---
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- Empire Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2
function ScriptPostLoad()
EnableSPHeroRules()
cp1 = CommandPost:New{name = "cp2"}
cp2 = CommandPost:New{name = "CP3"}
cp3 = CommandPost:New{name = "CP5"}
cp4 = CommandPost:New{name = "CP6"}
cp5 = CommandPost:New{name = "CP7"}
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:Start()
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()
StealArtistHeap(256*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(2497152 + 65536 * 0)
ReadDataFile("ingame.lvl")
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
ReadDataFile("dc:sound\\hero.lvl;herogcw")
ReadDataFile("sound\\fel.lvl;fel1cw")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight(30)
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_walk_atte",
"rep_walk_oneman_atst")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_tread_snailtank")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")
ReadDataFile("dc:SIDE\\dlc.lvl",
"dlc_hero_fisto",
"dlc_hero_ventress")
SetupTeams{
rep = {
team = REP,
units = 20,
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 = 20,
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},
}
}
SetHeroClass(REP, "dlc_hero_fisto")
SetHeroClass(CIS, "dlc_hero_ventress")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize ("EntityWalker",-1)
AddWalkerType(0, 12) -- 12 droidekas
AddWalkerType(1, 2) -- 0 atsts with 1 leg pairs each
AddWalkerType(2, 0) -- 0 atats with 2 leg pairs each
AddWalkerType(3, 1) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize("Commandwalker", 1)
-- SetMemoryPoolSize("EntityFlyer", 5)
SetMemoryPoolSize("EntityHover", 6)
SetMemoryPoolSize("MountedTurret", 48)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Weapon", 280)
ReadDataFile("dc:RHN\\RHN1.lvl","RhenVar1_conquest")
SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
-- AddDeathRegion("Death");
-- AI
SetAIVehicleNotifyRadius(80)
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight(30)
-- Sound Stats
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\\fel.lvl", "fel1")
OpenAudioStream("sound\\fel.lvl", "fel1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\fel.lvl", "fel1_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_fel_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_fel_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_fel_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_fel_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_fel_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_fel_amb_end", 2,1)
SetVictoryMusic(REP, "rep_fel_amb_victory")
SetDefeatMusic (REP, "rep_fel_amb_defeat")
SetVictoryMusic(CIS, "cis_fel_amb_victory")
SetDefeatMusic (CIS, "cis_fel_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")
-- Camera Stats
-- Top Down
AddCameraShot(0.876900, -0.442794, 0.166961, 0.084308, -92.842827, 91.021690, 161.355850);
-- CP3
AddCameraShot(0.931816, -0.181206, -0.308678, -0.060027, -147.396545, 25.021837, 128.233185);
AddCameraShot(0.909842, -0.262073, 0.309156, 0.089050, -91.736038, 34.621788, 163.739639);
-- CP5
AddCameraShot(0.813412, -0.193748, -0.533549, -0.127087, -70.256043, 25.621792, 115.028290);
AddCameraShot(0.968388, -0.181738, -0.167961, -0.031521, -27.984699, 17.221787, 142.233933);
-- CP6
AddCameraShot(0.985705, -0.078090, -0.148826, -0.011790, -35.218330, 15.421706, 16.465012);
AddCameraShot(0.559177, -0.053046, -0.823652, -0.078135, -71.415993, 16.921690, -12.113598);
-- CP7
AddCameraShot(0.146996, -0.058009, -0.918500, -0.362469, -220.067062, 26.905960, 28.651220);
AddCameraShot(0.982701, -0.135933, -0.124598, -0.017235, -222.859299, 18.505959, 68.993172);
-- CP2
AddCameraShot(0.800503, -0.205155, -0.545494, -0.139800, -352.629608, 23.605942, 117.735550);
AddCameraShot(0.882701, -0.040039, -0.467747, -0.021217, -318.316254, 3.505955, 125.752930);
-- Pretty
AddCameraShot(0.563676, -0.109911, 0.803518, 0.156678, -231.592621, 22.405914, 223.867676);
AddCameraShot(0.938392, 0.112758, 0.324325, -0.038971, -251.608917, 1.105925, 266.066315);
AddCameraShot(0.723019, 0.100555, 0.676954, -0.094148, -39.843826, 0.805894, 111.416893);
AddCameraShot(0.968209, 0.021490, -0.249156, 0.005530, -75.747406, 12.505874, 75.078301);
AddCameraShot(0.264429, -0.053655, -0.943684, -0.191482, -125.556999, 26.605818, 48.874596);
end