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Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: [Solved]Quick Refresher 11/17/2012, 2:53 am | |
| Very trivial question, after being unable to mod for so long I can't remember where to put the "dc:" in the mission.lua files to tell it that there are side changes. (Right...this is probably in the tutorials...) - Code:
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ReadDataFile("sound\\cor.lvl;cor1cw")
ReadDataFile("SIDE\\rep.lvl", "rep_inf_ep3_rifleman", "rep_fly_assault_DOME", "rep_fly_gunship_DOME", "rep_inf_ep3_rocketeer", "rep_inf_ep3_engineer", "rep_inf_ep3_sniper", "rep_inf_ep3_officer", "rep_inf_ep3_jettrooper", "rep_hero_macewindu") ReadDataFile("SIDE\\cis.lvl", "cis_inf_rifleman", "cis_fly_droidfighter_DOME", "cis_inf_rocketeer", "cis_inf_engineer", "cis_inf_officer", "cis_inf_sniper", "cis_inf_droideka", "cis_hero_darthmaul") ReadDataFile("SIDE\\tur.lvl", "tur_bldg_laser") SetupTeams{ rep = { team = REP, units = 32, reinforcements = 150, soldier = { "rep_inf_ep3_rifleman",7, 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 = 32, reinforcements = 150, soldier = { "cis_inf_rifleman",7, 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_macewindu")
I'm still missing a lot of programs and I can't recall what I used to view .tga files. What do you guys use?
Last edited by Glitch on 11/26/2012, 1:17 am; edited 2 times in total |
| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: [Solved]Quick Refresher 11/17/2012, 1:30 pm | |
| - Spoiler:
ReadDataFile("sound\\cor.lvl;cor1cw")
ReadDataFile("dc:SIDE\\rep.lvl", "rep_inf_ep3_rifleman", "rep_fly_assault_DOME", "rep_fly_gunship_DOME", "rep_inf_ep3_rocketeer", "rep_inf_ep3_engineer", "rep_inf_ep3_sniper", "rep_inf_ep3_officer", "rep_inf_ep3_jettrooper", "rep_hero_macewindu") ReadDataFile("dc:SIDE\\cis.lvl", "cis_inf_rifleman", "cis_fly_droidfighter_DOME", "cis_inf_rocketeer", "cis_inf_engineer", "cis_inf_officer", "cis_inf_sniper", "cis_inf_droideka", "cis_hero_darthmaul") ReadDataFile("SIDE\\tur.lvl", "tur_bldg_laser") SetupTeams{ rep = { team = REP, units = 32, reinforcements = 150, soldier = { "rep_inf_ep3_rifleman",7, 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 = 32, reinforcements = 150, soldier = { "cis_inf_rifleman",7, 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_macewindu")
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| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [Solved]Quick Refresher 11/17/2012, 1:38 pm | |
| Simple enough, thanks Lephinx!
Edit: Now I'm sure I forgot a step. After munging and testing a map. The unit swaps & name changes do not appear in game.
1. All the mission files cor1c_con, dag1c_con, dea1c_con, etc are in C:\BF2_ModTools\data_RAC\Common\scripts\RAC 2. The maps now have dc: in the correct location near for the CIS side. 3. The mission.req file has all the mission names added under REQN { "lvl" mission and map names in parenthesis 4. ?
What am I forgetting to do?
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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: [Solved]Quick Refresher 11/18/2012, 3:55 am | |
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| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [Solved]Quick Refresher 11/18/2012, 4:39 am | |
| My bad, needed to be more specific. I know how to change names, create sides, and create maps. I need to add these changes to stock maps. Adding multiple skins and specials depending on the map. Localization for all weapons in every mission. I've done this all before I just cannot recall what I'm missing in order to accomplish this. Damn my brain... Your doing the exact thing i'm referring to in your "Reloaded Side Mod" |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: [Solved]Quick Refresher 11/18/2012, 11:16 am | |
| For your changes to take effect, you need to replace the stock sides with your sides.
place here: C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\DATA\_LVL_PC\SIDE |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [Solved]Quick Refresher 11/18/2012, 2:24 pm | |
| I set the side up to be tested on geonosis conquest. After munging the map, side, and replacing the original cis side with my own I entered the game started a game on geonosis conquest and it crashed. C:\BF2_ModTools\data_ZCM\Common mission.lua - Code:
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ucft { REQN { "config" "ingame_movies" }
REQN { "script" "setup_teams" "gametype_conquest" "gametype_capture" "Objective" "MultiObjectiveContainer" "ObjectiveCTF" "ObjectiveAssault" "ObjectiveSpaceAssault" "ObjectiveConquest" "ObjectiveTDM" "ObjectiveOneFlagCTF" "SoundEvent_ctf" "ObjectiveGoto" "LinkedShields" "LinkedDestroyables" "LinkedTurrets" "Ambush" "PlayMovieWithTransition" }
REQN { "lvl" "ZCMc_con" "ZCMg_con" "bes2c_con" "bes2c_ctf" "cor1c_c" "cor1c_con" "cor1c_ctf" "dag1c_1flag" "dag1c_con" "dag1c_ctf" "dea1c_1flag" "dea1c_con" "fel1c_1flag" "fel1c_c" "fel1c_con" "geo1c_c" "geo1c_con" "geo1c_ctf" "geo1c_hunt" "geo1c_xl" "kam1c_1flag" "kam1c_c" "kam1c_con" "kas2c_ctf" "kas2c_hunt" "kas2c_uber" "kas2c_xl" "mus1c_c" "mus1c_con" "mus1c_ctf" "myg1c_c" "myg1c_con" "myg1c_ctf" "nab2c_con" "nab2c_ctf" "nab2c_hunt" "pol1c_con" "pol1c_ctf" "rhn1c_1flag" "rhn1c_con" "rhn2c_1flag" "rhn2c_con" "rhn2c_ctf" "spa2c_c" "spa3c_1flag" "spa3c_ass" "spa3c_c" "spa6c_1flag" "spa6c_ass" "spa6c_cmn" "spa7c_1flag" "spa7c_ass" "spa7c_cmn" "tan1c_1flag" "tan1c_con" "tat2c_con" "tat2c_ctf" "tat3c_1flag" "tat3c_con" "uta1c_1flag" "uta1c_c" "uta1c_con" "yav1c_1flag" "yav1c_con" "yav2c_1flag" "yav2c_con" "yav2c_ctf" } }
C:\BF2_ModTools\data_ZCM\Common\scripts\ZCM geo1c_con - 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")
--------------------------------------------------------------------------- -- 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 ScriptPostLoad() AddAIGoal(3, "Deathmatch", 100) cp1 = CommandPost:New{name = "cp1"} cp2 = CommandPost:New{name = "cp2"} cp3 = CommandPost:New{name = "cp3"} cp4 = CommandPost:New{name = "cp4"} cp6 = CommandPost:New{name = "cp6"} cp7 = CommandPost:New{name = "cp7"} cp8 = CommandPost:New{name = "cp8"} --This sets up the actual objective. This needs to happen after cp's are defined conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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(cp6) conquest:AddCommandPost(cp7) conquest:AddCommandPost(cp8) conquest:Start() EnableSPHeroRules() AddDeathRegion("deathregion") AddDeathRegion("deathregion2") AddDeathRegion("deathregion3") AddDeathRegion("deathregion4") AddDeathRegion("deathregion5") end function ScriptInit() StealArtistHeap(800*1024) -- Designers, these two lines *MUST* be first. SetPS2ModelMemory(3500000) ReadDataFile("ingame.lvl") -- REP Attacking (attacker is always #1) local REP = 1 local CIS = 2 -- These variables do not change local ATT = 1 local DEF = 2
SetTeamAggressiveness(CIS, 1.0) SetTeamAggressiveness(REP, 1.0)
SetMemoryPoolSize("Music", 40)
ReadDataFile("sound\\geo.lvl;geo1cw") ReadDataFile("SIDE\\rep.lvl", --"rep_bldg_forwardcenter", "rep_fly_assault_dome", --"rep_fly_gunship", "rep_fly_gunship_dome", "rep_fly_jedifighter_dome", "rep_inf_ep2_rocketeer", "rep_inf_ep2_rifleman", "rep_inf_ep2_jettrooper", "rep_inf_ep2_sniper", "rep_inf_ep3_officer", "rep_inf_ep2_engineer", "rep_hero_macewindu", "rep_walk_atte") ReadDataFile("dc:SIDE\\cis.lvl", "cis_fly_droidfighter_dome", --"cis_fly_geofighter", "cis_inf_rifleman_geo", "cis_inf_rocketeer_geo", "cis_inf_sniper_geo", "cis_inf_officer_geo", "cis_inf_engineer_geo", "cis_hero_countdooku", "cis_inf_sbd", "cis_tread_hailfire", --"cis_hover_stap", "cis_walk_spider") ReadDataFile("SIDE\\geo.lvl", "gen_inf_geonosian") ReadDataFile("SIDE\\tur.lvl", "tur_bldg_geoturret")
-- Level Stats
ClearWalkers() SetMemoryPoolSize("EntityWalker", -1) AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs) AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each local weaponcnt = 240 SetMemoryPoolSize("Aimer", 50) SetMemoryPoolSize("AmmoCounter", weaponcnt) SetMemoryPoolSize("BaseHint", 100) SetMemoryPoolSize("CommandWalker", 1) SetMemoryPoolSize("EnergyBar", weaponcnt) SetMemoryPoolSize("EntityFlyer", 6) SetMemoryPoolSize("EntityHover", 9) SetMemoryPoolSize("EntityLight", 50) SetMemoryPoolSize("EntitySoundStream", 4) SetMemoryPoolSize("MountedTurret", 10) SetMemoryPoolSize("Navigator", 50) SetMemoryPoolSize("Obstacle", 450) SetMemoryPoolSize("PathFollower", 50) SetMemoryPoolSize("PathNode", 100) SetMemoryPoolSize("TreeGridStack", 300) SetMemoryPoolSize("UnitAgent", 50) SetMemoryPoolSize("UnitController", 50) SetMemoryPoolSize("Weapon", weaponcnt)
SetSpawnDelay(10.0, 0.25)
SetupTeams{ rep = { team = REP, units = 28, reinforcements = 150, soldier = { "rep_inf_ep2_rifleman",10, 25}, assault = { "rep_inf_ep2_rocketeer",1, 4}, engineer = { "rep_inf_ep2_engineer",1, 4}, sniper = { "rep_inf_ep2_sniper",1, 4}, officer = {"rep_inf_ep3_officer",1, 4}, special = { "rep_inf_ep2_jettrooper",1, 4}, }, cis = { team = CIS, units = 28, reinforcements = 150, soldier = { "cis_inf_rifleman_geo",10, 25}, assault = { "cis_inf_rocketeer_geo",1, 4}, engineer = { "cis_inf_engineer_geo",1, 4}, sniper = { "cis_inf_sniper_geo",1, 4}, officer = {"cis_inf_officer_geo",1, 4}, special = { "cis_inf_sbd",1, 4}, } } SetHeroClass(REP, "rep_hero_macewindu") SetHeroClass(CIS, "cis_hero_countdooku")
-- Attacker Stats --teamATT = ConquestTeam:New{team = ATT} --teamATT:AddBleedThreshold(21, 0.75) --teamATT:AddBleedThreshold(11, 2.25) --teamATT:AddBleedThreshold(1, 3.0) --teamATT:Init() SetTeamAsEnemy(ATT,3) SetTeamAsEnemy(3,ATT)
-- Defender Stats --teamDEF = ConquestTeam:New{team = DEF} --teamDEF:AddBleedThreshold(21, 0.75) --teamDEF:AddBleedThreshold(11, 2.25) --teamDEF:AddBleedThreshold(1, 3.0) --teamDEF:Init() SetTeamAsFriend(DEF,3)
-- Local Stats SetTeamName(3, "locals") SetUnitCount(3, 7) AddUnitClass(3, "geo_inf_geonosian", 7) SetTeamAsFriend(3, DEF) --SetTeamName(4, "locals") --AddUnitClass(4, "rep_inf_jedimale",1) --AddUnitClass(4, "rep_inf_jedimaleb",1) --AddUnitClass(4, "rep_inf_jedimaley",1) --SetUnitCount(4, 3) --SetTeamAsFriend(4, ATT)
ReadDataFile("GEO\\geo1.lvl", "geo1_conquest")
SetDenseEnvironment("false") SetMinFlyHeight(-65) SetMaxFlyHeight(50) SetMaxPlayerFlyHeight(50)
-- Birdies --SetNumBirdTypes(1) --SetBirdType(0.0,10.0,"dragon") --SetBirdFlockMinHeight(90.0)
-- Sound 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\\geo.lvl", "geo1cw") OpenAudioStream("sound\\geo.lvl", "geo1cw")
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) SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1) SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1) SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1) SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "repleaving") SetOutOfBoundsVoiceOver(2, "cisleaving")
SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1) SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1) SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1) SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1) SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1) SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)
SetVictoryMusic(REP, "rep_geo_amb_victory") SetDefeatMusic (REP, "rep_geo_amb_defeat") SetVictoryMusic(CIS, "cis_geo_amb_victory") SetDefeatMusic (CIS, "cis_geo_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")
--ActivateBonus(CIS, "SNEAK_ATTACK") --ActivateBonus(REP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot --Geo --Mountain AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919) --Wrecked Ship AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581) --War Room --AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136) end
How Would I acquire an error log? |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: [Solved]Quick Refresher 11/18/2012, 8:01 pm | |
| copy the BF2_modtools.exe from here: C:\BF2_ModTools and paste it to here: C:\Program Files\LucasArts\Star Wars Battlefront II\GameData
Then run the BF2_modtools.exe |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [Solved]Quick Refresher 11/18/2012, 8:28 pm | |
| Popup after running BF2_modtools.exe in GameData folder. "Please insert CD 1"
I have the Steam Version of the game. |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: [Solved]Quick Refresher 11/18/2012, 9:13 pm | |
| Uh. I'm lost with the steam version. I dont know if theres a patch for it.
Are you trying to replace a stock stage? |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [Solved]Quick Refresher 11/18/2012, 9:18 pm | |
| I'm trying to set different skins for different stock stages, swapping heroes, and giving maps specific special units.
For Example:
Geonosis, Kamino, and Polis Massa use the Geonosis Droid Skins Coruscant, Tantive IV, and Tatooine use the Standard Droid Skins
I've done this before and have gotten it to work in my previous version for this mod, but I can't get it to work this time around, I know I'm missing something but I can't remember what it is. Instead of the mission.lvl replacement, I make use of the addon method. Add the map to the addon folder and the mod is in place. |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: [Solved]Quick Refresher 11/20/2012, 3:53 am | |
| Swapping heros on stock stages can be done via hexing the stock mission.lvl
You can give maps specific special units by hexing the stock mission.lvl
As for the stages, what you say "I'm trying to set different skins for different stock stages" Do you mean, you want your custom skins to appear on the levels? props etc? Or you trying to get vehicles with custom skins? |
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