Space, Adding Units and Lightsabers
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Space, Adding Units and Lightsabers
Ok. I tried to add a new unit to each side and they don't show up. Also lightsabers when swung do nothing, which I remember reading others had trouble with. However, when I hexedited back in november lightsabers did fine. So is there a script somewhere in land battles not present in space battles that makes lightsabers work?
- Teancum
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RE: Space, Adding Units and Lightsabers
Yeah there are no sounds for lightsabers in the space levels. You'll have to create a new custom sound lvl
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Re: RE: Space, Adding Units and Lightsabers
Wouldn't adding a readdatafile in the LUA fix the sound. I can't get the Sabers to cuase damage either, what needs to be done?Teancum wrote:Yeah there are no sounds for lightsabers in the space levels. You'll have to create a new custom sound lvl
RE: Re: RE: Space, Adding Units and Lightsabers
honestly, i couldn't care less about sounds unless they cause damage. I just want them to kill droids when swung
Also what about adding a new unit without replacing pilot or marine?
Also what about adding a new unit without replacing pilot or marine?
RE: Re: RE: Space, Adding Units and Lightsabers
ok solved my adding a unit problem. now what about sabers doing damage?
lol looks like your doing a pretty similar thing to me, im making a spave map with heroes and clones. clone pilot, anakin, obiwan. droid pilot, super battledroid, dooku and grievous. how did you get the extra units in? could you post that part of your script. thanks, even though my mod tools dont work :evil:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Common File
-- Common script that shares all setup information
--
ScriptCB_DoFile("setup_teams")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2
function SetupUnits()
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_hero_anakin",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_pilot",
"cis_inf_marine",
"cis_hero_countdooku",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_fly_tridroidfighter")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end
myTeamConfig = {
rep = {
team = REP,
units = 32,
reinforcements = -1,
pilot = { "rep_inf_ep3_pilot",26},
marine = { "rep_inf_ep3_marine",6},
special = { "rep_hero_anakin",1},
},
cis = {
team = CIS,
units = 32,
reinforcements = -1,
pilot = { "cis_inf_pilot",26},
marine = { "cis_inf_marine",6},
special = { "cis_hero_countdooku",1},
}
}
yeah im also stuck with the sounds and lightsabre damage... the same thing happens if you add anyother unit for example the clone commanders chain gun doesnt have a sound or do damge
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Common File
-- Common script that shares all setup information
--
ScriptCB_DoFile("setup_teams")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2
function SetupUnits()
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_hero_anakin",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_pilot",
"cis_inf_marine",
"cis_hero_countdooku",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_fly_tridroidfighter")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end
myTeamConfig = {
rep = {
team = REP,
units = 32,
reinforcements = -1,
pilot = { "rep_inf_ep3_pilot",26},
marine = { "rep_inf_ep3_marine",6},
special = { "rep_hero_anakin",1},
},
cis = {
team = CIS,
units = 32,
reinforcements = -1,
pilot = { "cis_inf_pilot",26},
marine = { "cis_inf_marine",6},
special = { "cis_hero_countdooku",1},
}
}
yeah im also stuck with the sounds and lightsabre damage... the same thing happens if you add anyother unit for example the clone commanders chain gun doesnt have a sound or do damge
- Teancum
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Here are the lines Teancum and I added to the LUA. Still working on getting the sound back in.
Also delete the line in the LUA under the memory spool called SetMemoryPoolSize("Combo" Damage,0)
Add these
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
Also delete the line in the LUA under the memory spool called SetMemoryPoolSize("Combo" Damage,0)
Add these
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
you add two or three in the same way... instead of special you can use any of the following...
soldier
assault
engineer
sniper
officer
special
pilot
marine
----------------
im gonna try adding that to my lua ill tell you if it works...
also do any of you know how to add the shimmer effects on the capital ships?
soldier
assault
engineer
sniper
officer
special
pilot
marine
----------------
im gonna try adding that to my lua ill tell you if it works...
also do any of you know how to add the shimmer effects on the capital ships?
- Teancum
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Excellent. Thanks a lot.Vyse wrote:Here are the lines Teancum and I added to the LUA. Still working on getting the sound back in.
Also delete the line in the LUA under the memory spool called SetMemoryPoolSize("Combo" Damage,0)
Add these
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
- Teancum
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Yes i can. I can land the jedi fighter and the v wing. Haven't tried the arc 170, but will try right now. I haven't touched zeroedit much except to edit anakin's starfighter to my custom one. that was all though so i don't believe i removed any regions.Teancum wrote:Can you land any other ships in the CIS hangar? There's something like LandingRegion or something that you need.