question about Uber Mode
Moderator: Moderators
question about Uber Mode
I have the right script I think but it only lets me play as the republic, once i used uber mode that happened.
RE: question about Uber Mode
what? try explaining a little better than that.
OK lets see. You added UberMode and now you can only play as the republic?
Your doing something wrong then.
OK lets see. You added UberMode and now you can only play as the republic?
Your doing something wrong then.
RE: question about Uber Mode
i'll show you the script:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
-- 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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
AddDeathRegion("deathregion_1")
AddDeathRegion("deathregion_2")
AddDeathRegion("deathregion_3")
--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",
isUberMode = true,
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(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()
SetUberMode(1);
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(300)
SetMaxPlayerFlyHeight (300)
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("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_officer",
"rep_walk_atte",
"rep_fly_gunship",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_marine",
"cis_inf_sniper",
"cis_walk_spider",
"cis_hover_stap",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\cdr.lvl",
"cdr_inf_ep2_captain",
"cdr_inf_ep2_sergeant",
"cdr_hero_twilek",
"cdr_inf_ep2_lieutenant")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 500,
reinforcements = 2000,
soldier = { "rep_inf_ep2_rifleman",1, 238},
assault = { "rep_inf_ep2_rocketeer",1, 49},
engineer = { "rep_inf_ep2_engineer",1, 49},
sniper = { "rep_inf_ep2_sniper",1, 49},
officer = {"rep_inf_ep2_rocketeer_chaingun",1, 24},
special = { "rep_inf_ep2_jettrooper",1, 24},
},
cis = {
team = CIS,
units = 400,
reinforcements = 2000,
soldier = { "cis_inf_rifleman",1, 112},
assault = { "cis_inf_rocketeer",1, 50},
engineer = { "cis_inf_engineer",1, 50},
sniper = { "cis_inf_sniper",1, 50},
officer = {"cis_inf_marine",1, 113},
special = { "cis_inf_droideka",1, 25},
}
}
AddUnitClass(REP,"cdr_inf_ep2_sergeant" ,1,50)
AddUnitClass(REP,"cdr_inf_ep2_lieutenant" ,1,13)
AddUnitClass(REP,"cdr_inf_ep2_captain" ,1,4)
AddUnitClass(REP, "cdr_hero_twilek",0,1)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 25) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 5) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 6) -- 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("CommandWalker", 6)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:OT1\\OT1.lvl", "OT1_conquest")
ReadDataFile("dc:OT1\\OT1.lvl", "OT1_conquest")
SetDenseEnvironment("true")
-- 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
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
-- 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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
AddDeathRegion("deathregion_1")
AddDeathRegion("deathregion_2")
AddDeathRegion("deathregion_3")
--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",
isUberMode = true,
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(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()
SetUberMode(1);
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(300)
SetMaxPlayerFlyHeight (300)
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("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_officer",
"rep_walk_atte",
"rep_fly_gunship",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_marine",
"cis_inf_sniper",
"cis_walk_spider",
"cis_hover_stap",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\cdr.lvl",
"cdr_inf_ep2_captain",
"cdr_inf_ep2_sergeant",
"cdr_hero_twilek",
"cdr_inf_ep2_lieutenant")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 500,
reinforcements = 2000,
soldier = { "rep_inf_ep2_rifleman",1, 238},
assault = { "rep_inf_ep2_rocketeer",1, 49},
engineer = { "rep_inf_ep2_engineer",1, 49},
sniper = { "rep_inf_ep2_sniper",1, 49},
officer = {"rep_inf_ep2_rocketeer_chaingun",1, 24},
special = { "rep_inf_ep2_jettrooper",1, 24},
},
cis = {
team = CIS,
units = 400,
reinforcements = 2000,
soldier = { "cis_inf_rifleman",1, 112},
assault = { "cis_inf_rocketeer",1, 50},
engineer = { "cis_inf_engineer",1, 50},
sniper = { "cis_inf_sniper",1, 50},
officer = {"cis_inf_marine",1, 113},
special = { "cis_inf_droideka",1, 25},
}
}
AddUnitClass(REP,"cdr_inf_ep2_sergeant" ,1,50)
AddUnitClass(REP,"cdr_inf_ep2_lieutenant" ,1,13)
AddUnitClass(REP,"cdr_inf_ep2_captain" ,1,4)
AddUnitClass(REP, "cdr_hero_twilek",0,1)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 25) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 5) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 6) -- 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("CommandWalker", 6)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:OT1\\OT1.lvl", "OT1_conquest")
ReadDataFile("dc:OT1\\OT1.lvl", "OT1_conquest")
SetDenseEnvironment("true")
-- 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
- Epena
- Old School Staff
- Posts: 1176
- Joined: Fri Oct 21, 2005 2:33 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: question about Uber Mode
What do I know, but I think that it may be right here.
May need to be 3, or 0, or blank. (most likely) Not really sure, but that may be it right there!-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(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()
SetUberMode(1);
RE: question about Uber Mode
wo wo hes right about the 1
its not ubermode then. u got something else wrong. sorry i don't know
EDIT: AH i think i got it
why isn't the units both at 500 or both at 400.
Republic is at 500 and CIS is at 400. I don't know why but this might be the problem. Try it and see
its not ubermode then. u got something else wrong. sorry i don't know
EDIT: AH i think i got it
why isn't the units both at 500 or both at 400.
Republic is at 500 and CIS is at 400. I don't know why but this might be the problem. Try it and see
-
- Jedi Admin
- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
RE: question about Uber Mode
the most units you can get on a side is 300, so i would lower them,
also, having sides with different ammount of units won't crash the game
also, having sides with different ammount of units won't crash the game
RE: question about Uber Mode
ok penguin but this happens on all my levels, maybe i've just never had it under 300?
RE: question about Uber Mode
didn't do anything:(
RE: question about Uber Mode
the max is 300 but you can put it higher. It just won't spawn more than 300.
iv tried it and it works just like that.
iv tried it and it works just like that.
RE: question about Uber Mode
ok, yeah i tried to make a test map and added uber mode and no playable 2 sides.
- jangoisbaddest
- Lieutenant General
- Posts: 661
- Joined: Mon Feb 27, 2006 12:10 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: All Along The Watchtower
RE: question about Uber Mode
Perhaps you failed to notice that you're loading both Conquest and TDM Objectives?
-
- Jedi Admin
- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
RE: question about Uber Mode
oh i was going to make a TDM objective, but other than that it shouldn't matter because without that on a different level it still does it.
-
- Old School Staff
- Posts: 2059
- Joined: Wed Feb 23, 2005 9:54 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: question about Uber Mode
maybe it's because you've only added UberMode = true to your ModIDc_con?
I haven't tried anytihng related to UberMode - but shouldn't you also add the script to the other .lua?
which is ModIDg_con
you've only posted ModIDc_con as far as I can see...
I haven't tried anytihng related to UberMode - but shouldn't you also add the script to the other .lua?

you've only posted ModIDc_con as far as I can see...

RE: question about Uber Mode
I didn't add UberMode to ModIDg_con that shouldn't matter, the game structure doesn't make the two interfere
RE: question about Uber Mode
drummer is right not changing the other script wouldn't make a difference. sorry drummer, but you got 1 serious problem and me or anyone here don't have any clue of what to do.
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RE: question about Uber Mode
So what type of objective are you trying to make?--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",
isUberMode = true,
multiplayerRules = true}
If its Conquest, remove "isUberMode = True,".
If its TDM change "conquest = ObjectiveConquest:New..." to "conquest = ObjectiveTDM:New..."
RE: question about Uber Mode
I deleted isUberMode and it still didn't work.
RE: question about Uber Mode
you can't have TDM and conquest at the same time (correct me if im wrong). why do you have it? Itsn't that your problem.
RE: question about Uber Mode
ok i deleted that part but it still doesn't work:(