Urban Map Pack v2.0 (Released)

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Urban Map Pack v2.0 (Released)

Postby TK432 » Sat Aug 08, 2009 7:37 am

Here's 2.0 of my Urban Map Pack

what has changed?

- All maps now feature random legions, heroes and on anchorhead also locals.
- The map pack supports Dark Times and BFX (i recommend you playing these aswell, I've put in some specials for each era, take it as some obvious easter egg)
- Both Bespin maps have been cut due to filesize and bugs. ("why bespin colony, it didn't have that many bugs?!" well...i just managed to really...make it crash)
- A new map has been added instead: Rori: Narmale. hope you enjoy it
- Many custom sides have been added by impspy, commander_keller and super_clone. Thanks a lot
- hunt mode should now appear correctly
- Anchorhead should now work at all
- No new campaign, i simply didn't have the time.
- Please don't be to hard to me on floating icons, I'm bad in fixing these

Screenies:

Hidden/Spoiler:
Image

Image

Image

Image

Image

Image


LINK:

Oldhttp://www.filefront.com/15380155/Urban-Map-Pack-2.0.0/Old
NOTE: This is a .0 format you can try to download it and change the .0 to zip or 7z, but it doesn't always work. Please be patient if it doesn't work and wait for the zip release. (which is having problems at the moment)

EDIT 20.04.2013
I've reuploaded it on moddb:

New Link:
http://www.moddb.com/mods/urban-map-pack-20/downloads/urban-map-pack-20
NOTE: It's no longer a .0 file, too


Special thanks to FragMe!, Maveritchell, Nova Hawk (and the other beta testers) and the creators of the custom sides.


Hidden/Spoiler:
Credits:


- FragMe! for the Dewback
- ARC_Commander for BFX
and
- Syth for several assets + original inspiration 1+ years ago
- DarthD.U.C.K. for improved knife, grenade models, snowtrooper pack, assassin blades, Starkiller anims, fixed royal guard, and dual pistols
- RepSharpshooter for SWBF2 1.2 assets, 501st skin, caped clones, HUD icons, new ingame.lvl, and hex-editing help
- Maveritchell for converting saber hilts and dual-wielding animations
- Aman/Pinguin for the clone assassin and translating into German
- AceMastermind for OOM droids, Grievous cape, weapon models
- Darth_Z13 for JKA model conversions
- [RDH]Zerted for new shell.lvl and core.lvl
- ]v[ for +123 assets
- Teancum for some clone skins, Conversion Pack assets, and CP scripts
- Conversion Pack people for CP assets
- Megatron for beta-testing
- Dragonum and JawaKiller for assets from ML-Kashyyyk
- The_Emperor for Weequay skin
- Broken_Hope for saber hilts
- Commander Fordo for some clone skins
- Satti for shadow stormtrooper skin
- Taivyx for force pike
- L5R for knife
- Wazmol69 for assets
- Caleb1117 for models
- Droideka88 for some skins
- Pahricida for DC-15A
- OOM-9 for DC-15S carbine
- Dragon93 for Shadow Trooper
- Majin Revan for Clone Commando
- Dragonum for DC-15s pistol
- NeoMarz for DC-17m and JKA sniper rifle
- FragMe for converting models
- MasterSaitek009 for melee attack ODFs
- JabbaLovesLava and Delta_57_Dash for disruptor rifle
- Qdin for Commander Cody
- Pandemic for the SWBF2 assets
- Gametoast for beta-testing, support, and a modding education
for BFX stuff
- Rends for Coruscant Assets
- Nova Hawk, Dom380 and Par3210 for Betatesting
- YaNkFaN for the torchfix
- Nova Hawk for many cool inspirations and the idea for the Rori Map
- Par3210 for the cookie/donut
- and all the ones that made tutorials for BF2 that helped me to make the maps
- Maveritchell for adding Dark Times toturial and the needed scripts
- Impspy, for cw and gcw sides
- Super_Clone for cw sides
- Commander_Keller for cw and gcw sides
- Ace Azzameen 5 and Teancum, for the COnPack and it's Republic Sides (not distributed in this package)
And of course, Pandemic, for the SWBF2 ZE v1.1 which this script runs on, and LA and George Lucas for Star wars.
Last edited by TK432 on Sat Apr 20, 2013 4:25 pm, edited 26 times in total.

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Re: Urban Map Pack v1.0

Postby Par3210 » Sat Aug 08, 2009 7:55 am

Lol, Par3210 for the cookie/donut :lol: Thanks :)

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Re: Urban Map Pack v1.0

Postby impspy » Sat Aug 08, 2009 10:19 am

Downloading now, can't wait! :thumbs:

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Re: Urban Map Pack v1.0

Postby TK432 » Sat Aug 08, 2009 10:28 am

first post updated with the non-BFX version

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Re: Urban Map Pack v1.0

Postby Maveritchell » Sat Aug 08, 2009 10:29 am

TK432 wrote:first post updated with the non-BFX version

Why are there two separate downloads?

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Re: Urban Map Pack v1.0

Postby TK432 » Sat Aug 08, 2009 10:32 am

because the up- and download is faster and you don't have to download the whole thing if you don't even have BFX so i thought it was better to make them seperate

EDIT: and i wasn't able to make them all in one addon folder

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Re: Urban Map Pack v1.0

Postby Maveritchell » Sat Aug 08, 2009 10:37 am

...but you're forcing people to either choose or to just download it twice. You ought to add anything extra as an extra era (just like the actual mod itself), and use GCW and CW for the stock era. Putting them together adds literally only a couple kilobytes to the download size and makes it much more convenient.

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Re: Urban Map Pack v1.0

Postby TK432 » Sat Aug 08, 2009 10:40 am

thats what i tried, but it didn't work, the map kept crashing in BFX era
and since i just started with modding for BF my knowledge is low
(and i looked at the adding hunt mode tut)

im gonna try it again now and see if it works, maybe i have luck

EDIT: :oops: yup...worked, lemme change it then im gonna replace the link
I'm sorry for the problems


im uploading the pack again now, sorry for the time

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Re: Urban Map Pack v1.0

Postby Nova Hawk » Sat Aug 08, 2009 1:06 pm

Very nice, when the download link is provided, I will download. :thumbs:

@TK: Is there any chance you can send me the original Bespin without the snow flakes??

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Re: Urban Map Pack v1.1 (fixed version)

Postby TK432 » Sat Aug 08, 2009 1:21 pm

ok fixed version uploaded, enjoy!

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Re: Urban Map Pack v1.1 (fixed version)

Postby Nova Hawk » Sat Aug 08, 2009 1:33 pm

Dude, 21mins for download? Dang...

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Re: Urban Map Pack v1.1 (fixed version)

Postby TK432 » Sat Aug 08, 2009 1:43 pm

its 6 maps with 4 eras, yup may take a few :)

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Re: Urban Map Pack v1.1 (fixed version)

Postby Nova Hawk » Sat Aug 08, 2009 2:03 pm

Tk, it looks like the localization didn't get fixed and the vehicles don't have any sound.

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Re: Urban Map Pack v1.1 (fixed version)

Postby TK432 » Sat Aug 08, 2009 2:15 pm

I tried to fix that but i have no idea how to fix the sound

and for localizing the units i tried to do what the tuts say but ingame the name bar is blank

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Re: Urban Map Pack v1.1 (fixed version)

Postby Nova Hawk » Sat Aug 08, 2009 2:24 pm

Well, ok and uh what's the file name for Bespin Colony??

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Re: Urban Map Pack v1.1 (fixed version)

Postby TK432 » Sat Aug 08, 2009 2:32 pm

BEF

ill see if i can reconstruct the old one then ill send it to you

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Re: Urban Map Pack v1.1 (fixed version)

Postby Skipper 24 » Sat Aug 08, 2009 3:27 pm

Awesome, I have been waiting a while for these. I'll download immeadietly.

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Re: Urban Map Pack v1.1 (fixed version)

Postby Gen.Kenobi » Sat Aug 08, 2009 6:44 pm

Awesome map pack.

Just got a FATAL error when trying to play BFX Clone Wars era on Archorhead map.
Loading screen looked strange in all maps...peharps RGB converting probleman...
Keep with the gret work,

-Gen.Kenobi

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Re: Urban Map Pack v1.1 (fixed version)

Postby impspy » Sat Aug 08, 2009 7:18 pm

TK432 wrote:I tried to fix that but i have no idea how to fix the sound

and for localizing the units i tried to do what the tuts say but ingame the name bar is blank


You didn't have to localize everything.

You could have done what I did and added this line to your LUA files so that it would read the bfx locallization:


Code: Select all
ReadDataFile("..\\..\\addon\\BFX\\data\\_LVL_PC\\core.lvl")

Here is my Belkedan cw lua for example:
Hidden/Spoiler:
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

   --  Empire Attacking (attacker is always #1)
    local ALL = 2
    local IMP = 1
    --  These variables do not change
    local ATT = 1
    local DEF = 2

ReadDataFile("..\\..\\addon\\BFX\\data\\_LVL_PC\\core.lvl")   <-----add it here

   
function ScriptPostLoad()

WeatherMode = math.random(1,3)
weather()            
   
   
    --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()
 
    SetUberMode(1)

    herosupport:AddSpawnCP("cp1","cp1_spawn")
    herosupport:AddSpawnCP("cp2","cp2_spawn")
    herosupport:AddSpawnCP("cp3","cp3_spawn")
    herosupport:AddSpawnCP("cp4","cp4_spawn")
    herosupport:AddSpawnCP("cp5","cp5_spawn")
    herosupport:Start()
   
 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 weather()
if WeatherMode == 1 then
ReadDataFile("dc:BKD\\sky.lvl", "evening")
elseif WeatherMode == 2 then
ReadDataFile("dc:BKD\\sky.lvl", "night")
elseif WeatherMode == 3 then
ReadDataFile("dc:BKD\\sky.lvl", "rainy")
end
end

function ScriptInit()

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")
   
    ReadDataFile("ingame.lvl")



    SetMaxFlyHeight(999)
   SetMaxPlayerFlyHeight(999)


   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("dc:sound\\hot.lvl;hot1gcw")
   ReadDataFile("sound\\kas.lvl;kas2gcw")
   

    ReadDataFile("SIDE\\BFX\\all.lvl",
                    "all_inf_rifleman",
                    "all_inf_rocketeer",
                    "all_inf_sniper",
                    "all_inf_engineer",
                    "all_inf_officer",
                    "all_inf_mercenary",
                    "all_inf_commander",
                    "all_inf_recon_twilek",
                    "all_inf_recon",
                    "all_hover_combatspeeder",
                    "all_inf_wookiee",
                    "all_hero_chewbacca")
                 
    ReadDataFile("SIDE\\BFX\\imp.lvl",
                    "imp_inf_rocketeer",
                    "imp_inf_engineer",
                    "imp_inf_sniper",
                    "imp_inf_dark_trooper",
                    "imp_inf_recon",
                    "imp_inf_commando",
                    "imp_inf_officer",
                    "imp_hover_fightertank",
                    "imp_hover_speederbike",
                    "imp_walk_atat")
    ReadDataFile("SIDE\\BFX\\jungle.lvl",
                    "all_inf_rifleman_jungle",
                    "all_inf_rocketeer_jungle",
                    "all_inf_sniper_jungle",
                    "imp_inf_commando_jungle",
                    "all_inf_officer_jungle")

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

     ReadDataFile("dc:SIDE\\las.lvl",
                    "las_inf_armytroop",
      "las_inf_rifleman",
                    "las_inf_armydemo",
                    "las_inf_sniper",
     "las_inf_armytech",
                    "las_inf_officer",
                    "las_inf_commander",
                    "las_inf_scout",
                    "las_imp_cody",
                    "las_inf_specops",
                    "las_inf_twilek")

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

        all={
            team = ALL,
            units = 75,
            reinforcements = 400,
            soldier = {"all_inf_rifleman",20, 40},
            assault = {"las_inf_twilek",2, 4},
            engineer = {"all_inf_engineer",2, 5},
            sniper  = {"all_inf_sniper",2, 5},
            officer = {"all_inf_officer",3, 8},
            special = {"all_inf_mercenary",2, 5},
           
        },
       
        imp={
            team = IMP,
            units = 75,
            reinforcements = 400,
            soldier = {"las_inf_armytroop",20, 28},
            assault = {"las_inf_armydemo",4, 6},
            engineer = {"las_inf_scout",2,5},
            sniper  = {"las_inf_armytech",5, 8},
            officer = {"las_inf_rifleman",5, 10},
            special = {"las_inf_sniper",4, 6},
        }
    }

    AddUnitClass(ALL, "all_inf_wookiee",3,5)
    AddUnitClass(ALL, "las_inf_specops",1,2)
    AddUnitClass(ALL, "all_inf_commander",0,1)
    AddUnitClass(IMP, "las_inf_officer",4,6)
    AddUnitClass(IMP, "imp_inf_commando",1,2)
    AddUnitClass(IMP, "las_inf_commander",2,4)

   

    --  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 1) -- 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("CommandWalker", 1)
    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", 129)
    SetMemoryPoolSize("Obstacle", 1024)
   SetMemoryPoolSize("PathNode", 1024)
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("SoldierAnimation", 480)
    SetMemoryPoolSize("TreeGridStack", 1024)
   SetMemoryPoolSize("UnitAgent", 134)
   SetMemoryPoolSize("UnitController", 134)
   SetMemoryPoolSize("Weapon", weaponCnt)

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:BKD\\BKD.lvl", "BKD_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\\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
    --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);


    herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 2500, gameMode = "conquest", minSpawnTime = 10,}
    herosupport:SetHeroClass(IMP, "las_imp_cody")
    herosupport:SetHeroClass(ALL, "all_hero_chewbacca")
end

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Re: Urban Map Pack v1.1 (fixed version)

Postby Nihillo » Sat Aug 08, 2009 9:30 pm

I had a report full of pictures of floating objects and pathing issues to post here, but X-fire, Photobucket, my internet provider and even my computer seem to be conspiring to make that impossible. So until I manage to somehow get those pictures hosted somewhere, all I can do is advise you to thoroughly inspect object placement and pathing in Bespin: Platform City, try to prevent units from getting stuck in Coruscant and check a floating wall in CP0 in your Rhen-var map.

P.S.: there is a floating turret in Bespin: Platform City near... hum... something; I don't know where it is and I can't post the screenshot, as I said before. I'm sorry.

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