Here's how.
---
There are a few steps:
1) Create your .lua
2) Add in the units you want
3) Set up the addme.lua and misson.req (IMPORTANT)
Step 1: Creating a KotOR .lua
I designed this part to be really easy. All you should need to do to create a KotOR-era .lua is copy a GCW-era .lua and make a few changes.
In this example, we'll say you want to make a conquest .lua.
-You just munged your map (ABC) for the first time. You have in your common\scripts\ABC folder an ABCg_con.lua file.
-Copy ABCg_con.lua and rename it to "ABCk_con.lua"
-Open it up, and find this section:
Code: Select all
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},
},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")
Code: Select all
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("SIDE\\rvs.lvl",
"kor_hero_bandon",
"kor_hero_jolee",
"rvs_inf_rbasic",
"rvs_inf_sbasic",
"rvs_inf_rheavy",
"rvs_inf_sheavy",
"rvs_inf_rmelee",
"rvs_inf_smelee",
"rvs_inf_rsupport",
"rvs_inf_ssupport",
"rvs_inf_rstealth",
"rvs_inf_sstealth",
"rvs_inf_sadept",
"rvs_inf_radept",
"rvs_inf_rofficer",
"rvs_inf_sofficer",
"rvs_inf_rdroid",
"rvs_inf_sdroid")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
rep = {
team = ALL,
units = 60,
reinforcements = 150,
soldier = { "rvs_inf_rbasic", 7,24},
assault = { "rvs_inf_rheavy", 2,8},
engineer= { "rvs_inf_rmelee", 2,8},
sniper = { "rvs_inf_rsupport", 2,8},
officer = { "rvs_inf_rofficer", 2,8},
special = { "rvs_inf_rstealth", 1,4},
},
}
SetupTeams{
imp = {
team = IMP,
units = 60,
reinforcements = 150,
soldier = { "rvs_inf_sbasic", 7,24},
assault = { "rvs_inf_sheavy", 2,8},
engineer= { "rvs_inf_smelee", 2,8},
sniper = { "rvs_inf_ssupport", 2,8},
officer = { "rvs_inf_sofficer", 2,8},
special = { "rvs_inf_sstealth", 1,4},
},
}
AddUnitClass(IMP, "rvs_inf_sdroid",1,4)
AddUnitClass(ALL, "rvs_inf_rdroid",1,4)
AddUnitClass(ALL,"rvs_inf_radept",1,2)
AddUnitClass(IMP, "rvs_inf_sadept",1,2)
SetHeroClass(ALL, "kor_hero_jolee")
SetHeroClass(IMP, "kor_hero_bandon")
Another thing to make sure that is correct is sounds - the KotOR era uses GCW-only sounds, which means that you'll be fine with any GCW world sounds - if that world has lightsaber sounds. Not all of them do. By default, a newly munged map will set you up with Tatooine sounds, which is just fine for KotOR. So are any of the following: Coruscant, Dagobah, Death Star, Hoth, Mustafar, Mygeeto, Naboo, Polis Massa, Tantive IV and Tatooine (again).
There, now you've set up your KotOR .lua.