Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby PRECISION » Sun May 25, 2014 12:36 am

so i can play as these on user maps??? if so I have been looking for this FOREVER!!! thank you so much!!!

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby Noobasaurus » Sun May 25, 2014 1:18 am

You can play as whatever you want on any map that uses stock units. Just edit your side lvl files.

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby KeepAmazinn » Sun May 25, 2014 9:01 am

commanderawesome wrote:
PRECISION wrote:better be commandos...

No, but they aren't needed. It's that amazing!

Hidden/Spoiler:
But if you insist, just add the rep.lvl from THIS* to the map's Side folder (after backing up the original, of course)

*Disclaimer:I do not own and/or affiliate with the mod linked.


Could you take other modded sides from other mods and implement them into this mod?

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby PRECISION » Sun May 25, 2014 10:46 am

Im not sure :/ I just know this mod will work a some user made maps

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby RacoonLR » Sun May 25, 2014 10:56 am

I think this is your best mappack as of now ; )
Geonosis is my favorite!

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby KeepAmazinn » Sun May 25, 2014 1:39 pm

I tried replacing the rep.lvl with my own custom one and the map wouldn't load. I don't think this map is compatible with modded sides that weren't included with the mod itself.

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby Marth8880 » Sun May 25, 2014 2:18 pm

If a mod map is loading sides from its own SIDE folder, replacing those sides is most likely not going to work.

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby thelegend » Sun May 25, 2014 2:25 pm

Maybe you should create your sides folder with the exact same names. But vehicle, weapons will be the problem. But it should work to add (as example) mass effect units to your map. You only need to know how the unit codes are. But I think this is not allowed.

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby Marth8880 » Sun May 25, 2014 2:29 pm

Off-topic: Well...adding the units from MEU is very different from the standard way of doing it. There's a lot more to it than the typical SetupTeams table and all that.

But in most other mods' cases, yeah, it's typically relatively simple if you know what the ODF names and junk need to be.

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby thelegend » Sun May 25, 2014 2:31 pm

Let me think. You call your units ncwlncwnixo.req or odf. So nobody can copy them. Right? :D

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby Marth8880 » Sun May 25, 2014 2:49 pm

Off-topic: LOL, nah, but that'd be hilarious. :funny2: The way I do it uses the calling of my own custom functions that are stored in separate scripts. Those functions use if...then statements that check for and read a set of custom variables in each map's mission script that determine which side variation, heroes, and environment type (jungle, urban, etc. - specifically for the Alliance Infiltrator's textures) should be loaded, apply those settings accordingly, and then the various custom functions are called in different places throughout each mission script. The reason why I'm doing things this way is because it makes making simple changes such as decreasing a single team's unit count extremely easy because instead of having to go through each and every mission script to make that one change, I can make the change in the master script and it will be applied to every single mission script on the fly. Yay, Lua! :P

Fun-fact/stat: My custom MEU scripts consist of a total of 3,880 lines. :o

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby RacoonLR » Sun May 25, 2014 6:37 pm

For some reason I can't Play Geonosis anymore...
It crashes after a few seconds?! I haven't changed anything
and this mappack runs on a seperate swbf2 game Folder...
Please help :bowdown:

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby thelegend » Mon May 26, 2014 10:40 am

And the Geonosis map is in your addon folder, right?

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby RacoonLR » Mon May 26, 2014 11:19 am

thelegend wrote:And the Geonosis map is in your addon folder, right?

yes

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby Generalfacu » Mon May 26, 2014 8:04 pm

This are awesome maps, specially for Umbara. Cato Neimodia would be just perfect for a Sky to Ground! :thumbs:

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby thelegend » Sat May 31, 2014 5:08 pm

Note for all sky to ground fans:

I am not going to make a 5th mappack. I have a 100times better mapidea.

Space to Sky to Ground

A mix of Redlines space to ground and my sky to ground maps. I only need someone who can model me a huge dome.
More information: viewtopic.php?f=25&t=17425&start=1040 (bottom).

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby commanderawesome » Sat May 31, 2014 7:04 pm

thelegend wrote:Note for all sky to ground fans:

I am not going to make a 5th mappack. I have a 100times better mapidea.

Space to Sky to Ground

A mix of Redlines space to ground and my sky to ground maps. I only need someone who can model me a huge dome.
More information: viewtopic.php?f=25&t=17425&start=1040 (bottom).

:shock: That. Would. Be. EPIC.

thelegend wrote:Maybe you should create your sides folder with the exact same names. But vehicle, weapons will be the problem. But it should work to add (as example) mass effect units to your map. You only need to know how the unit codes are. But I think this is not allowed.

Me and Nedarb7 are working on a solution HERE. But it should be advised that one should NEVER release such a mod without written permission from the map's author.

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby Davishpwns » Sun Jun 08, 2014 9:17 am

This is probably one of the Best Mods I've played on BFII so far. There are just a couple of minor issues, but overall this mappack is amazing. :thumbs: One of the greatest things is the high reinforcement count, that really makes it feel like it's a huge battle. Umbara is probably my favorite, mostly because of the nostalgia of TCW, it could have used Umbarans as a unit for the CIS though, and also another thing, The Droid Landing Ship, nicely done, really reminds me of when I used to play TCW MMO before it was shut down in March. If there was one space to ground mappack to rule them all, this would be it. :bowdown:

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Re: Sky To Ground Mappack 4 - Bespin, Umbara and Geonosis

Postby thelegend » Mon Jun 09, 2014 4:54 am

Thank you for your opinion.
The Space to Sky to Ground concept works. It looks very good. There are space, sky and ground battles. The first of three maps are Naboo.

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