Missions of your own: scripted missions with cutscenes, dialogue and voices.
Added
-
Missions and modes of your own (
mods\missions\<id>\): a mission is a folder with a short Lua script, played on
the developer map or a custom map with the game's characters or custom ones. Every installed mission is in the main
menu under Single Player > Custom Missions, on the game's own mission select screen with its pictures,
character, location and description; also in the debug menu's Missions tab and the debug console (mission <id>). Scripts get the game's own pieces where they can:- Cutscenes with the game's letterbox and camera shots (fixed, moving, orbiting, tracking, any lens), skippable
by the player (A or Start twice, ormission next/ F8 while testing). Cutscenes can be played by stand-ins
(hide), so a scene plays the same every time whatever the fight left the fighters in. - Dialogue through the game's own dialogue system and subtitles, with voices from WAV files; the characters'
own battle cries stay out of cutscenes, and a line being said when a cutscene starts or is skipped stops. - Animations from any character (
play_anim, borrowed in[Animations]): ranges, loops, held poses, and the
game's paired kill moves with slow motion; slow motion of its own (slow_motion). - Objectives, tips, the boss health bar, timers and counters, force fields (
[Fields], any colour), named
places to walk to ([Markers]), spawning, sides, AI targets, Force powers and sabers (lit or put away, any
colour), music and sounds. - The end: "Mission Complete" or "Mission Failed" over the last shot in the game's message style, then a fade
(a failed mission starts again).
See missions and modes.
- Cutscenes with the game's letterbox and camera shots (fixed, moving, orbiting, tracking, any lens), skippable
-
Custom characters: a Versus mirror gives player 2 a body and voice of its own (
Mesh2=,[Voice2]); any number
of voice lines, a pack's own dialogue archive, related lines for events a character has none for, and Vader's
breathing off for his class (Breathing=0). Up to nineteen custom characters on the Versus select screen. -
Debug console:
killmakes your character fall at once, to see what a defeat does. -
Custom maps: collision of their own (
Brushes=), a sky (Sky=), deadly falls (KillHeight=), point lights and
the player's own light ([PointLights],PlayerAmbient=), draw distance (FarClip=), andModes=to offer a map
only to some modes.
Fixed
- Heroes vs Villains on a custom map crashed now and then (a character set up late).
- Battlefront on custom maps: troopers come back at clear places near their post, and command posts on raised floors
(bridges, pads) work. - An ally on your side no longer turns on you when your saber catches it.
- Live character swaps to a mod's character with a missing animation, and loose weapons' attachment points.
Thanks to @firestar300 for the custom character and map fixes
(#60, #61,
#66).
Known issues
- The Custom Missions screen shows a mission's description on one line (about 55 characters), with no briefing
screen. - On custom maps the computer's characters have no paths: a mission's fighters can stand still against a wall or a
doorway, so start them in the open.
All releases: changelog