when i make space maps on zero edit i cant land wheni make my own capitial ship -1 reply

Please wait...

fishtail

Go #12

50 XP

3rd September 2008

0 Uploads

21 Posts

0 Threads

#1 10 years ago

Help :confused:




Yodakid

I post to get attention

50 XP

9th July 2008

0 Uploads

70 Posts

0 Threads

#2 10 years ago
fishtail

Go #12

50 XP

3rd September 2008

0 Uploads

21 Posts

0 Threads

#3 10 years ago

Hey Thanks




Yodakid

I post to get attention

50 XP

9th July 2008

0 Uploads

70 Posts

0 Threads

#4 10 years ago

I'm glad to help. :)




fishtail

Go #12

50 XP

3rd September 2008

0 Uploads

21 Posts

0 Threads

#5 10 years ago

i have one more thing to say




Yodakid

I post to get attention

50 XP

9th July 2008

0 Uploads

70 Posts

0 Threads

#6 10 years ago

okay, what?




fishtail

Go #12

50 XP

3rd September 2008

0 Uploads

21 Posts

0 Threads

#7 10 years ago

on the link you sent me i kind dont under stand what i need to do i need more details Plz!




fishtail

Go #12

50 XP

3rd September 2008

0 Uploads

21 Posts

0 Threads

#8 10 years ago

:/ Hello?




Yodakid

I post to get attention

50 XP

9th July 2008

0 Uploads

70 Posts

0 Threads

#9 10 years ago

Okay here we go! Open up your map whit zeroeditor and select the "region" button then in the left border select "new group" then go down and select the "box" button and then place it in the hangar. (If it is to samall/big you can change the size.) Be sure that it covers the whole hangar. Now in the region id square and class properties square write: landregion. NOTE write it in both squares! Now save the map and go to: C:\BF2_ModTools\data_ABC\Common\scripts\ABC and open the ABCc_cmn.lua (The c after ABCc means clonewars a g means galactic c. war.) Now scroll down to the bottom! I will show you here in the lua what to write in, look at the bottom. The red text is what you are going to add.

-- -- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved. -- SPAX - Clone Wars Template Common File -- Common script that shares all setup information --

ScriptCB_DoFile("setup_teams")

-- Republic Attacking (attacker is always #1) REP = 1 CIS = 2 -- These variables do not change ATT = 1 DEF = 2

function SetupUnits() ReadDataFile("SIDE\\rep.lvl", "rep_inf_ep3_pilot", "rep_inf_ep3_marine", "rep_fly_anakinstarfighter_sc", "rep_fly_arc170fighter_sc", "rep_veh_remote_terminal", "rep_fly_gunship_sc", "rep_fly_vwing") ReadDataFile("SIDE\\cis.lvl", "cis_inf_pilot", "cis_inf_marine", "cis_fly_droidfighter_sc", "cis_fly_droidgunship", "cis_fly_greviousfighter", "cis_fly_tridroidfighter") ReadDataFile("SIDE\\tur.lvl", "tur_bldg_spa_cis_beam", "tur_bldg_spa_cis_chaingun", "tur_bldg_spa_rep_beam", "tur_bldg_spa_rep_chaingun", "tur_bldg_chaingun_roof" ) end

myTeamConfig = { rep = { team = REP, units = 32, reinforcements = -1, pilot = { "rep_inf_ep3_pilot",26}, marine = { "rep_inf_ep3_marine",6}, }, cis = { team = CIS, units = 32, reinforcements = -1, pilot = { "cis_inf_pilot",26}, marine = { "cis_inf_marine",6}, } }

ScriptCB_DoFile("LinkedTurrets") function SetupTurrets() --CIS turrets turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense", turrets = {"cis_turr_1", "cis_turr_2", "cis_turr_3", "cis_turr_4", "cis_turr_5", "cis_turr_6"} } turretLinkageCIS:Init() function turretLinkageCIS:OnDisableMainframe() ShowMessageText("level.spa.hangar.mainframe.atk.down", REP) ShowMessageText("level.spa.hangar.mainframe.def.down", CIS) BroadcastVoiceOver( "ROSMP_obj_20", REP ) BroadcastVoiceOver( "COSMP_obj_21", CIS ) end function turretLinkageCIS:OnEnableMainframe() ShowMessageText("level.spa.hangar.mainframe.atk.up", REP) ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)

BroadcastVoiceOver( "ROSMP_obj_22", REP ) BroadcastVoiceOver( "COSMP_obj_23", CIS ) end --REP turrets turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense", turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} } turretLinkageREP:Init() function turretLinkageREP:OnDisableMainframe() ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS) ShowMessageText("level.spa.hangar.mainframe.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_21", REP ) BroadcastVoiceOver( "COSMP_obj_20", CIS ) end function turretLinkageREP:OnEnableMainframe() ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS) ShowMessageText("level.spa.hangar.mainframe.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_23", REP ) BroadcastVoiceOver( "COSMP_obj_22", CIS ) end end

function ScriptPreInit() SetWorldExtents(2500) 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() -- Designers, this line *MUST* be first! ReadDataFile("ingame.lvl") SetMinFlyHeight(-1800) SetMaxFlyHeight(1800) SetMinPlayerFlyHeight(-1800) SetMaxPlayerFlyHeight(1800) SetAIVehicleNotifyRadius(100) ReadDataFile("sound\\spa.lvl;spa2cw") ScriptCB_SetDopplerFactor(0.4) ScaleSoundParameter("tur_weapons", "MinDistance", 3.0); ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0); ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0); ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0); ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0); ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0); ScaleSoundParameter("explosion", "MaxDistance", 5.0); ScaleSoundParameter("explosion", "MuteDistance", 5.0); SetupUnits() SetupTeams(myTeamConfig)

-- Level Stats ClearWalkers() local weaponCnt = 250 local guyCnt = 32 local units = 72 SetMemoryPoolSize("Aimer", 200) SetMemoryPoolSize("AmmoCounter", weaponCnt) SetMemoryPoolSize("BaseHint", 73) SetMemoryPoolSize("EnergyBar", weaponCnt) SetMemoryPoolSize("EntityCloth", 0) SetMemoryPoolSize("EntityDroideka",0) SetMemoryPoolSize("EntityDroid",0) SetMemoryPoolSize("EntityHover", 0) SetMemoryPoolSize("EntityFlyer", 36) SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1500) SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 1784) SetMemoryPoolSize("ParticleTransformer::PositionTr", 1500) SetMemoryPoolSize("EntityLight", 100) SetMemoryPoolSize("EntityRemoteTerminal", 12) SetMemoryPoolSize("EntitySoldier",guyCnt) SetMemoryPoolSize("SoldierAnimation", 200) SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120) SetMemoryPoolSize("MountedTurret", 70) SetMemoryPoolSize("Navigator", guyCnt) SetMemoryPoolSize("Obstacle", 150) SetMemoryPoolSize("PassengerSlot", 0) SetMemoryPoolSize("PathNode", 92) SetMemoryPoolSize("UnitAgent", units) SetMemoryPoolSize("UnitController", units) SetMemoryPoolSize("Weapon", weaponCnt) SetMemoryPoolSize("TentacleSimulator", 0) SetMemoryPoolSize("Combo::DamageSample", 0)

SetSpawnDelay(10.0, 0.25) -- do any pool allocations, custom loading here if myScriptInit then myScriptInit() myScriptInit = nil end ReadDataFile("dc:HEJ\\spa_sky.lvl", "tat") ReadDataFile("dc:HEJ\\HEJ.lvl", myGameMode) SetDenseEnvironment("false")

SetParticleLODBias(15000) -- Sound Stats local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow") AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow) AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow) AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow) local 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\\spa.lvl", "spa") OpenAudioStream("sound\\spa.lvl", "spa") -- OpenAudioStream("sound\\global.lvl", "global_vo_quick") -- OpenAudioStream("sound\\global.lvl", "global_vo_slow") -- OpenAudioStream("sound\\tat.lvl", "tat1_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1) SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1) SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1) SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1) SetOutOfBoundsVoiceOver(REP, "Repleaving") SetOutOfBoundsVoiceOver(CIS, "Cisleaving") SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1) SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1) SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1) SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start", 0,1) SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1) SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end", 2,1) SetVictoryMusic(REP, "rep_spa_amb_victory") SetDefeatMusic (REP, "rep_spa_amb_defeat") SetVictoryMusic(CIS, "cis_spa_amb_victory") SetDefeatMusic (CIS, "cis_spa_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 Battle over Felucia -- Rep ship from behind AddCameraShot(0.998795, -0.041143, -0.026739, -0.001101, -720.435303, 809.024963, 2779.057129); -- CIS ship from behind AddCameraShot(0.028389, -0.001117, -0.998823, -0.039312, -629.853760, 809.024963, -2050.946289); -- Overall from right side of map AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828); -- Overall from left side of map AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);

AddDeathRegion("deathregion3") AddDeathRegion("deathregion4") AddLandingRegion("rep-CP1Con") AddLandingRegion("cis-CP1Con") [COLOR=Red]AddLandingRegion("landregion") [/COLOR]

end

And thats it! Hope this will work for you now! :)

(This is explained in a WERY noob way. =p ) And if you want to make another region just name it landregion2 (in ze) and in lua: [COLOR=Red][COLOR=Black]AddLandingRegion("landregion2")[/COLOR] [/COLOR]




fishtail

Go #12

50 XP

3rd September 2008

0 Uploads

21 Posts

0 Threads

#10 10 years ago

Thanks :) i figured it out now :)