g_con

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Riser

g_con

Post by Riser »

How do i add more than 6 diiferent types of players on 1 side ?
I have added "cis_inf_pilot" etc into both ReadDataFile area & SetupTeams, but it just crashs my game when i try to start it.

Thanks
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Post by Dragonum »

look at the tatooine assault mission lua.
C:\BF2_ModTools\assets\scripts\tat/tat2g_eli.lua
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Post by Teancum »

Yes, but that requires isCelebrityDeathmatch to be set to true, which kills all conquest objectives.
DakkerDB

Post by DakkerDB »

It does?
I'm pretty sure I successfully added extra units on my test map once.
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Post by Teancum »

The only other option would be possibly adding SetUberMode(1) -- dunno if that would work.

Dakker -- if you got it working, you must spill! I have some recon units ready to go for Kamino, but they don't work with AddUnitClass
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Post by PR-0927 »

Teancum wrote:Yes, but that requires isCelebrityDeathmatch to be set to true, which kills all conquest objectives.

Not true. I used that method for my map and I now have seven soldier classes per side.

- Majin Revan
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Post by Teancum »

Cool -- maybe it was UberMode that killed them. I don't know it's been awhile.
Murdocr

Post by Murdocr »

i added units to my map easy. i have setuber in there so it is probably that.
Riser

Post by Riser »

Uber is for having 100's of bots on the battlefield at once, i want to put a 7 or 8 type of player on a team ?
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Post by MercuryNoodles »

Make sure the unit isn't being called from more than one lvl in the ReadDataFile lines. Either change the name of the unit, and anything that refers to it (reqs, odfs, and lua), or comment out one of the duplicate ReadDataFile lines so the lua calls up the unit only once.
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Post by PR-0927 »

Here is my RE1g_con.lua file:

Code: Select all

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

	--  Empire Attacking (attacker is always #1)
    local ALL = 2
    local IMP = 1
    --  These variables do not change
    local ATT = 1
    local DEF = 2
    
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"}
    
    
    
    --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:AddCommandPost(cp5)
    
    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(40)
	SetMaxPlayerFlyHeight(40)


    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  
    SetMemoryPoolSize ("FLEffectObject::OffsetMatrix",100)
    
    
    ReadDataFile("sound\\kas.lvl;kas2gcw")
    ReadDataFile("dc:sound\\RE1.lvl;RE1gcw")
    ReadDataFile("dc:SIDE\\all.lvl",
        "all_hover_combatspeeder",
        "all_inf_engineer",
        "all_inf_support",
        "all_inf_rifleman",
        "all_inf_rocketeer",
	"all_inf_infiltrator",
	"all_inf_medic",
        "all_inf_sniper")
                    
    ReadDataFile("dc:SIDE\\rep.lvl",
        "rep_hover_speederbike",
        "rep_hover_fightertank",
        "rep_inf_ep3_engineer",
        "rep_inf_ep3_support",
        "rep_inf_ep3_rifleman",
        "rep_inf_ep3_rocketeer",
        "rep_inf_ep3_sniper",
        "rep_inf_ep3_medic",
	"rep_inf_clone_commando",
        "rep_walk_oneman_atst")

	SetupTeams{
		all = {
			team = ALL,
			units = 64,
			reinforcements = 1000,
			soldier	= { "all_inf_rifleman",16, 25},
			assault	= { "all_inf_rocketeer",8,15},
			engineer = { "all_inf_engineer",8,15},
			sniper	= { "all_inf_sniper",8,15},
			officer	= { "all_inf_support",8,15},
			special	= { "all_inf_medic",8,15},
		},
	}

    AddUnitClass(ALL,"all_inf_infiltrator",  8,15)

	SetupTeams{
		imp = {
			team = IMP,
			units = 64,
			reinforcements = 1000,
			soldier	= { "rep_inf_ep3_rifleman",16, 25},
			assault	= { "rep_inf_ep3_rocketeer",8,15},
			engineer = { "rep_inf_ep3_engineer",8,15},
			sniper	= { "rep_inf_ep3_sniper",8,15},
			officer	= { "rep_inf_ep3_support",8,15},
			special	= { "rep_inf_ep3_medic",8,15},
		},
	}

    AddUnitClass(IMP, "rep_inf_clone_commando",8,15)
    
    --  Level Stats
    ClearWalkers()
    AddWalkerType(1, 8) -- 1x2 (1 pair of legs)

    local weaponCnt = 1024
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityCloth", 32)
    SetMemoryPoolSize("EntityLight", 200)
    SetMemoryPoolSize("EntityHover", 16)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 32)
    SetMemoryPoolSize("MountedTurret", 32)
    SetMemoryPoolSize("Navigator", 128)
    SetMemoryPoolSize("Obstacle", 1024)
    SetMemoryPoolSize("PathNode", 1024)
    SetMemoryPoolSize("SoldierAnimation", 500)
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("TreeGridStack", 1024)
    SetMemoryPoolSize("UnitAgent", 128)
    SetMemoryPoolSize("UnitController", 128)
    SetMemoryPoolSize("Weapon", weaponCnt)

    SetSpawnDelay(8.0, 0.25)
    ReadDataFile("dc:RE1\\RE1.lvl", "RE1_conquest")
    SetDenseEnvironment("false")


    --  Sound Stats
    
    voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "wok_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
    
    voiceQuick = OpenAudioStream("sound\\global.lvl",  "all_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl",  "imp_unit_vo_quick", voiceQuick) 
    AudioStreamAppendSegments("sound\\global.lvl", "wok_unit_vo_quick", voiceQuick)   
    
    OpenAudioStream("sound\\global.lvl",  "gcw_music")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    OpenAudioStream("sound\\kas.lvl",  "kas")
    OpenAudioStream("sound\\kas.lvl",  "kas")

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

    SetOutOfBoundsVoiceOver(2, "Allleaving")
    SetOutOfBoundsVoiceOver(1, "Impleaving")

    SetAmbientMusic(ALL, 1.0, "all_kas_amb_start",  0,1)
    SetAmbientMusic(ALL, 0.8, "all_kas_amb_middle", 1,1)
    SetAmbientMusic(ALL, 0.2,"all_kas_amb_end",    2,1)
    SetAmbientMusic(IMP, 1.0, "imp_kas_amb_start",  0,1)
    SetAmbientMusic(IMP, 0.8, "imp_kas_amb_middle", 1,1)
    SetAmbientMusic(IMP, 0.2,"imp_kas_amb_end",    2,1)

    SetVictoryMusic(ALL, "all_kas_amb_victory")
    SetDefeatMusic (ALL, "all_kas_amb_defeat")
    SetVictoryMusic(IMP, "imp_kas_amb_victory")
    SetDefeatMusic (IMP, "imp_kas_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")

    --  Camera Stats
	AddCameraShot(0.224778, -0.020660, -0.970102, -0.089167, -458.456573, 8.361650, -30.174923);
	AddCameraShot(0.356653, -0.008751, -0.933915, -0.022914, -56.596874, 7.499118, -65.540321);
	AddCameraShot(0.188190, 0.010266, -0.980621, 0.053495, 8.459979, 11.768010, -143.714508);
	AddCameraShot(0.973686, -0.038739, 0.224399, 0.008928, 464.670044, 11.768010, 39.809654);
end

Everything works fine too.

- Majin Revan
Riser

Post by Riser »

Cheers Majin Revan

i wasnt doing this below
AddUnitClass(ALL,"all_inf_infiltrator", 8,15)
AddUnitClass(IMP, "rep_inf_clone_commando",8,15)

i was just adding extra
engineer = { "all_inf_engineer",8,15},
sniper = { "all_inf_sniper",8,15},
officer = { "all_inf_support",8,15},

i guess it doesnt like that

thanks again ill try it when i get home from work 2mor :D
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Teancum
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Post by Teancum »

Hmmm... Must've been an asset problem when I was doing the new units.
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