NO Lua_scripting_guide.doc
Moderator: Moderators
NO Lua_scripting_guide.doc
in the getting started document it says:
"Detailed information about the scripts can be found in the documents folder in Lua_scripting_guide.doc."
but theres no document for that. i REALLY need it b/c i need to know what the names of vehicles are to add them and lots of other stuff. (this would probably solve my vehicle spawn issues)
does anyone else have this document? and how could i get it if anyone else does?
all help is GREATLY appricieated.
EDIT: was it just called something different?
"Detailed information about the scripts can be found in the documents folder in Lua_scripting_guide.doc."
but theres no document for that. i REALLY need it b/c i need to know what the names of vehicles are to add them and lots of other stuff. (this would probably solve my vehicle spawn issues)
does anyone else have this document? and how could i get it if anyone else does?
all help is GREATLY appricieated.
EDIT: was it just called something different?
Vehicles:
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_aalya",
"rep_hover_barcspeeder",
"rep_hover_swampspeeder",
"rep_walk_oneman_atst",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_fly_gunship",
"rep_walk_atte")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_hover_aat",
"cis_walk_spider",
"cis_tread_hailfire",
"cis_hover_stap",
"cis_tread_snailtank",
"cis_fly_tridroidfighter",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship")
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_luke_jedi",
"all_hover_combatspeeder",
"all_fly_snowspeeder",
"all_fly_gunship_sc",
"all_fly_awing",
"all_fly_xwing_sc")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_fly_destroyer_dome",
"imp_fly_tiefighter_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_hover_speederbike",
"imp_walk_atst",
"imp_hover_fightertank",
"imp_walk_atat")
Mobile CPs:
Imagine you want 4 AT-ATs in your map. This is what you do:
1. Place the vehicle spawns in ZoneEditor. When all 4 possess the "imp_walk_atat" code, make sure they all belong to Team 1.
2. Save your map.
3. Go into your XXXg_con LUA script and scroll down here:
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
AT-ATs have 2 pairs of legs, so make sure it looks like this:
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 4) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
There you have it. The 4 stands for 4x2 amount of legs on the map. 4 AT-ATs = 8 legs.
4. Scroll down to this part next:
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
Press enter under the last line. Type this in:
SetMemoryPoolSize("CommandWalker", 4)
It should look like this now:
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 4)
5. Save your script. Munge your map and have fun with your mobile CPs.
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_aalya",
"rep_hover_barcspeeder",
"rep_hover_swampspeeder",
"rep_walk_oneman_atst",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_fly_gunship",
"rep_walk_atte")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_hover_aat",
"cis_walk_spider",
"cis_tread_hailfire",
"cis_hover_stap",
"cis_tread_snailtank",
"cis_fly_tridroidfighter",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship")
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_luke_jedi",
"all_hover_combatspeeder",
"all_fly_snowspeeder",
"all_fly_gunship_sc",
"all_fly_awing",
"all_fly_xwing_sc")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_fly_destroyer_dome",
"imp_fly_tiefighter_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_hover_speederbike",
"imp_walk_atst",
"imp_hover_fightertank",
"imp_walk_atat")
Mobile CPs:
Imagine you want 4 AT-ATs in your map. This is what you do:
1. Place the vehicle spawns in ZoneEditor. When all 4 possess the "imp_walk_atat" code, make sure they all belong to Team 1.
2. Save your map.
3. Go into your XXXg_con LUA script and scroll down here:
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
AT-ATs have 2 pairs of legs, so make sure it looks like this:
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 4) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
There you have it. The 4 stands for 4x2 amount of legs on the map. 4 AT-ATs = 8 legs.
4. Scroll down to this part next:
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
Press enter under the last line. Type this in:
SetMemoryPoolSize("CommandWalker", 4)
It should look like this now:
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 4)
5. Save your script. Munge your map and have fun with your mobile CPs.
In addition, do the same for AT-TEs, but instead of writing the numbers on the "x2 pairs of legs" lines, write them for x3. Like this:
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 4) -- 3x2 (3 pairs of legs)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 4) -- 3x2 (3 pairs of legs)
- [RDH]Zerted
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Battlefront II Mission LUA Guide, Battlefront II Space LUA Guide, and Battlefront2 Scripting System are scripting guides.
I've started making a scripting API, but I can only create it in terms of how each functions/events are used throughout the game. I can't determine the type of filters on events not in the Battlefront2 Scripting System, so I'm not sure if I should keep working on it...
I've started making a scripting API, but I can only create it in terms of how each functions/events are used throughout the game. I can't determine the type of filters on events not in the Battlefront2 Scripting System, so I'm not sure if I should keep working on it...
Battlefront II Mission LUA Guide, Battlefront II Space LUA Guide, and Battlefront2 Scripting System are the only scripting guides but in the Getting Started guide it says go to the Lua_scripting_guide.doc for more information regarding lua scritpting but there isn't one.
oh and aconzihc did u add the vehicles in the modidg_con.lua? b'c the clone wars and the GCW are two different scripts. though i don't know if im right or not.
oh and aconzihc did u add the vehicles in the modidg_con.lua? b'c the clone wars and the GCW are two different scripts. though i don't know if im right or not.
This would be very useful[RDH]Zerted wrote:Battlefront II Mission LUA Guide, Battlefront II Space LUA Guide, and Battlefront2 Scripting System are scripting guides.
I've started making a scripting API, but I can only create it in terms of how each functions/events are used throughout the game. I can't determine the type of filters on events not in the Battlefront2 Scripting System, so I'm not sure if I should keep working on it...