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 [Solved]Quick Refresher

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Glitch
Storm Trooper Corporal
Storm Trooper Corporal
Glitch

Messages : 408
Registration Date : 2012-04-02
Age : 29
Location : Baktoid Combat Automata

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PostSubject: [Solved]Quick Refresher   [Solved]Quick Refresher I_icon_minitime11/17/2012, 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. Neutral (Right...this is probably in the tutorials...)

Code:
 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
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Lephenix
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PostSubject: Re: [Solved]Quick Refresher   [Solved]Quick Refresher I_icon_minitime11/17/2012, 1:30 pm

Spoiler:
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http://lephenixbeginnings.blogspot.fr/
Glitch
Storm Trooper Corporal
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Glitch

Messages : 408
Registration Date : 2012-04-02
Age : 29
Location : Baktoid Combat Automata

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PostSubject: Re: [Solved]Quick Refresher   [Solved]Quick Refresher I_icon_minitime11/17/2012, 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
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PostSubject: Re: [Solved]Quick Refresher   [Solved]Quick Refresher I_icon_minitime11/18/2012, 3:55 am

Name change tutorial can be found here: https://swbf-custom.forumactif.com/t157-faqnaming-a-soldier
A quick side refresher tutorial can be found here: https://swbf-custom.forumactif.com/t164-faqa-quick-side-refresher
A detailed map starter can be found here: https://swbf-custom.forumactif.com/t141-faqicemember-s-tutorials-in-to-modding

Other things like adding sky, sound can be found here: https://swbf-custom.forumactif.com/t4-modding-faq
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Glitch
Storm Trooper Corporal
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Glitch

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Registration Date : 2012-04-02
Age : 29
Location : Baktoid Combat Automata

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PostSubject: Re: [Solved]Quick Refresher   [Solved]Quick Refresher I_icon_minitime11/18/2012, 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... Neutral

Your doing the exact thing i'm referring to in your "Reloaded Side Mod"
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Icemember
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Icemember

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PostSubject: Re: [Solved]Quick Refresher   [Solved]Quick Refresher I_icon_minitime11/18/2012, 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
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Glitch
Storm Trooper Corporal
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Glitch

Messages : 408
Registration Date : 2012-04-02
Age : 29
Location : Baktoid Combat Automata

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PostSubject: Re: [Solved]Quick Refresher   [Solved]Quick Refresher I_icon_minitime11/18/2012, 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:
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:
--
-- 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?


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Icemember
Dark Trooper Phase 1 Class
Dark Trooper Phase 1 Class
Icemember

Messages : 1241
Registration Date : 2010-07-29
Age : 43
Location : Bespin: Cloud City

[Solved]Quick Refresher Empty
PostSubject: Re: [Solved]Quick Refresher   [Solved]Quick Refresher I_icon_minitime11/18/2012, 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
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Glitch
Storm Trooper Corporal
Storm Trooper Corporal
Glitch

Messages : 408
Registration Date : 2012-04-02
Age : 29
Location : Baktoid Combat Automata

[Solved]Quick Refresher Empty
PostSubject: Re: [Solved]Quick Refresher   [Solved]Quick Refresher I_icon_minitime11/18/2012, 8:28 pm

Popup after running BF2_modtools.exe in GameData folder. "Please insert CD 1"

I have the Steam Version of the game.
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Icemember
Dark Trooper Phase 1 Class
Dark Trooper Phase 1 Class
Icemember

Messages : 1241
Registration Date : 2010-07-29
Age : 43
Location : Bespin: Cloud City

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PostSubject: Re: [Solved]Quick Refresher   [Solved]Quick Refresher I_icon_minitime11/18/2012, 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?
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Glitch
Storm Trooper Corporal
Storm Trooper Corporal
Glitch

Messages : 408
Registration Date : 2012-04-02
Age : 29
Location : Baktoid Combat Automata

[Solved]Quick Refresher Empty
PostSubject: Re: [Solved]Quick Refresher   [Solved]Quick Refresher I_icon_minitime11/18/2012, 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.
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Icemember
Dark Trooper Phase 1 Class
Dark Trooper Phase 1 Class
Icemember

Messages : 1241
Registration Date : 2010-07-29
Age : 43
Location : Bespin: Cloud City

[Solved]Quick Refresher Empty
PostSubject: Re: [Solved]Quick Refresher   [Solved]Quick Refresher I_icon_minitime11/20/2012, 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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PostSubject: Re: [Solved]Quick Refresher   [Solved]Quick Refresher I_icon_minitime

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