You should never have you minimums exceed your total number of units allowed on the field (in this example, the minimums would never be set to more than 20 in total.) The minimums are filled up first, and then the the game will fill up to the max’s randomly until the 20 unit maximum units on the field is hit. The second number sets the max, so there will never be MORE than 25 soldiers, 4 rocketeers, 4 engineers, etc. What this means is that there will ALWAYS be 9 soliders on the field, 1 rocketeer, 1 engineer, 1 sniper, 1 officer, and 1 jet trooper. The soldier unit is set to 9 min and 25 max. For example, we have 20 units total on the play field. The numbers in these lines define min and max numbers for these units. You could (if desired) make one of your units a hero that is always available to any player. These specify which units will occupy which slots in the character carousel.
The other lines should be pretty self-explanatory. These values do not have to be the same for each side, so if you want to start out one team with some kind of disadvantage, you can offset that by giving that side more reinforcements for example. Reinforcements = 150 specifies that there will be 150 reinforcements. 64 on 64, or even higher should be pretty easily doable.
#Battlefront 2 mod loader how to use Pc
The PC should be able to handle a pretty big load though. You can play with these values if you want to have a huge battle, but be careful, as this will create much more strain on your system. units = 20 specifies that there will always be 20 units on the field at any given time. If you recall, we defined REP = 1, therefore, the first team we set up here will be team 1. The team specifies which team the team being defined is (1 or 2) which gets it’s value REP from the variable that we defined above. The SetupTeams sections will determine a few things. ReadDataFile("SIDE\\tur.lvl", "tur_bldg_laser", If you are trying to use a certain unit or vehicle, and it just will not show up in the game, it’s a good idea to look here, and make sure you’re actually loading that character/vehicle. This next block of ReadDataFile calls loads all the infantry and vehicle units you’ll be using. For example, geonosis does not have gcw, and hoth does not have cw. Note: Some levels do not support certain eras. If we wanted to be using the sounds for the Galactic Civil War era, we would be calling for yav1gcw. The yav1cw specifies that we’ll be using the sounds for the Clone Wars era in this map. For this example, we have ReadDataFile(“sound\\yav.lvl yav1cw). For example, you won’t want to use the hoth.lvl sound file if you’re doing a map with CIS units as the hoth files was not setup for use with CIS units. You can change this to use sound files from other levels as long as you know that that level was setup for the type of use that you want. This contains all the unit sounds, as well as any level specific sounds. This next ReadDataFile line loads the sound filed that will be used in this level. SetMemoryPoolSize ("Combo",20) - should be ~ 2x number of jedi classes SetMemoryPoolSize ("Combo::State",300) - should be ~12x #Combo SetMemoryPoolSize ("Combo::Transition",300) - should be a bit bigger than #Combo::State SetMemoryPoolSize ("Combo::Condition",300) - should be a bit bigger than #Combo::State SetMemoryPoolSize ("Combo::Attack",150) - should be ~8-12x #Combo SetMemoryPoolSize ("Combo::DamageSample",1800) - should be ~8-12x #Combo::Attack SetMemoryPoolSize ("Combo::Deflect",50) Make sure you have your names spelled right (the names ARE case-sensetive) The “cp1” after name =, is the actual name of the CP in the editor. The first cp1 is simply a variable name that you are using to define your CP. The default options provide 4 CPs by default. It is important if you are going to add more CPs to your level, that you edit your script, and add your new CPs to the list. Just as it says in the actual script comment below (lua comments begin with -, two dashes) these next lines define the CPs that will be used for conquest. ScriptInit is setup, and making sure everything is loaded, and then ScriptPostLoad actually contains the in-game logic.
ScriptPostLoad will contain all your game script, handling everything that actually happens once the level is loaded and play begins. The following line defines the function ScriptPostLoad, which is a function that is run after the game has finished running ScriptInit (more on that below).
REP Attacking (attacker is always #1) REP = 1 CIS = 2 - These variables do not change ATT = REP DEF = CIS