Additional garrison

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RebelMarksman
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Additional garrison

Post by RebelMarksman »

Prompt, can i to make a few spawn points, for additional garrison there, where are appear by the rebels ? The purpose of this is to create diversity in appearance, and the arming personages. Thank you in advance.
sereja2
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Re: Additional garrison

Post by sereja2 »

You mean, one spawn point for soldier, another for vanguard, another one for pilots only?
I do not think, it is possible. But you can add them, as diferent types of locals.
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RebelMarksman
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Re: Additional garrison

Post by RebelMarksman »

Must admit, I never thought about it. It would be interesting. I mean, the landing of several kinds of soldiers with other a appearance and weapons, ibid where are appear rebels. How this is done on location Kashyyyk and plains Naboo. On held by the rebels points are landing Wookie or gungans.
sereja2
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Re: Additional garrison

Post by sereja2 »

Well, this time, I almost sure, you asking about locals.
As you probably know, you can't play as locals (wookie, gungans etc.), but you realy need to add secondary spawn path for them.
1. Open ZE, and set new spawn path, near by CP1. Name your new path for locals, like CP1Wok (for example).
2. Klick on CP1 compost, and in right panel find window, named AllyPath, and tipe the name, of your local path: CP1Wok. Do the same with other CP's and local path's. Save & close ZE.
3. Open your Mission.LUA, and add lines, like this:
Hidden/Spoiler:
ReadDataFile("SIDE\\wok.lvl",
"wok_inf_basic")

-- Local Stats
SetTeamName(3, "locals")
AddUnitClass(3, "wok_inf_warrior", 3)
AddUnitClass(3, "wok_inf_rocketeer", 2)
AddUnitClass(3, "wok_inf_mechanic", 2)
SetUnitCount(3, 7)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(3,DEF)

SetTeamAsEnemy(ATT,3)

SetTeamAsFriend(DEF,3)
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