No spawning in CTF
Posted: Fri Aug 31, 2007 11:27 pm
The ai don't spawn in CTF. The last thing I did to it was add the ai goals for teams 1 and 2.
Thanks in advance.
Code: Select all
[quote]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1
CIS = 2
---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
ClearAIGoals( 1 )
AddAIGoal( 1, "CTFOffense", 50, GetRegionName(flag1_home) )
AddAIGoal( 1, "CTFDefense", 50 )
ClearAIGoals( 2 )
AddAIGoal( 2, "CTFOffense", 25, GetRegionName(flag2_home) )
AddAIGoal( 2, "CTFDefense", 50 )
AddAIGoal(3, "Deathmatch", 100)
AddAIGoal(4, "Deathmatch", 100)
AddAIGoal(5, "Deathmatch", 100)
AddAIGoal(6, "Deathmatch", 100)
AddAIGoal(7, "Deathmatch", 100)
SetProperty("flag1", "GeometryName", "com_icon_republic_flag")
SetProperty("flag1", "CarriedGeometryName", "com_icon_republic_flag_carried")
SetProperty("flag2", "GeometryName", "com_icon_cis_flag")
SetProperty("flag2", "CarriedGeometryName", "com_icon_cis_flag_carried")
--This makes sure the flag is colorized when it has been dropped on the ground
SetClassProperty("com_item_flag", "DroppedColorize", 1)
--This is all the actual ctf objective setup
ctf = ObjectiveCTF:New{teamATT = REP, teamDEF = CIS, captureLimit = 5, textATT = "game.modes.ctf", textDEF = "game.modes.ctf2", hideCPs = true, multiplayerRules = true}
ctf:AddFlag{name = "flag1", homeRegion = "flag1_home", captureRegion = "flag2_home",
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,
icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}
ctf:AddFlag{name = "flag2", homeRegion = "flag2_home", captureRegion = "flag1_home",
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,
icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}
SoundEvent_SetupTeams( REP, 'rep', CIS, 'cis' )
ctf:Start()
SetUberMode(1);
EnableSPHeroRules()
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3350000)
ReadDataFile("ingame.lvl")
SetMemoryPoolSize ("Combo",150) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",1800) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1900) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1900) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1800) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",18000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",150) -- should be ~1x #combo
-- These variables do not change
local ATT = REP
local DEF = CIS
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
SetMemoryPoolSize("Music", 36)
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
"rep_fly_command",
"rep_fly_commandship",
"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_sc",
"rep_inf_ep2_commander",
"rep_inf_ep3_arctrooper",
"rep_inf_ep3_pilot",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_engineer",
"rep_hero_macewindu",
"rep_hero_aalya",
"rep_hero_keira",
"rep_hero_kiyadimundi",
"rep_hero_obiwan",
"rep_hero_anakin",
"rep_hero_shaakti",
"rep_hero_luminara",
"rep_hero_plokoon",
"rep_hover_barcspeeder",
"rep_walk_sphat",
"rep_walk_atte")
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_hover_fightertank",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_marine",
"cis_inf_engineer",
"cis_inf_officer",
"cis_hero_acusa",
"cis_hero_countdooku",
"cis_hero_IG",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_walk_dwarfspider",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\geo.lvl",
"geo_fly_geofighter_sc",
"geo_inf_acklay",
"geo_inf_geonosian")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_geoturret")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", 15)
AddWalkerType(0, 40) -- 40 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 13) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 2) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 280)
SetMemoryPoolSize("AmmoCounter", 2265)
SetMemoryPoolSize("AcklayData", 30)
SetMemoryPoolSize("BaseHint", 480)
SetMemoryPoolSize("ClothData",100)
SetMemoryPoolSize("CommandFlyer", 0)
SetMemoryPoolSize("CommandHover", 1)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", 2265)
SetMemoryPoolSize("EntityCloth",90)
SetMemoryPoolSize("EntityFlyer", 16)
SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("FlagItem", 5)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 57)
SetMemoryPoolSize("Navigator", 495)
SetMemoryPoolSize("Obstacle", 720)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2275)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1850)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1450)
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PassengerSlot", 18)
SetMemoryPoolSize("PathFollower", 490)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("RedShadingState", 25)
SetMemoryPoolSize("TreeGridStack", 1200)
SetMemoryPoolSize("UnitAgent", 550)
SetMemoryPoolSize("UnitController", 550)
SetMemoryPoolSize("WalkerBlend", 65)
SetMemoryPoolSize("WalkerBlendUnit", 190)
SetMemoryPoolSize("WalkerLegPair", 45)
SetMemoryPoolSize("Weapon", 2265)
SetMemoryPoolSize("WeaponDispenser", 100)
SetMemoryPoolSize("SoldierAnimation", 2000)
SetSpawnDelay(10.0, 0.25)
SetupTeams{
rep = {
team = REP,
units = 60,
reinforcements = 500,
soldier = { "rep_inf_ep3_rocketeer",5, 7},
pilot = { "rep_inf_ep3_sniper",5, 7},
assault = {"rep_inf_ep3_engineer",5, 7},
sniper = { "rep_inf_ep3_pilot",4, 6},
marine = { "rep_inf_ep3_officer",4, 6},
engineer = { "rep_inf_ep3_jettrooper",5, 6},
officer = {"rep_inf_ep2_commander",3, 6},
special = { "rep_inf_ep3_arctrooper",1, 3},
AddUnitClass(1, "rep_inf_ep3_rifleman",10, 20)
},
cis = {
team = CIS,
units = 90,
reinforcements = 650,
soldier = { "cis_inf_rifleman",10, 20},
pilot = { "cis_inf_rocketeer",7, 12},
assault = { "cis_inf_sniper",7, 12},
sniper = { "cis_inf_engineer",7, 12},
marine = { "cis_inf_officer",6, 9},
engineer = { "cis_inf_droideka",6, 8},
officer = {"geo_inf_geonosian",3, 5},
special = { "cis_hero_IG",0, 1},
AddUnitClass(2, "cis_inf_marine",10, 20)
}
}
-- Local Stats
SetTeamName(3, "local")
SetUnitCount(3, 70)
AddUnitClass(3, "geo_inf_geonosian", 65)
AddUnitClass(3, "geo_inf_acklay", 5)
SetTeamAsFriend(3, DEF)
-- Local Stats
SetTeamName(4, "clone")
SetUnitCount(4, 75)
AddUnitClass(4, "rep_inf_ep2_rifleman",60)
AddUnitClass(4, "rep_inf_ep2_jettrooper",15)
SetTeamAsFriend(4, ATT)
-- Local Stats
SetTeamName(5, "locals")
SetUnitCount(5, 15)
AddUnitClass(5, "geo_inf_acklay", 15)
-- Local Stats
SetTeamName(6, "droids")
SetUnitCount(6, 80)
AddUnitClass(6, "cis_inf_droideka", 20)
AddUnitClass(6, "cis_inf_rifleman", 30)
AddUnitClass(6, "cis_inf_marine", 30)
SetTeamAsFriend(6, DEF)
-- Local Stats
SetTeamName(7, "jedi")
SetUnitCount(7, 8)
AddUnitClass(7, "rep_hero_aalya",1)
AddUnitClass(7, "rep_hero_anakin",1)
AddUnitClass(7, "rep_hero_kiyadimundi",1)
AddUnitClass(7, "rep_hero_luminara",1)
AddUnitClass(7, "rep_hero_keira",1)
AddUnitClass(7, "rep_hero_obiwan",1)
AddUnitClass(7, "rep_hero_plokoon",1)
AddUnitClass(7, "rep_hero_shaakti",1)
SetTeamAsFriend(7, ATT)
SetTeamAsFriend(ATT, 4)
SetTeamAsFriend(4, ATT)
SetTeamAsFriend(4, 7)
SetTeamAsFriend(7, 4)
SetTeamAsFriend(7, ATT)
SetTeamAsFriend(ATT, 7)
SetTeamAsFriend(DEF, 3)
SetTeamAsFriend(3, DEF)
SetTeamAsFriend(3, 6)
SetTeamAsFriend(6, 3)
SetTeamAsFriend(DEF, 6)
SetTeamAsFriend(6, DEF)
SetTeamAsEnemy(ATT, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsEnemy(ATT, 5)
SetTeamAsEnemy(ATT, 6)
SetTeamAsEnemy(DEF, ATT)
SetTeamAsEnemy(DEF, 4)
SetTeamAsEnemy(DEF, 5)
SetTeamAsEnemy(DEF, 7)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, 4)
SetTeamAsEnemy(3, 5)
SetTeamAsEnemy(3, 7)
SetTeamAsEnemy(4, DEF)
SetTeamAsEnemy(4, 3)
SetTeamAsEnemy(4, 5)
SetTeamAsEnemy(4, 6)
SetTeamAsEnemy(5, ATT)
SetTeamAsEnemy(5, DEF)
SetTeamAsEnemy(5, 3)
SetTeamAsEnemy(5, 4)
SetTeamAsEnemy(5, 6)
SetTeamAsEnemy(5, 7)
SetTeamAsEnemy(6, ATT)
SetTeamAsEnemy(6, 4)
SetTeamAsEnemy(6, 5)
SetTeamAsEnemy(6, 7)
ReadDataFile("dc:BOG\\geo1.lvl", "geo1_ctf")
SetDenseEnvironment("false")
SetMinFlyHeight(-100)
SetMaxFlyHeight(200)
SetMaxPlayerFlyHeight(225)
-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)
-- Sound
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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
-- 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_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.9, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.9, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_GEO_amb_end", 2,1)
SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")
--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end[/quote]