapons them selfs have there own odf files. (cis_weap_inf_rifle), (cis_weap_inf_rifle_ord)
The (cis_weap_inf_rifle) is where you tell what model the odf file will use. How fast to reload. How much zoom for the weapon etc. The (cis_weap_inf_rifle_ord) is where you tell how the laser bolt or projectile will look like. how fast it will traverl and how much damage it does etc.
In your maps lua file where it says reinforcements, try adding 0 lol. if not try 9999.
ReadDataFile("SIDE\\tur.lvl", "tur_bldg_laser", "tur_bldg_tower") SetupTeams{ rep = { team = REP, units = 20, reinforcements = 0, 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 = 0, 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_flakdroid",1, 4}, special = { "cis_inf_droideka",1, 4}, } }
The highlighted numbers tell the game how many units to spawn on start and the 2nd number says how many units there can be on the map at once.
In the editlocalize.bat your side should aready be in the list known as cis. entity/cis there you will see the units listed. click on (inf_rifleman) and you will notice the right side top box comes avaliable for editing. You should see Super Battle Droid. There is where you change the name.
You new soldiers need to be added in. Right click on cis and choose add key, the rename to your soldiers odf file.
In your case, you would only put (inf_bd1) becuase the cis part is already keyed in for you. Once adding al soldiers and renaming, just save. Might take a min or 2.
Last edited by Icemember on 4/20/2012, 1:28 am; edited 1 time in total (Reason for editing : Adjusting info) |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [résolu]What did I do wrong? 4/20/2012, 2:04 am | |
| - Icemember wrote:
- In the troopers default odf file (cis_inf_default_battldroid) is where you tell what weapon the unit is using. How much ammo he carries and what channel the weapon is. (primary, 2ndary)
Even when I do change the weapons, then munge, they don't appear to be changed in game. For example, I used the Marine Class, gave him a pistol instead of a rocket launcher, added the award pistol as well. Is there something else I need to do to tell the game I've made changes to the units weapons? [GameObjectClass] ClassParent = "cis_inf_default" [Properties] UnitType = "trooper" WEAPONSECTION = 1 WeaponName = "cis_weap_inf_rifle" WeaponAmmo = 8 WEAPONSECTION = 2 WeaponName = " cis_weap_inf_pistol" WeaponAmmo = 0 WEAPONSECTION = 3 WeaponName = "cis_weap_inf_thermaldetonator" WeaponAmmo = 4 WeaponChannel = 1 WEAPONSECTION = 4 WeaponName = "cis_weap_award_rifle" WeaponAmmo = 8 WEAPONSECTION = 5 WeaponName = " cis_weap_award_pistol" WeaponAmmo = 10 How do you order the classes in game?(thanks for your help so far, I really appreciate it. You've been very patient with me)
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| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: [résolu]What did I do wrong? 4/20/2012, 7:55 am | |
| Where r u trying to see your changes? story mod or your custom map?
Since your working with a stock side called cis, everytime you munge, you must copy the cis.lvl and cisshell.lvl from C:\BF2_ModTools\data_AJT\_LVL_PC\SIDE
and paste them here: C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\DATA\_LVL_PC\SIDE
In custom maps, as default, the cis are the enemy in custom maps.
What is the name of your marines odf files? |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [résolu]What did I do wrong? 4/20/2012, 12:42 pm | |
| - Icemember wrote:
- Where r u trying to see your changes? story mod or your custom map?
What is the name of your marines odf files? Custom map, and the marine's odf files are now are the default ones, I've edited the stock files instead of creating my own classes. When I edited the stock unit's, I gave them new weapons, new skins. It was successful. How would I use the Episode 2 clone trooper skins? For my custom map? How would I use a stock map, for example COR and use it as a starter for my custom map? |
| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: [résolu]What did I do wrong? 4/20/2012, 2:23 pm | |
| I already anwsered you that : To use the Phase 1 clones instead of the Phase 2 clones:- Spoiler:
Change that part in your lua:
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_hover_barcspeeder")
To that:
ReadDataFile("dc:SIDE\\rep.lvl", "rep_inf_ep2_rifleman", "rep_inf_ep2_rocketeer", "rep_inf_ep2_engineer", "rep_inf_ep2_sniper", "rep_inf_ep2_officer", "rep_inf_ep2_jettrooper", "rep_hover_fightertank", "rep_hover_barcspeeder")
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| | | kinetosimpetus PFC
Messages : 24 Registration Date : 2011-09-09
| Subject: Re: [résolu]What did I do wrong? 4/20/2012, 2:50 pm | |
| However, by default there's an error with the ep2_officer. You can either use the ep3_officer or edit the ep2_officer's REQ file. |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: [résolu]What did I do wrong? 4/21/2012, 2:00 am | |
| You simply open your maps lua file and replace the ep3 clones with the ep2 clones. Then save and munge.
As kinetos stated, you may have to sub the ep2 odf files with somebody elses odf files. Very easy.
Just copy an entire map C:\BF2_ModTools\assets\worlds and place it here: C:\BF2_ModTools\data_ABC\Worlds
If copying COR, Then you would load cor1.wld from your zero editor. |
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