Truppen in eigene Map einfügen

  • Hi Leute,
    wie Ihr ja oben schon steht, würde ich gerne wissen, wie man Truppen in eine Eigene Map einfügen kann.
    Hab hier mir mal ein Modding-Tutorial von Warlord28 durchgelesen, bin da aber nicht wirklich weiter gekommen, da ich
    keine Truppen aus den assets einfügen will, sondern eine heruntergeladene Truppe.
    Wenns recht ist, bitte nur stichpunktartige Anweisungen schreiben, wie z. B. in den Ordner XXX gehen
    dort blablabla machen

    Ich finde sowas einfach übersichtlicher. 8)


    Wundert euch nicht, das das meine 2. Frage innerhalb kurzer Zeit ist, ich bin erst Anfänger!! :) :)


    Mfg
    Luke

  • Also, dass hier hat jetzt nix mit dem zutun, was ich vorher gefragt hatte.


    Ich hab nämlich für ne Map die Truppen nen wegn verändert, als erstes die standart-Truppe auf PhaseI-Outfit und dannach auch die Schwere Truppe auf PhaseI-Outfit.
    Dann hab ich gemungt und festgestellt, dass nur die Normale sich verändert und die Schwere Truppe verschwunden ist.
    Zum verändern hab ich die anleitung von Warlord28 benutzt, beim der Schweren Truppe allerdings den rep ordner umgenamt in reb. hier mal meine
    LUA datei für den Republik-Eroberungsmodus:




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


    -- load the gametype script
    ScriptCB_DoFile("ObjectiveConquest")
    ScriptCB_DoFile("setup_teams")


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



    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(30)
    SetMaxPlayerFlyHeight (30)


    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\\yav.lvl;yav1cw")
    ReadDataFile("dc:SIDE\\rep.lvl",

    "rep_inf_ep3_rifleman")
    ReadDataFile("dc:SIDE\\reb.lvl",
    "rep_inf_ep3_rocketeer")
    ReadDataFile("SIDE\\rep.lvl",
    "rep_inf_ep3_engineer",
    "rep_inf_ep3_sniper",
    "rep_inf_ep3_officer",
    "rep_inf_ep3_jettrooper",
    "rep_hover_fightertank",
    "rep_hero_anakin",
    "rep_hover_barcspeeder")
    ReadDataFile("SIDE\\cis.lvl",
    "cis_inf_rifleman",
    "cis_inf_rocketeer",
    "cis_inf_engineer",
    "cis_inf_sniper",
    "cis_inf_officer",
    "cis_inf_droideka",
    "cis_hero_darthmaul",
    "cis_hover_aat")


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


    SetupTeams{
    rep = {
    team = REP,
    units = 20,
    reinforcements = 150,
    soldier = { "rep_inf_ep3_rifleman",9, 25},
    assault = { "rep_inf_ep3_rocketeer",1, 4},
    engineer = { "rep_inf_ep3_engineer",1, 4},
    sniper = { "rep_inf_ep3_sniper",1, 4},
    officer = {"rep_inf_ep3_officer",1, 4},
    special = { "rep_inf_ep3_jettrooper",1, 4},


    },
    cis = {
    team = CIS,
    units = 20,
    reinforcements = 150,
    soldier = { "cis_inf_rifleman",9, 25},
    assault = { "cis_inf_rocketeer",1, 4},
    engineer = { "cis_inf_engineer",1, 4},
    sniper = { "cis_inf_sniper",1, 4},
    officer = {"cis_inf_officer",1, 4},
    special = { "cis_inf_droideka",1, 4},
    }
    }


    SetHeroClass(CIS, "cis_hero_darthmaul")
    SetHeroClass(REP, "rep_hero_anakin")



    -- Level Stats
    -- ClearWalkers()
    AddWalkerType(0, 4) -- 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:SEC\\SEC.lvl", "SEC_conquest")
    ReadDataFile("dc:SEC\\SEC.lvl", "SEC_conquest")
    SetDenseEnvironment("false")





    -- Sound


    SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")


    voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)


    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\\global.lvl", "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
    OpenAudioStream("sound\\yav.lvl", "yav1")
    OpenAudioStream("sound\\yav.lvl", "yav1")
    OpenAudioStream("sound\\yav.lvl", "yav1_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)


    SetOutOfBoundsVoiceOver(2, "cisleaving")
    SetOutOfBoundsVoiceOver(1, "repleaving")


    SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
    SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
    SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
    SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)


    SetVictoryMusic(REP, "rep_yav_amb_victory")
    SetDefeatMusic (REP, "rep_yav_amb_defeat")
    SetVictoryMusic(CIS, "cis_yav_amb_victory")
    SetDefeatMusic (CIS, "cis_yav_amb_defeat")


    SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
    --SetSoundEffect("BirdScatter", "birdsFlySeq1")
    --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")



    --OpeningSateliteShot
    AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);


    AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
    AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
    AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
    AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
    AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
    AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
    AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
    AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
    AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
    end





    Jetzt is die Frage, was muss ich machen, um die Schwere Truppe auch verändert ins Spiel bring??
    (Den wichtigen Teil hab ich markiert)


    Mfg Luke


  • ReadDataFile("dc:SIDE\\reb.lvl",
    "rep_inf_ep3_rocketeer")


    Tippfehler? Du lädst rep_inf_ep3_rocketeer aus reb.lvl
    (reb.lvl gibt es außerdem nichtmal, außer du hast eine neue Side mit neuen munge.bat Dateien gemacht)


    EDIT: Grad gelesen, dass du den Ordner in reb.lvl umbenannt hast. Hast du auch munge.bat Dateien geändert? Und wieso packst du den Rocketeer nicht einfach mit bei deiner custom rep.lvl mit rein zum trooper?

    Ein Pinguin der's besser weiß, kühlt sich den Po mit Scholleneis.

  • vielen dank Pinguin, habs jetzt hinbekommen. ;) :thumbsup: :thumbsup:
    nur noch ne letzte Frage: Wie kann ich die Truppen umbenennen, also, das man z. B. aus "Schwere Truppe" "Heavy ARC Trooper" machen kann.
    genauer gesagt suche ich den Ort, wo man das machen kann, den fing ich nämlich nicht.