Custom Side: How To (FAQ)

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SilvaDalek
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Re: Custom Side: How To

Post by SilvaDalek »

Now I can add weapons to my sides! Like my sniper running around punching people is fun :P

Thank you!!!!!!!!!!!
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Re: Custom Side: How To

Post by Caleb1117 »

Saitek's punch?
Thats a cool weapon. :D
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Re: Custom Side: How To

Post by SilvaDalek »

Foolis' punch, maybe it's his, but he gave it to me. It is like a force puch, but you have to right next to and you get a grenade throw punch. Perhaps I could be directed at this other punch :P
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Re: Custom Side: How To

Post by Fluffy_the_ic »

i give up. i got no errors whatsoever, but all of the cps were deleted. and still no person. this was my best, map too, took me 3 weeks to make (new to mapping), and its ruined. probably all my errors.
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Re: Custom Side: How To

Post by Caleb1117 »

Its not ruined, that happens alot.

Try doing a clean.

@'S Dalek Yep thats Saitek's
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Re: Custom Side: How To

Post by Fluffy_the_ic »

how do you do a clean? click the clean.bat? please note im bad with computers sometimes.

EDIT: if you do, which clen.bat do you use? the one in the plain build folder, the clean_all.bat, or the one in my sides folder?
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Re: Custom Side: How To

Post by Pidgeon »

:cry: i just gave up on it
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Re: Custom Side: How To

Post by SilvaDalek »

Open modtoolsvisualmunge or whatever and there should be a "clean" button next to the "munge" button.
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Re: Custom Side: How To

Post by Taivyx »

Hey look guys, never give up.
Never.
Ever.
This may sound as cheesy as hell, but I don't care.

Don't give up if doesn't work.
Caleb's tutorial is sufficient for most people, but there may be some parts some modders may be unable to understand.
This is where you ask questions. Be specific and clear with what you need help on, and we'll try our best to give you help.

I would rant longer about not giving up, but as it is, I've got a headache, a runny nose, and a sore throat, so I'll stop here :P :sick:
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Re: Custom Side: How To

Post by Fluffy_the_ic »

i did a clean and it's EXACTLY the same. i cleaned the side, though. do i clean the map or just the side?
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Re: Custom Side: How To

Post by SilvaDalek »

Can you repost the error log. Then we can detirmine what needsa clean :P
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Re: Custom Side: How To

Post by Pidgeon »

By give up I did'nt mean stop modding -.-
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Re: Custom Side: How To

Post by FragMe! »

Fluffy and Pidgeon

Remove the dc: from the luas return all the units back to normal units. Do a manual clean. Then remunge.
This will tell you if you map is okay.
Once you are happy your map is okay you can try again at adding units, I suggest doing one at a time.


and since I know you may ask here is the link on how to do a manual clean
http://www.gametoast.com/forums/viewtop ... =27&t=9961
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Re: Custom Side: How To

Post by Pidgeon »

:cpu: it still did'nt solve the problem i'll just make a idfferent map and try again
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Re: Custom Side: How To

Post by wazmol »

Pointless, just follow what FragMe said and it should work just fine!
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Re: Custom Side: How To

Post by Pidgeon »

well there is 1 thing im wondering but in my folders there is no bat at the end of the munge and clean is that normal or is it supposed to say that ?
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Re: Custom Side: How To

Post by RevanSithLord »

Taivyx wrote:Caleb's tutorial is sufficient for most people, but there may be some parts some modders may be unable to understand.
Ah hell. You've exposed me. :P

Yeah. I'm not so good with this stuff, but hell, I'm not giving up. I'll learn to do this even if I were to....

no.. I shouldn't say it or I'll jinx myself. For what it's worth, thanks for the tutorial. I've saved the images and copied the text into Wordpad in-case my internet were to go down while modding and I needed guidance.
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Re: Custom Side: How To

Post by Caleb1117 »

Well fear not, once you do do it the first time, its very easy to re do.

Particularly if you keep old mod projects.
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Re: Custom Side: How To

Post by elfie »

I followed the tut steps with no typos I believe and it crashed before it loaded with no message severity 3 errors and no munge log errors. So what is the problem?
my lua:
Hidden/Spoiler:
[code]--
-- 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"}



--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: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 ("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\\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_hansolo_tat")

ReadDataFile("dc:SIDE\\sto.lvl",
"sto_inf_trooper")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "sto_inf_trooper",9, 25},
assault = { "",1,4},
engineer = { "",1,4},
sniper = { "",1,4},
officer = { "",1,4},
special = { "",1,4},
},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

-- 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)

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("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:AS1\\AS1.lvl", "AS1_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", "des_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)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

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_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
[/code]
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Re: Custom Side: How To

Post by woner11 »

There is possibly something wrong with your sto_inf_trooper. If this is the case it is reading the IMP side as having no units, in which case the map will crash. I would recommend adding a unit that you know works ( a default unit) to the imperial side and see if wether or not the sto_inf_trooper shows up. You can also make the sto_inf_trooper your hero and have another default unit in place on the team, then see if your hero shows up (sto_inf_trooper). If not it is something wrong with that unit and then you must go back, check your req, odf and such.
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