yellow command post for third local team ? [Solved]

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yellow command post for third local team ? [Solved]

Postby wsa30h » Sun Aug 12, 2018 4:13 pm

how do I make a command post yellow for the third tusken team ?
Last edited by wsa30h on Sun Sep 09, 2018 7:03 pm, edited 1 time in total.

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Re: yellow command post for third local team ?

Postby Marth8880 » Sun Aug 12, 2018 9:08 pm

Use the "neu" team name for the Tusken side.

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Re: yellow command post for third local team ?

Postby SkinnyODST » Mon Aug 13, 2018 2:09 am

Marth8880 wrote:Use the "neu" team name for the Tusken side.

(just to clarify cause this`ll be very useful for me too) By that do you mean using neu as the 3 character team name? Like rep, cis, all, and imp? Will that automatically make the CP`s yellow?

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Re: yellow command post for third local team ?

Postby Marth8880 » Mon Aug 13, 2018 3:25 am

I mean using "neu" in SetupTeams (or SetTeamName), like so:

Code: Select all
SetupTeams{
   rep = {
      team = REP,
      units = 1,
      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 = 1,
      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},
   },
   neu = {
      team = whateverTeamIdVariable,
      units = 1,
      blahblahblah etcetcetc lmfao
   }
}

(note that whateverTeamIdVariable must be an existing variable, like how REP and CIS are defined at the top of the script)

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Re: yellow command post for third local team ?

Postby wsa30h » Mon Aug 13, 2018 6:51 am

ok so I added those lines but its still red

here is my lua

Hidden/Spoiler:
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
   AddAIGoal(3, "Deathmatch", 100)
    cp1 = CommandPost:New{name = "cp1"}
    cp10 = CommandPost:New{name = "cp10"}
    cp2 = CommandPost:New{name = "cp2"}
    cp3 = CommandPost:New{name = "cp3"}
    cp4 = CommandPost:New{name = "cp4"}
    cp7 = CommandPost:New{name = "cp7"}
    --This sets up the actual objective.  This needs to happen after cp's are defined
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", multiplayerRules = true}
   
    --This adds the CPs to the objective.  This needs to happen after the objective is set up
    conquest:AddCommandPost(cp1)
    conquest:AddCommandPost(cp10)
    conquest:AddCommandPost(cp2)
    conquest:AddCommandPost(cp3)
    conquest:AddCommandPost(cp4)
    conquest:AddCommandPost(cp7)
    conquest:Start()
    SetUberMode(1);
    EnableSPHeroRules()
   
    AddDeathRegion("deathregion")
    AddDeathRegion("deathregion2")
    AddDeathRegion("deathregion3")
    AddDeathRegion("deathregion4")
    AddDeathRegion("deathregion5")
   
 end
function ScriptInit()
    StealArtistHeap(800*1024)
    -- Designers, these two lines *MUST* be first.
    SetPS2ModelMemory(3500000)
    ReadDataFile("dc:ingame.lvl")
       ReadDataFile("ingame.lvl")
    --  REP Attacking (attacker is always #1)
    local REP = 1
    local CIS = 2
    local NEU = 3
    --  These variables do not change
    local ATT = 1
    local DEF = 2
    local NEU = 3
    SetTeamAggressiveness(CIS, 1.0)
    SetTeamAggressiveness(REP, 1.0)

    SetMemoryPoolSize("Music", 40)

   
ReadDataFile("sound\\tat.lvl;tat2cw")
    ReadDataFile("SIDE\\rep.lvl",
                             --"rep_bldg_forwardcenter",
                             "rep_fly_assault_dome",
                             --"rep_fly_gunship",
                             "rep_fly_gunship_dome",
                             "rep_fly_jedifighter_dome",
                             "rep_inf_ep2_rocketeer",
                             "rep_inf_ep2_rifleman",
                             "rep_inf_ep2_jettrooper",
                             "rep_inf_ep2_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep2_engineer",
                             "rep_hero_macewindu",
                             "rep_walk_atte")
                             
    ReadDataFile("SIDE\\cis.lvl",
                             "cis_fly_droidfighter_dome",
                             --"cis_fly_geofighter",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_engineer",
                             "cis_hero_countdooku",
                             "cis_inf_droideka",
                             "cis_tread_hailfire",
                             --"cis_hover_stap",
                             "cis_walk_spider")
    ReadDataFile("SIDE\\des.lvl",
        "tat_inf_tuskenhunter",
        "tat_inf_tuskenraider");
 ReadDataFile("SIDE\\tur.lvl",
             "tur_bldg_laser",
             "tur_bldg_tat_barge",
                       "tat_hover_skiff") 
    SetAttackingTeam(ATT);

    SetSpawnDelay(10.0, 0.25)

SetupTeams{
             
        rep = {
            team = REP,
            units = 40,
            reinforcements = 250,
            soldier  = { "rep_inf_ep2_rifleman",10, 25},
            assault  = { "rep_inf_ep2_rocketeer",1, 4},
            engineer = { "rep_inf_ep2_engineer",1, 4},
            sniper   = { "rep_inf_ep2_sniper",1, 4},
            officer = {"rep_inf_ep3_officer",1, 4},
            special = { "rep_inf_ep2_jettrooper",1, 4},
           
        },
        cis = {
            team = CIS,
            units = 40,
            reinforcements = 200,
            soldier  = { "cis_inf_rifleman",10, 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(REP, "rep_hero_macewindu")
    SetHeroClass(CIS, "cis_hero_countdooku")



--  Local Stats
    SetTeamName(3, "neu")
    AddUnitClass(3, "tat_inf_tuskenraider", 5);
    AddUnitClass(3, "tat_inf_tuskenhunter", 2);
    SetUnitCount(3, 14)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 8)
    SetMemoryPoolSize("EntityHover", 16)
    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("dc:TA1\\TAT1.lvl", "TAT1_conquest")
    SetDenseEnvironment("false")
    AddDeathRegion("Sarlac01")
    SetMaxFlyHeight(90)
    SetMaxPlayerFlyHeight(90)

--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatcw_music");
    OpenAudioStream("sound\\tat.lvl",  "tat1");
    OpenAudioStream("sound\\tat.lvl",  "tat1");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    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);

    SetOutOfBoundsVoiceOver(1, "Repleaving");
    SetOutOfBoundsVoiceOver(2, "Cisleaving");

    SetAmbientMusic(REP, 1.0, "rep_tat_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_tat_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_tat_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_tat_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_tat_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_tat_amb_victory");
    SetDefeatMusic (REP, "rep_tat_amb_defeat");
    SetVictoryMusic(CIS, "cis_tat_amb_victory");
    SetDefeatMusic (CIS, "cis_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(CIS, CIS, 0, "CIS_bonus_CIS_medical");
    SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
    SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors");
    SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves");
    SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
    SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training");--advanced training
    SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training");--advanced training

    SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical");
    SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors");
    SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves");
    SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage");
    SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
    SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_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

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Re: yellow command post for third local team ?

Postby Marth8880 » Mon Aug 13, 2018 8:20 pm

You might also need to include SetTeamAsNeutral for NEU with the other teams.

https://github.com/marth8880/SWBF2-Lua- ... oclua#L514
https://sites.google.com/site/swbf2modt ... post_notes

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Re: yellow command post for third local team ?

Postby Teancum » Tue Aug 14, 2018 6:22 am

I've never seen anyone successfully have a third color for a command post. SWBF2 either treats CPs as enemy or friendly, so their either red or blue. SWBF1 you could have team 3 be yellow.

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Re: yellow command post for third local team ?

Postby wsa30h » Tue Aug 14, 2018 6:34 am

this will sound silly but I don't know where to tell it that the tuskens are neutral. ok so I got it working but their command post and map blips are white but when I aim at them their yellow but I need the cp color to be yellow as well here is my lua

Hidden/Spoiler:
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
   AddAIGoal(3, "Deathmatch", 100)
    cp10 = CommandPost:New{name = "cp10"}
    cp2 = CommandPost:New{name = "cp2"}
    cp3 = CommandPost:New{name = "cp3"}
    cp4 = CommandPost:New{name = "cp4"}
    cp7 = CommandPost:New{name = "cp7"}

    --This sets up the actual objective.  This needs to happen after cp's are defined
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", multiplayerRules = true}
   
    --This adds the CPs to the objective.  This needs to happen after the objective is set up
    conquest:AddCommandPost(cp10)
    conquest:AddCommandPost(cp2)
    conquest:AddCommandPost(cp3)
    conquest:AddCommandPost(cp4)
    conquest:AddCommandPost(cp7)
   
    conquest:Start()
   
    EnableSPHeroRules()
   
    AddDeathRegion("deathregion")
    AddDeathRegion("deathregion2")
    AddDeathRegion("deathregion3")
    AddDeathRegion("deathregion4")
    AddDeathRegion("deathregion5")
   
 end
function ScriptInit()
    StealArtistHeap(800*1024)
    -- Designers, these two lines *MUST* be first.
    SetPS2ModelMemory(3500000)
    ReadDataFile("ingame.lvl")
   
    --  REP Attacking (attacker is always #1)
    local REP = 1
    local CIS = 2
    --  These variables do not change
    local ATT = 1
    local DEF = 2
    SetTeamAggressiveness(CIS, 1.0)
    SetTeamAggressiveness(REP, 1.0)

    SetMemoryPoolSize("Music", 40)

    ReadDataFile("sound\\geo.lvl;geo1cw")
    ReadDataFile("SIDE\\rep.lvl",
                             --"rep_bldg_forwardcenter",
                             "rep_fly_assault_dome",
                             --"rep_fly_gunship",
                             "rep_fly_gunship_dome",
                             "rep_fly_jedifighter_dome",
                             "rep_inf_ep2_rocketeer",
                             "rep_inf_ep2_rifleman",
                             "rep_inf_ep2_jettrooper",
                             "rep_inf_ep2_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep2_engineer",
                             "rep_hero_macewindu",
                             "rep_walk_atte")
                             
    ReadDataFile("SIDE\\cis.lvl",
                             "cis_fly_droidfighter_dome",
                             --"cis_fly_geofighter",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_engineer",
                             "cis_hero_countdooku",
                             "cis_inf_droideka",
                             "cis_tread_hailfire",
                             --"cis_hover_stap",
                             "cis_walk_spider")
    ReadDataFile("SIDE\\des.lvl",
                            "tat_inf_tuskenhunter",
                            "tat_inf_tuskenraider")
                             
   ReadDataFile("SIDE\\tur.lvl",
                             "tur_bldg_laser")

    --  Level Stats

    ClearWalkers()
    SetMemoryPoolSize("EntityWalker", -1)
    AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
    AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
    local weaponcnt = 240
    SetMemoryPoolSize("Aimer", 50)
    SetMemoryPoolSize("AmmoCounter", weaponcnt)
    SetMemoryPoolSize("BaseHint", 100)
    SetMemoryPoolSize("CommandWalker", 1)
    SetMemoryPoolSize("EnergyBar", weaponcnt)
    SetMemoryPoolSize("EntityFlyer", 6)
    SetMemoryPoolSize("EntityHover", 9)
    SetMemoryPoolSize("EntityLight", 50)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("MountedTurret", 10)
    SetMemoryPoolSize("Navigator", 50)
    SetMemoryPoolSize("Obstacle", 450)
    SetMemoryPoolSize("PathFollower", 50)
    SetMemoryPoolSize("PathNode", 100)
    SetMemoryPoolSize("TreeGridStack", 300)
    SetMemoryPoolSize("UnitAgent", 50)
    SetMemoryPoolSize("UnitController", 50)
    SetMemoryPoolSize("Weapon", weaponcnt)

    SetSpawnDelay(10.0, 0.25)

SetupTeams{
             
        rep = {
            team = REP,
            units = 28,
            reinforcements = 150,
            soldier  = { "rep_inf_ep2_rifleman",10, 25},
            assault  = { "rep_inf_ep2_rocketeer",1, 4},
            engineer = { "rep_inf_ep2_engineer",1, 4},
            sniper   = { "rep_inf_ep2_sniper",1, 4},
            officer = {"rep_inf_ep3_officer",1, 4},
            special = { "rep_inf_ep2_jettrooper",1, 4},
           
        },
        cis = {
            team = CIS,
            units = 28,
            reinforcements = 150,
            soldier  = { "cis_inf_rifleman",10, 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(REP, "rep_hero_macewindu")
    SetHeroClass(CIS, "cis_hero_countdooku")


    --  Attacker Stats
   
    --teamATT = ConquestTeam:New{team = ATT}
    --teamATT:AddBleedThreshold(21, 0.75)
    --teamATT:AddBleedThreshold(11, 2.25)
    --teamATT:AddBleedThreshold(1, 3.0)
    --teamATT:Init()
    SetTeamAsEnemy(ATT,3)
    SetTeamAsEnemy(3,ATT)

    --  Defender Stats
   
    --teamDEF = ConquestTeam:New{team = DEF}
    --teamDEF:AddBleedThreshold(21, 0.75)
    --teamDEF:AddBleedThreshold(11, 2.25)
    --teamDEF:AddBleedThreshold(1, 3.0)
    --teamDEF:Init()
    SetTeamAsEnemy(DEF,3)

    --  Local Stats
    SetTeamName(3, "neu")
    SetUnitCount(3, 7)
    AddUnitClass(3, "tat_inf_tuskenraider", 5)   
    AddUnitClass(3, "tat_inf_tuskenhunter", 2)
    SetTeamAsEnemy(3, DEF)
    --SetTeamName(4, "locals")
    --AddUnitClass(4, "rep_inf_jedimale",1)
    --AddUnitClass(4, "rep_inf_jedimaleb",1)
    --AddUnitClass(4, "rep_inf_jedimaley",1)
    --SetUnitCount(4, 3)
    --SetTeamAsFriend(4, ATT)

     ReadDataFile("dc:TA1\\TAt1.lvl", "TAt1_conquest")

    SetDenseEnvironment("false")
    SetMinFlyHeight(-65)
    SetMaxFlyHeight(50)
    SetMaxPlayerFlyHeight(50)



    --  Birdies
    --SetNumBirdTypes(1)
    --SetBirdType(0.0,10.0,"dragon")
    --SetBirdFlockMinHeight(90.0)

    --  Sound
   
    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\\geo.lvl",  "geo1cw")
    OpenAudioStream("sound\\geo.lvl",  "geo1cw")

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

    SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_geo_amb_victory")
    SetDefeatMusic (REP, "rep_geo_amb_defeat")
    SetVictoryMusic(CIS, "cis_geo_amb_victory")
    SetDefeatMusic (CIS, "cis_geo_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")


    --ActivateBonus(CIS, "SNEAK_ATTACK")
    --ActivateBonus(REP, "SNEAK_ATTACK")

    SetAttackingTeam(ATT)

    --Opening Satalite Shot
    --Geo
    --Mountain
    AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
    --Wrecked Ship
    AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
    --War Room 
    --AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end

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Re: yellow command post for third local team ?

Postby Marth8880 » Tue Aug 14, 2018 3:45 pm

I don't remember 100% if it'll actually make them yellow, but you'd need to use SetTeamAsNeutral for NEU with ATT, NEU with DEF, ATT with NEU, and DEF with NEU - and get rid of all SetTeamAsEnemy calls that affect NEU.

However, I realized just now that SetTeamAsNeutral will cause the teams to not attack each other, which I assume is not what you want for tuskens. With that said, I don't think there's any valid solution here.

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Re: yellow command post for third local team ?

Postby wsa30h » Tue Aug 14, 2018 5:18 pm

I guess your right but I got it semi working here is my lua if your interested in trying it out.

Hidden/Spoiler:
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
   AddAIGoal(3, "Deathmatch", 100)
    cp10 = CommandPost:New{name = "cp10"}
    cp2 = CommandPost:New{name = "cp2"}
    cp3 = CommandPost:New{name = "cp3"}
    cp4 = CommandPost:New{name = "cp4"}
    cp7 = CommandPost:New{name = "cp7"}

    --This sets up the actual objective.  This needs to happen after cp's are defined
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", multiplayerRules = true}
   
    --This adds the CPs to the objective.  This needs to happen after the objective is set up
    conquest:AddCommandPost(cp10)
    conquest:AddCommandPost(cp2)
    conquest:AddCommandPost(cp3)
    conquest:AddCommandPost(cp4)
    conquest:AddCommandPost(cp7)
        SetUberMode(1);
    conquest:Start()
   
    EnableSPHeroRules()
   
    AddDeathRegion("deathregion")
    AddDeathRegion("deathregion2")
    AddDeathRegion("deathregion3")
    AddDeathRegion("deathregion4")
    AddDeathRegion("deathregion5")
   
 end
function ScriptInit()
    StealArtistHeap(800*1024)
    -- Designers, these two lines *MUST* be first.
    SetPS2ModelMemory(3500000)
    ReadDataFile("dc:ingame.lvl")
   ReadDataFile("ingame.lvl")
   
    --  REP Attacking (attacker is always #1)
    local REP = 1
    local CIS = 2
    locals = 3
    --  These variables do not change
    local ATT = 1
    local DEF = 2
    SetTeamAggressiveness(CIS, 1.0)
    SetTeamAggressiveness(REP, 1.0)

    SetMemoryPoolSize("Music", 40)

    ReadDataFile("sound\\tat.lvl;tat2cw")
    ReadDataFile("SIDE\\rep.lvl",
                             --"rep_bldg_forwardcenter",
                             "rep_fly_assault_dome",
                             --"rep_fly_gunship",
                             "rep_fly_gunship_dome",
                             "rep_fly_jedifighter_dome",
                             "rep_inf_ep2_rocketeer",
                             "rep_inf_ep2_rifleman",
                             "rep_inf_ep2_jettrooper",
                             "rep_inf_ep2_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep2_engineer",
                             "rep_hero_macewindu",
                             "rep_hover_fightertank")
                             
    ReadDataFile("SIDE\\cis.lvl",
                             "cis_fly_droidfighter_dome",
                             --"cis_fly_geofighter",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_engineer",
                             "cis_hero_countdooku",
                             "cis_inf_droideka",
                             "cis_tread_hailfire",
                             --"cis_hover_stap",
                             "cis_hover_aat")
    ReadDataFile("SIDE\\des.lvl",
                            "tat_inf_tuskenhunter",
                            "tat_inf_tuskenraider")
                             
   ReadDataFile("SIDE\\tur.lvl",
                             "tur_bldg_laser")

    --  Level Stats

    ClearWalkers()
    SetMemoryPoolSize("EntityWalker", -1)
    AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
    AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
    local weaponcnt = 240
    SetMemoryPoolSize("Aimer", 50)
    SetMemoryPoolSize("AmmoCounter", weaponcnt)
    SetMemoryPoolSize("BaseHint", 100)
    SetMemoryPoolSize("CommandWalker", 1)
    SetMemoryPoolSize("EnergyBar", weaponcnt)
    SetMemoryPoolSize("EntityFlyer", 6)
    SetMemoryPoolSize("EntityHover", 9)
    SetMemoryPoolSize("EntityLight", 50)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("MountedTurret", 10)
    SetMemoryPoolSize("Navigator", 50)
    SetMemoryPoolSize("Obstacle", 450)
    SetMemoryPoolSize("PathFollower", 50)
    SetMemoryPoolSize("PathNode", 100)
    SetMemoryPoolSize("TreeGridStack", 300)
    SetMemoryPoolSize("UnitAgent", 50)
    SetMemoryPoolSize("UnitController", 50)
    SetMemoryPoolSize("Weapon", weaponcnt)

    SetSpawnDelay(10.0, 0.25)

SetupTeams{
             
        rep = {
            team = REP,
            units = 40,
            reinforcements = 250,
            soldier  = { "rep_inf_ep2_rifleman",10, 25},
            assault  = { "rep_inf_ep2_rocketeer",1, 4},
            engineer = { "rep_inf_ep2_engineer",1, 4},
            sniper   = { "rep_inf_ep2_sniper",1, 4},
            officer = {"rep_inf_ep3_officer",1, 4},
            special = { "rep_inf_ep2_jettrooper",1, 4},
           
        },
        cis = {
            team = CIS,
            units = 40,
            reinforcements = 250,
            soldier  = { "cis_inf_rifleman",10, 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(REP, "rep_hero_macewindu")
    SetHeroClass(CIS, "cis_hero_countdooku")


    --  Attacker Stats
   
    --teamATT = ConquestTeam:New{team = ATT}
    --teamATT:AddBleedThreshold(21, 0.75)
    --teamATT:AddBleedThreshold(11, 2.25)
    --teamATT:AddBleedThreshold(1, 3.0)
    --teamATT:Init()
    SetTeamAsNeutral(ATT,3)
 

    --  Defender Stats
   
    --teamDEF = ConquestTeam:New{team = DEF}
    --teamDEF:AddBleedThreshold(21, 0.75)
    --teamDEF:AddBleedThreshold(11, 2.25)
    --teamDEF:AddBleedThreshold(1, 3.0)
    --teamDEF:Init()
    SetTeamAsNeutral(DEF,3)
    SetTeamAsNeutral(3,DEF)
    SetTeamName(3, "locals")
    SetUnitCount(3, 7)
    AddUnitClass(3, "tat_inf_tuskenraider", 5)   
    AddUnitClass(3, "tat_inf_tuskenhunter", 2)
    SetTeamAsEnemy(3, DEF)
    --SetTeamName(4, "locals")
    --AddUnitClass(4, "rep_inf_jedimale",1)
    --AddUnitClass(4, "rep_inf_jedimaleb",1)
    --AddUnitClass(4, "rep_inf_jedimaley",1)
    --SetUnitCount(4, 3)
    --SetTeamAsEnemy(4, ATT)

     ReadDataFile("dc:TA1\\TAt1.lvl", "TAt1_conquest")

    SetDenseEnvironment("false")
    SetMinFlyHeight(-65)
    SetMaxFlyHeight(50)
    SetMaxPlayerFlyHeight(50)



    --  Birdies
    --SetNumBirdTypes(1)
    --SetBirdType(0.0,10.0,"dragon")
    --SetBirdFlockMinHeight(90.0)

    --  Sound
   
    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\\geo.lvl",  "geo1cw")
    OpenAudioStream("sound\\geo.lvl",  "geo1cw")

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

    SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_geo_amb_victory")
    SetDefeatMusic (REP, "rep_geo_amb_defeat")
    SetVictoryMusic(CIS, "cis_geo_amb_victory")
    SetDefeatMusic (CIS, "cis_geo_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")


    --ActivateBonus(CIS, "SNEAK_ATTACK")
    --ActivateBonus(REP, "SNEAK_ATTACK")

    SetAttackingTeam(ATT)

--  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

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Re: yellow command post for third local team ?

Postby Rayman1103 » Sat Sep 08, 2018 6:36 pm

Hello everyone, just wanted to let you all know that I've looked into this and I've found a solution that works, which allows for Team 3 to have yellow command posts.

Place the following code in ScriptInit (make sure not to have any SetTeamAsEnemy functions here):
Code: Select all
SetTeamName(3, "locals")
SetTeamAsNeutral(1, 3)
SetTeamAsNeutral(3, 1)
SetTeamAsNeutral(2, 3)
SetTeamAsNeutral(3, 2)

Then place the following in ScriptPostLoad:
Code: Select all
SetTeamAsEnemy(1, 3)
SetTeamAsEnemy(3, 1)
SetTeamAsEnemy(2, 3)
SetTeamAsEnemy(3, 2)

When the map loads, Team 3 will have yellow CPs and they will still attack the other teams, and the other teams will attack them.

Here's a screenshot showing yellow CPs

Edit: To make sure Team 3 appears yellow their name needs to be set to "locals". Otherwise they will appear white.
Last edited by Rayman1103 on Sun Sep 09, 2018 11:13 am, edited 2 times in total.

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Re: yellow command post for third local team ?

Postby Teancum » Sat Sep 08, 2018 10:08 pm

Very clever idea. I've bookmarked this for future use. Now if we can just figure out how to set the player's team to green instead of blue. Most of the values are set in the HUD, but I don't know if anyone consistently got everything to be green for the player team.

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Re: yellow command post for third local team ?

Postby SkinnyODST » Sun Sep 09, 2018 12:00 am

I placed all that code in the correct areas in my lua but the CP`s aren`t yellow, they`re white, exactly like neutral/uncaptured CP`s. Also when I kill one of the units who spawn from it, the text in the kill feed is white, which is probably supposed to happen. Also, is it possible for the team to have a yellow CP but be friendly for the Republic team?

My lua
Hidden/Spoiler:
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("Ambush")
   
   --  REP Attacking (attacker is always #1)
    REP = 1;
    CIS = 2;
    --  These variables do not change
    ATT = REP;
    DEF = CIS;
        AmbushTeam = 4
        ABT = AmbushTeam

        AmbushTeam1 = 6
        WPA = AmbushTeam1

function ScriptPostLoad()

SetTeamAsEnemy(1, 3)
SetTeamAsEnemy(3, 1)
SetTeamAsEnemy(2, 3)
SetTeamAsEnemy(3, 2)

SetProperty("cp3", "AISpawnWeight", 10)

SetProperty("cp7", "AISpawnWeight", 20)

KillObject("kas2_prop_sea_walldoor11")
KillObject("kas2_prop_sea_walldoor12")

ActivateRegion("wamparegion")
testfunction = OnEnterRegion(
   function(region, player)
      if IsCharacterHuman (player) then
         KillObject("yav2_bldg_window_ruin_30")
         KillObject("rep_prop_deadclonearma")
      end
   end,
"wamparegion"
)

ActivateRegion("fleetflyover")
testfunction = OnEnterRegion(
   function(region, player)
      if IsCharacterHuman (player) then
         PlayAnimation("gunshiprise")
         PlayAnimation("fleetflyover")
      end
   end,
"fleetflyover"
)

ActivateRegion("dropofftrigger")
testfunction = OnEnterRegion(
   function(region, player)
      if IsCharacterHuman (player) then
         PlayAnimation("dropoff")
      end
   end,
"dropofftrigger"
)

ActivateRegion("crashplace")
testfunction = OnEnterRegion(
   function(region, player)
      if IsCharacterHuman (player) then
         PlayAnimation("gunshipcrash")
      end
   end,
"crashplace"
)

            ActivateRegion("jokeralex")
            testfunction = OnEnterRegion(
               function(region, player)
             if IsCharacterHuman (player) then
                     ShowMessageText("level.CCC.jokeralex")
                     DeactivateRegion("jokeralex")
                        end
                      end,
                     "jokeralex"     
                     )

            ActivateRegion("kevin")
            testfunction = OnEnterRegion(
               function(region, player)
             if IsCharacterHuman (player) then
                     ShowMessageText("level.CCC.kevin")
                     DeactivateRegion("kevin")
                        end
                      end,
                     "kevin"     
                     )

AllowAISpawn(REP, false)

timername = CreateTimer("RepSpawn")
   SetTimerValue(timername, 10.0)
StartTimer(timername)
   OnTimerElapse(
function(timer)

AllowAISpawn(REP, true)
           
      DestroyTimer(timer)
                 end,
              timername
              )

AddAIGoal(3, "Deathmatch", 100)
       
SetClassProperty("cis_inf_rifleman", "NoEnterVehicles", "1")      
   
   
    --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"}
    cp6 = CommandPost:New{name = "Local_CP"}
    cp7 = CommandPost:New{name = "cp7"}
   
   
   
    --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:AddCommandPost(cp6)
    conquest:AddCommandPost(cp7) 
   
    conquest:Start()

    SetUberMode(1);

    EnableSPHeroRules()

            SetupAmbushTrigger("wamparegion", "wampapath", 8, 6)

            SetupAmbushTrigger("ambushregion", "ambushpath", 8, 4)

 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()
    WeatherMode = math.random(1,4)

    SetTeamAsNeutral(1, 3)
    SetTeamAsNeutral(3, 1)
    SetTeamAsNeutral(2, 3)
    SetTeamAsNeutral(3, 2)

    SetTeamAggressiveness(CIS, 2.2)
    SetTeamAggressiveness(REP, 1.2)
   
    ReadDataFile("ingame.lvl")
   
    AISnipeSuitabilityDist(336)   

    SetMaxFlyHeight(62)
    SetMaxPlayerFlyHeight (62)
   
    SetMemoryPoolSize ("ClothData",62)
    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",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_medic",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_commander_needo",
                             "rep_inf_ep3_jettrooper",
                             "rep_inf_ep3_captain",
                             "rep_inf_ep2_marine",
                             "rep_inf_captain_moss",
                             "rep_inf_ep2_jettrooper_rifleman",
                             "rep_inf_sergeant_barck",
                             "rep_inf_yavin_scout_rocketeer",
                             "rep_inf_ep2_pilot",
                             "rep_hover_fightertank",
                             "rep_walk_atte",
                             "rep_hover_barcspeeder")
    ReadDataFile("dc:SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_marine",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_inf_marine",
                             "cis_inf_officer_hunt",
                             "cis_inf_pilot",
                             "cis_hero_grievous",
                             "cis_hover_aat",
                             "cis_hover_stap",
                             "cis_walk_spider")

    ReadDataFile("dc:SIDE\\tur.lvl",
             "tur_bldg_laser",
             "tur_bldg_tower",
                        "tur_bldg_chaingun",
                        "tur_bldg_built_chaingun",
                        "tur_yav_bldg_watchtower",
                        "tur_bldg_recoilless_fel_auto",
                        "tur_bldg_recoilless_kas",
                        "tur_bldg_recoilless_lg",
                        "tur_bldg_recoilless_md",
                        "tur_bldg_recoilless_myg_auto",
                        "tur_bldg_recoilless_nab_auto")   

    ReadDataFile("dc:SIDE\\snw.lvl",
                        "snw_inf_wampa")           
                             
   SetupTeams{
      rep = {
         team = REP,
         units = 162,
         reinforcements = 1600,
         soldier  = { "rep_inf_ep3_rifleman",62, 80},
         assault  = { "rep_inf_ep3_rocketeer",20, 30},
         engineer = { "rep_inf_ep3_sniper",10, 20},
         sniper   = { "rep_inf_ep3_medic",10, 20},
         officer  = { "rep_inf_ep3_captain",6,16},
                        special  = { "rep_inf_ep3_jettrooper",10, 20},
                        AddUnitClass(REP, "rep_inf_ep3_commander_needo",1, 1)
          
      },
      cis = {
         team = CIS,
         units = 200,
         reinforcements = 1400,
         soldier  = { "cis_inf_marine",80, 100},
         assault  = { "cis_inf_rocketeer",15, 25},
         engineer = { "cis_inf_engineer",15, 25},
         sniper   = { "cis_inf_sniper",20, 30},
         special  = { "cis_inf_pilot",10, 25},
         officer  = { "cis_inf_droideka",10, 20}, 
                        extra1   = { "cis_inf_rifleman",15, 25},
                        AddUnitClass(CIS, "cis_inf_officer",10, 20)                           

      },
                abt = {
                        team = ABT,
                        units = 8,
                        reinforcements = -1,
                        sniper = { "cis_inf_sniper", 8, 8},

      },
                wpa = {
                        team = WPA,
                        units = 10,
                        reinforcements = -1,
                        sniper = { "snw_inf_wampa", 8, 8},
               
           }
        }
   
    AddAIGoal(3, "Deathmatch", 100)
    AddAIGoal(6, "Deathmatch", 100)

    AddUnitClass (3, "rep_inf_ep2_pilot", 10,19)
    AddUnitClass (3, "rep_inf_yavin_scout_rocketeer", 3,6)
    AddUnitClass (3, "rep_inf_sergeant_barck", 1,1)
    SetUnitCount (3, 26)
    AddAIGoal(3, "Deathmatch", 100)

        SetTeamName (4, "snipers")
        SetTeamAsFriend(ABT, CIS)
        SetTeamAsFriend(CIS, ABT)
        SetTeamAsEnemy(ABT, REP)
        SetTeamAsEnemy(REP, ABT)
        ClearAIGoals(ABT)
        AddAIGoal(ABT, "Deathmatch", 100)

        SetTeamName (6, "fompa")
        SetTeamAsEnemy(WPA, CIS)
        SetTeamAsEnemy(CIS, WPA)
        SetTeamAsEnemy(WPA, REP)
        SetTeamAsEnemy(REP, WPA)
        ClearAIGoals(WPA)
        AddAIGoal(WPA, "Deathmatch", 100)

    SetClassProperty("cis_inf_marine", "WeaponName1", "cis_weap_inf_rifle")
    SetClassProperty("cis_inf_marine", "WeaponName2", "cis_weap_inf_pistol")
    SetClassProperty("cis_inf_marine", "WeaponName3", "cis_weap_inf_thermaldetonator")
    SetClassProperty("rep_inf_ep3_commander_needo", "FleeLikeAHero", "1")
    SetClassProperty("rep_inf_ep2_sniper", "FleeLikeAHero", "1")
    SetClassProperty("rep_inf_ep3_barck", "FleeLikeAHero", "1")
    SetClassProperty("rep_inf_captain_moss", "FleeLikeAHero", "1")

    AddUnitClass(CIS, "cis_inf_rifleman",15, 25)

    AddUnitClass(REP, "rep_inf_ep2_marine",10, 20)
    AddUnitClass(REP, "rep_inf_captain_moss",1,1)


   

    --  Level Stats
    --  ClearWalkers()
    AddWalkerType(0, 4) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 1) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 1) -- 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", 50)
   SetMemoryPoolSize("EntityFlyer", 32)
    SetMemoryPoolSize("EntityHover", 32)
    SetMemoryPoolSize("EntityLight", 200)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 32)
    SetMemoryPoolSize("MountedTurret", 32)
   SetMemoryPoolSize("Navigator", 128)
    SetMemoryPoolSize("Obstacle", 1262)
   SetMemoryPoolSize("PathNode", 1262)
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("TreeGridStack", 1262)
   SetMemoryPoolSize("UnitAgent", 128)
   SetMemoryPoolSize("UnitController", 128)
   SetMemoryPoolSize("Weapon", weaponCnt)
   
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:CCC\\CCC.lvl", "CCC_conquest")
    if WeatherMode == 1 then
    ReadDataFile("dc:CCC\\sky.lvl", "heavyrain")
    elseif WeatherMode == 2 then
    ReadDataFile("dc:CCC\\sky.lvl", "night")
    elseif WeatherMode == 3 then
    ReadDataFile("dc:CCC\\sky.lvl", "rain")
    elseif WeatherMode == 4 then
    ReadDataFile("dc:CCC\\sky.lvl", "day")
    end
    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(0.025255, 0.003492, -0.990256, 0.136902, 64.629364, 1.095097, -55.487732);
end

Last edited by SkinnyODST on Sun Sep 09, 2018 1:49 am, edited 1 time in total.

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Re: yellow command post for third local team ?

Postby Marth8880 » Sun Sep 09, 2018 1:22 am

Teancum wrote:Now if we can just figure out how to set the player's team to green instead of blue. Most of the values are set in the HUD, but I don't know if anyone consistently got everything to be green for the player team.

can we not pls thx

Green vs. red is an awful color scheme - really sucks for colorblind people such as myself. It was a legitimate huge problem for me in SWBF, I'd constantly not be able to tell who CPs belonged to from a distance and such.

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Re: yellow command post for third local team ?

Postby Teancum » Sun Sep 09, 2018 2:22 am

Huh, I hadn't thought of that. Which type of colorblind are you? Would a darker green have made a difference at the time?

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Re: yellow command post for third local team ?

Postby Marth8880 » Sun Sep 09, 2018 2:24 am

I'm protanopic. Darker green possibly would've helped, yeah - the shade of green they used was preeeeeetty bright.

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Re: yellow command post for third local team ?

Postby Rayman1103 » Sun Sep 09, 2018 11:10 am

SkinnyODST wrote:I placed all that code in the correct areas in my lua but the CP`s aren`t yellow, they`re white, exactly like neutral/uncaptured CP`s. Also when I kill one of the units who spawn from it, the text in the kill feed is white, which is probably supposed to happen.

It appears we need to set the name of Team 3 (or whichever team) to "locals", in order for the yellow color to appear, otherwise it'll be white when setting them to Neutral.

In ScriptInit add the following line:

Code: Select all
SetTeamName(3, "locals")
----------
SkinnyODST wrote:Also, is it possible for the team to have a yellow CP but be friendly for the Republic team?

Yes it is possible, however they would still be able to take over CPs if they're standing near a friendly or hostile CP. So you may need to set "CapturePosts" to 0 for those units on that team. But then they wont be able to take back any of their own territory if they lost any.

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Re: yellow command post for third local team ?

Postby wsa30h » Sun Sep 09, 2018 1:12 pm

thanks guys it works flawlessly now also sorry for the late response am on holiday so I haven't been on much lately and also, atm don't have to usr a proxy server to get here which is good.

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Re: yellow command post for third local team ?

Postby SkinnyODST » Mon Sep 10, 2018 12:25 am

Rayman1103 wrote:
SkinnyODST wrote:I placed all that code in the correct areas in my lua but the CP`s aren`t yellow, they`re white, exactly like neutral/uncaptured CP`s. Also when I kill one of the units who spawn from it, the text in the kill feed is white, which is probably supposed to happen.

It appears we need to set the name of Team 3 (or whichever team) to "locals", in order for the yellow color to appear, otherwise it'll be white when setting them to Neutral.

In ScriptInit add the following line:

Code: Select all
SetTeamName(3, "locals")
----------
SkinnyODST wrote:Also, is it possible for the team to have a yellow CP but be friendly for the Republic team?

Yes it is possible, however they would still be able to take over CPs if they're standing near a friendly or hostile CP. So you may need to set "CapturePosts" to 0 for those units on that team. But then they wont be able to take back any of their own territory if they lost any.

Works perfectly, thanks

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