Vehicles for Local Faction

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zAZRO
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Vehicles for Local Faction

Post by zAZRO »

Hi all, I recently redesigned the Tatooine Dune Sea map where I swapped the factions around and made the Tusken Raiders playable vs The Empire and made the Rebels the local faction instead. I also went into zero editor and swapped the cps around so that all teams spawn in the right place.

However, when this was complete it turns out that the vehicles for the rebels do not spawn anymore because they are now counted as the local faction.

I am wondering if it is possible to give the rebels back their vehicles or if local factions can even spawn in vehicles at all.

Here is my lua.

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

AddMissionObjective(IMP, "orange", "level.tat1.objectives.1");
AddMissionObjective(IMP, "red", "level.tat1.objectives.2");
AddMissionObjective(ALL, "orange", "level.tat1.objectives.1");
AddMissionObjective(ALL, "red", "level.tat1.objectives.2");

SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(ALL, 0.95)



ReadDataFile("sound\\tat.lvl;tat1gcw");
ReadDataFile("SIDE\\all.lvl",
"all_fly_xwing",
"all_hover_combatspeeder",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler")
ReadDataFile("SIDE\\imp.lvl",
"imp_fly_destroyer_dome",
"imp_fly_tiefighter",
"imp_hover_speederbike",
"imp_walk_atst",
"imp_inf_basic_tie",
"imp_inf_dark_trooper",
"imp_inf_darthvader")
ReadDataFile("SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_tuskenraider")
SetAttackingTeam(ATT);

-- Alliance Stats
SetTeamName(ALL, "locals")
AddUnitClass(ALL, "tat_inf_tuskenraider",11)
AddUnitClass(ALL, "tat_inf_tuskenhunter",3)

-- Imperial Stats
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",5)
AddUnitClass(IMP, "imp_inf_shock_trooper",2)
AddUnitClass(IMP, "imp_inf_pilottie",3)
AddUnitClass(IMP, "imp_inf_scout_trooper",1)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
SetHeroClass(IMP, "imp_inf_darthvader")

-- Attacker Stats
SetUnitCount(ATT, 25)
SetReinforcementCount(ATT, 250)
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 2.25)
AddBleedThreshold(ATT, 1, 3.0)

-- Defender Stats
SetUnitCount(DEF, 14)
SetReinforcementCount(DEF, 750)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)

-- Local Stats
SetTeamName(3, "Alliance")
SetTeamIcon(3, "all_icon")
AddUnitClass(3, "all_inf_soldierdesert",11)
AddUnitClass(3, "all_inf_vanguard",3)
AddUnitClass(3, "all_inf_pilot",4)
AddUnitClass(3, "all_inf_marksman",4)
AddUnitClass(3, "all_inf_smuggler",1)
AddUnitClass(3, "all_inf_lukeskywalker",1)
SetUnitCount(3, 25)
SetReinforcementCount(3, 250)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0)
AddWalkerType(1, 4)
AddWalkerType(2, 0)
SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat1.lvl")
SetDenseEnvironment("false")
AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)


-- Sound Stats
OpenAudioStream("sound\\tat.lvl", "tatgcw_music");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
OpenAudioStream("sound\\tat.lvl", "tat1_emt");

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, 0.99, "all_tat_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"all_tat_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "imp_tat_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"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");

SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP, ALL, 0, "imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
SetPlanetaryBonusVoiceOver(IMP, ALL, 1, "");
SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP, ALL, 2, "imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(IMP, ALL, 3, "imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP, ALL, 5, "imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
SetPlanetaryBonusVoiceOver(IMP, ALL, 6, "");
SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP, ALL, 7, "imp_bonus_all_training");--advanced training

SetPlanetaryBonusVoiceOver(ALL, ALL, 0, "all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(ALL, IMP, 0, "all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(ALL, ALL, 1, "");
SetPlanetaryBonusVoiceOver(ALL, IMP, 1, "");
SetPlanetaryBonusVoiceOver(ALL, ALL, 2, "all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(ALL, IMP, 2, "all_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL, IMP, 3, "all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(ALL, ALL, 5, "all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(ALL, IMP, 5, "all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(ALL, ALL, 6, "");
SetPlanetaryBonusVoiceOver(ALL, IMP, 6, "");
SetPlanetaryBonusVoiceOver(ALL, ALL, 7, "all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL, IMP, 7, "all_bonus_imp_training");--advanced training


-- Camera Stats
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);

end

Hopefully this helps.
Thanks
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Vehicles for Local Faction

Post by AQT »

In Zero Editor, vehicle spawns have vehicle assignments for a LOC faction. Use LOC for the Tuskens instead and keep ALL for the Rebels. This should work.
zAZRO
Recruit Womprat Killer
Posts: 13
Joined: Mon Jan 29, 2018 9:57 pm
Projects :: No Mod project currently.
Games I'm Playing :: SWBFII
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Re: Vehicles for Local Faction

Post by zAZRO »

AQT wrote:
Sun Apr 04, 2021 4:33 pm
In Zero Editor, vehicle spawns have vehicle assignments for a LOC faction. Use LOC for the Tuskens instead and keep ALL for the Rebels. This should work.
Sorry but what do you mean by assignments?
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Vehicles for Local Faction

Post by AQT »

The parameters where you assign vehicles to certain teams? ClassRepATK, etc. If this is foreign to you, I suggest you look over how to set vehicle spawns, or in this case, edit them.
zAZRO
Recruit Womprat Killer
Posts: 13
Joined: Mon Jan 29, 2018 9:57 pm
Projects :: No Mod project currently.
Games I'm Playing :: SWBFII
xbox live or psn: No gamertag set

Re: Vehicles for Local Faction

Post by zAZRO »

AQT wrote:
Mon Apr 05, 2021 12:35 am
The parameters where you assign vehicles to certain teams? ClassRepATK, etc. If this is foreign to you, I suggest you look over how to set vehicle spawns, or in this case, edit them.
Oh yes I have tried doing that, I've even set it to locals and the rebels at the same time to see what would happen and I still get nothing.
wsa30h
Rebel Sergeant
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Re: Vehicles for Local Faction

Post by wsa30h »

this is the vehicle spawner odf you need to open it up and copy this under it. the vehicle spawn is called com_item_vehicle_spawn and is located in datayourworld name common odfs. open it up and copy this line under Classlocals = " " ClassHisDEF = ""

in the end it should look like this. [GameObjectClass]
classLabel = "vehiclespawn"
geometryName = "item_pointer.msh" //hack for now
geometryScale = 0.8

[Properties]

[InstanceProperties]
ControlZone = ""
SpawnTime = 45.0
ExpireTimeEnemy = 20.0
ExpireTimeField = 40.0
DecayTime = 10.0
ClassAllATK = ""
ClassCISATK = ""
ClassImpATK = ""
ClassRepATK = ""
ClassLocATK = ""
ClassHisATK = ""
ClassAllDEF = ""
ClassCISDEF = ""
ClassImpDEF = ""
ClassRepDEF = ""
ClassLocDEF = ""
ClassHisDEF = ""
Classlocals = ""

now just open ze and add the vehicles under that locals field.
zAZRO
Recruit Womprat Killer
Posts: 13
Joined: Mon Jan 29, 2018 9:57 pm
Projects :: No Mod project currently.
Games I'm Playing :: SWBFII
xbox live or psn: No gamertag set

Re: Vehicles for Local Faction

Post by zAZRO »

wsa30h wrote:
Sat Apr 10, 2021 9:34 am
this is the vehicle spawner odf you need to open it up and copy this under it. the vehicle spawn is called com_item_vehicle_spawn and is located in datayourworld name common odfs. open it up and copy this line under Classlocals = " " ClassHisDEF = ""

in the end it should look like this. [GameObjectClass]
classLabel = "vehiclespawn"
geometryName = "item_pointer.msh" //hack for now
geometryScale = 0.8

[Properties]

[InstanceProperties]
ControlZone = ""
SpawnTime = 45.0
ExpireTimeEnemy = 20.0
ExpireTimeField = 40.0
DecayTime = 10.0
ClassAllATK = ""
ClassCISATK = ""
ClassImpATK = ""
ClassRepATK = ""
ClassLocATK = ""
ClassHisATK = ""
ClassAllDEF = ""
ClassCISDEF = ""
ClassImpDEF = ""
ClassRepDEF = ""
ClassLocDEF = ""
ClassHisDEF = ""
Classlocals = ""

now just open ze and add the vehicles under that locals field.
I get exactly what you mean, however I'm not sure how to properly edit the common odfs when it is for the stock Tatooine map as that is what I am using not my own modded map. I tried making a new common.lvl using your instructions but I ended up breaking the entire games UI
wsa30h
Rebel Sergeant
Rebel Sergeant
Posts: 208
Joined: Thu Jul 26, 2018 12:22 pm
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Re: Vehicles for Local Faction

Post by wsa30h »

i assume this is for bf1 ? you just need to do the above and open the map in zero editor and add the vehicle entries under the locals tab.
zAZRO
Recruit Womprat Killer
Posts: 13
Joined: Mon Jan 29, 2018 9:57 pm
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Re: Vehicles for Local Faction

Post by zAZRO »

wsa30h wrote:
Tue Apr 13, 2021 7:48 am
i assume this is for bf1 ? you just need to do the above and open the map in zero editor and add the vehicle entries under the locals tab.
Yes this is for bf1. I have added the vehicles in the locals tab that appears on the right side of the screen when selecting a command post vehicle spawn point but still I don't get any vehicles spawning in for locals. I know there is something I'm doing wrong but I don't know what it is.
wsa30h
Rebel Sergeant
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Posts: 208
Joined: Thu Jul 26, 2018 12:22 pm
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Re: Vehicles for Local Faction

Post by wsa30h »

the only other thing i can think of is your lua team set to the correct team ?
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