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Utapau Lua

Posted: Sun Jan 28, 2007 5:11 pm
by Xavious
Could someone please post the uta1c_c lua? (C:\BF2_ModTools\assets\scripts\UTA) I accidently deleted mine and I need it for something. Thanks in advance.

RE: Utapau Lua

Posted: Sun Jan 28, 2007 6:15 pm
by Darth_Z13

Code: Select all

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--


    --  Republic Attacking (attacker is always #1)
    REP = 1
    CIS = 2
    --  These variables do not change
    ATT = 1
    DEF = 2

-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("Ambush")
ScriptCB_DoFile("PlayMovieWithTransition")
---------------------------------------------------------------------------
-- 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()
		SetAIDifficulty(1, -3, "medium")   
		ScriptCB_SetGameRules("campaign")
    	ScriptCB_PlayInGameMovie("ingame.mvs", "utamon01")
    	SetMissionEndMovie("ingame.mvs", "utamon02")

		AICanCaptureCP("CAM_CP4", 1, false)
		AICanCaptureCP("CAM_CP3", 1, false)
		AICanCaptureCP("CAM_CP5", 1, false)

		AICanCaptureCP("CAM_CP4", 2, false)
		AICanCaptureCP("CAM_CP3", 2, false)
		AICanCaptureCP("CAM_CP5", 2, false)

		SetAIDamageThreshold("uturr01", 0.3)
		SetAIDamageThreshold("uturr02", 0.3)
		SetAIDamageThreshold("Power01", 0.3)

		SetClassProperty("cis_hero_grievous", "MaxHealth", 3000)
		ActivateRegion("CAM_CP4Control")		
	    backup_region = GetRegion("Supportregion")
		helpers_region = GetRegion("2Supportregion")		
			
 		SetProperty("LAATAttack", "MaxHealth", 150)
 		SetProperty("LAATAttack", "CurHealth", 150)
 		
 		SetProperty("LAATRider", "MaxHealth", 150)
 		SetProperty("LAATRider", "CurHealth", 150)
			
		SetProperty("CAM_CP4", "Team", 2)
		SetProperty("CAM_CP5", "Team", 0)
		SetProperty("CAM_CP5", "CaptureRegion", "")
		SetProperty("CAM_CP3", "CaptureRegion", "")
		SetProperty("CAM_CP4", "Value_ATK_Republic", "10")
		
		SetProperty("uturr01", "MaxHealth", 1e+37)
		SetProperty("uturr01", "CurHealth", 1e+37)
		
		SetProperty("uturr02", "MaxHealth", 1e+37)
		SetProperty("uturr02", "CurHealth", 1e+37)
		
		SetProperty("Power01", "MaxHealth", 1e+37)
		SetProperty("Power01", "CurHealth", 1e+37)
		
		EnableSPScriptedHeroes()

		laanim = 1
		lranim = 2
		la_anim()
		lr_anim()
		
		-- This is the LAAT Callback info
		la_death = OnObjectKillName(la_anim, "LAATAttack");
		lr_death = OnObjectKillName(lr_anim, "LAATRider");
		
	la_timer = CreateTimer("la_timer")
	SetTimerValue(la_timer, 20)
    StartTimer(la_timer)

    OnTimerElapse(
        function(timer)
            KillObject("LAATAttack")
        end,
        la_timer
        )

	lr_timer = CreateTimer("lr_timer")
	SetTimerValue(lr_timer, 20)
    StartTimer(lr_timer)	

    OnTimerElapse(
        function(timer)
            KillObject("LAATRider")
        end,
        lr_timer
        )
        
--Objective1:Start()
    onfirstspawn = OnCharacterSpawn(
        function(character)
            if IsCharacterHuman(character) then
                ReleaseCharacterSpawn(onfirstspawn)
                onfirstspawn = nil
                BeginObjectives()
             end
        end)
 
             local Support
    Support = OnEnterRegion(
        function(region, character) 
            if IsCharacterHuman(character) then 
                Backup() 
                ReleaseEnterRegion(Support)
            end
        end,
        backup_region
        )
        
             local Support2
    Support2 = OnEnterRegion(
        function(region, character) 
            if IsCharacterHuman(character) then 
                Helpers() 
                ReleaseEnterRegion(Support2)
            end
        end,
        helpers_region
        )
 
 	--This is objective 1 Start  Get in the vicinity of the nearest CP
	
	Objective1 = Objective:New{teamATT = ATT, teamDEF = DEF,
						 text = "level.uta1.objectives.campaign.1", popupText = "level.uta1.objectives.long.1"}
	Objective1Complete = OnEnterRegion(
        function(region, character) 
            if IsCharacterHuman(character) then 
                Objective1:Complete(ATT)
                ReleaseEnterRegion(Objective1Complete)
            end
        end,
        "CAM_CP4Control"
        )

     Objective1.OnStart = function(self)
        ScriptCB_EnableCommandPostVO(0)
        ScriptCB_SndPlaySound("UTA_obj_46")
        ScriptCB_PlayInGameMusic("rep_uta_amb_obj1_explore")
        Objective1.CAM_CP4Goal1 = AddAIGoal(ATT, "Defend", 100, "CAM_CP4")
        Objective1.CAM_CP4Goal2 = AddAIGoal(DEF, "Defend", 20, "CAM_CP4")
        MapAddEntityMarker("CAM_CP4", "hud_objective_icon", 3.0, ATT, "YELLOW", true, true, true) 
    end
 
     Objective1.OnComplete = function(self)
		SetProperty("CAM_CP5", "Team", 2)
		SetProperty("CAM_CP5", "CaptureRegion", "CAM_CP5Capture")
		ScriptCB_SndPlaySound("UTA_obj_20")
		SetProperty("CAM_CP4", "Value_DEF_CIS", "5")
		ShowMessageText("game.objectives.complete", ATT)
    end
 
--This is objective 2   
    Objective2CP = CommandPost:New{name = "CAM_CP4"}
    Objective2 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
						 text = "level.uta1.objectives.campaign.2", popupText = "level.uta1.objectives.long.2"}
    Objective2:AddCommandPost(Objective2CP)
    
	Objective2.OnStart = function(self)
	end
    
    Objective2.OnComplete = function(self)
    	MapRemoveEntityMarker("CAM_CP4")
        ScriptCB_SndPlaySound("UTA_obj_24")
        ScriptCB_PlayInGameMusic("rep_uta_amb_obj2_explore")
        ATTReinforcementCount = GetReinforcementCount(ATT)
		SetReinforcementCount(ATT, ATTReinforcementCount + 15)      
		ShowMessageText("level.uta1.objectives.temp.2c")
		ActivateRegion("CAM_CP5Control")
		SetProperty("CAM_CP4", "Value_DEF_CIS", "2")
		SetProperty("CAM_CP5", "Value_DEF_CIS", "5")
		SetProperty("CAM_CP3", "Value_DEF_CIS", "0")
		SetProperty("CAM_CP4", "Value_ATK_Republic", "2")
		SetProperty("CAM_CP5", "Value_ATK_Republic", "10")
		SetProperty("CAM_CP5", "SpawnPath", "CAM_CP5SpawnHigh")
		DeleteAIGoal(Objective1.CAM_CP4Goal1)
		Objective1.CAM_CP5Goal1 = AddAIGoal(DEF, "Defend", 50, "CAM_CP5")
		Objective1.CAM_CP5Goal2 = AddAIGoal(ATT, "Defend", 100, "CAM_CP5")
		
		SetProperty ("CAM_CP4", "Team", self.winningTeam)
		AICanCaptureCP("CAM_CP4", DEF, false)
		ShowMessageText("game.objectives.complete", ATT)

    end

 	--This is objective 2a Activate alternate spawn path
	
	Objective2a = Objective:New{teamATT = ATT, teamDEF = DEF, text = "level.uta1.objectives.temp.2a"}
	Objective2aComplete = OnEnterRegion(
        function(region, character) 
            if IsCharacterHuman(character) then 
                Objective2a:Complete(ATT)
                ReleaseEnterRegion(Objective2aComplete)
            end
        end,
        "CAM_CP5Control"
        )
 
     Objective2a.OnComplete = function(self)
    end

--This is objective 3  
    Objective3CP = CommandPost:New{name = "CAM_CP5"}
    Objective3 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
										text = "level.uta1.objectives.campaign.3", popupText = "level.uta1.objectives.long.3"}    
    Objective3:AddCommandPost(Objective3CP)
    
    Objective3.OnStart = function(self)
		MapAddEntityMarker("CAM_CP5", "hud_objective_icon", 3.0, ATT, "YELLOW", true, true, true) 
	end
    
    Objective3.OnComplete = function(self)
    	DeleteAIGoal(Objective1.CAM_CP4Goal2)
        MapRemoveEntityMarker("CAM_CP5")
        ScriptCB_SndPlaySound("UTA_obj_39")
        ScriptCB_SndPlaySound("UTA_obj_35")
        ScriptCB_PlayInGameMusic("rep_uta_amb_obj3_explore")
        UnlockHeroForTeam(1)
		SetProperty("CAM_CP5", "SpawnPath", "CAM_CP5Spawn")
		SetProperty("CAM_CP5", "Value_DEF_CIS", "3")
		SetProperty("CAM_CP3", "Value_DEF_CIS", "5")
		SetProperty("CAM_CP5", "Value_ATK_Republic", "3")
		SetProperty("CAM_CP3", "SpawnPath", "CAM_CP3SpawnBack")
		SetProperty("CAM_CP3", "CaptureRegion", "CAM_CP3Capture")
		DeleteAIGoal(Objective1.CAM_CP5Goal1)
		DeleteAIGoal(Objective1.CAM_CP5Goal2)
        ATTReinforcementCount = GetReinforcementCount(ATT)
		SetReinforcementCount(ATT, ATTReinforcementCount + 30) 
		
		SetProperty ("CAM_CP5", "Team", self.winningTeam)
		AICanCaptureCP("CAM_CP5", DEF, false)
		ShowMessageText("game.objectives.complete", ATT)
    end

--This is objective 3a
    Objective3aCP = CommandPost:New{name = "CAM_CP3"}
    Objective3a = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
										text = "level.uta1.objectives.campaign.3a", popupText = "level.uta1.objectives.long.3a"}    
    Objective3a:AddCommandPost(Objective3aCP)
    
    Objective3a.OnStart = function(self)
		MapAddEntityMarker("CAM_CP3", "hud_objective_icon", 3.0, ATT, "YELLOW", true, true, true) 
	end
    
    
    Objective3a.OnComplete = function(self)
        MapRemoveEntityMarker("CAM_CP3")
        SetProperty("CAM_CP3", "SpawnPath", "CAM_CP3Rep")
		SetProperty("CAM_CP2", "Team", 2)
		SetProperty("CAM_CP2", "SpawnPath", "CAM_CP3Spawn")      
		ScriptCB_SndPlaySound("UTA_obj_40")
		ScriptCB_PlayInGameMusic("rep_uta_grievous_01")
		SetProperty("CAM_CP3", "CaptureRegion", "")
		-- add Grievious as a new unit
		local characterindex = GetTeamMember(4, 0)
		BatchChangeTeams(4, DEF, 1)
		SetHeroClass(CIS, "cis_hero_grievous")
		SelectCharacterClass(characterindex, "cis_hero_grievous")
		SpawnCharacter(characterindex, GetPathPoint("grievious_spawn", 0)) 
		ATTReinforcementCount = GetReinforcementCount(ATT)
		SetReinforcementCount(ATT, ATTReinforcementCount + 15)  
		
		SetProperty ("CAM_CP3", "Team", self.winningTeam)
		AICanCaptureCP("CAM_CP3", DEF, false)
		ShowMessageText("game.objectives.complete", ATT)
end		

--This is objective 3b  Destroy Grevious
    
	Objective3b= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
										text = "level.uta1.objectives.campaign.3b", popupText = "level.uta1.objectives.long.3b"}	

	JediKiller = TargetType:New{classname = "cis_hero_grievous", killLimit = 1}
	Objective3b:AddTarget(JediKiller)
	
	Objective3b.OnStart = function(self)
		Objective3b.CAM_CP3Goal1 = AddAIGoal(ATT, "Defend", 100, "CAM_CP3")
		Objective3b.CAM_CP3Goal2 = AddAIGoal(DEF, "Defend", 20, "CAM_CP3")
	end
	
	Objective3b.OnComplete = function(self)
	    SetProperty("uturr01", "MaxHealth", 2000)
		SetProperty("uturr01", "CurHealth", 2000)
		SetProperty("uturr02", "MaxHealth", 2000)
		SetProperty("uturr02", "CurHealth", 2000)
		ActivateRegion("Supportregion")
		ScriptCB_SndPlaySound("UTA_obj_42")	
		ScriptCB_SndPlaySound("UTA_obj_26")
		ScriptCB_PlayInGameMusic("rep_uta_ImmVict_01")			
		ATTReinforcementCount = GetReinforcementCount(ATT)
		SetReinforcementCount(ATT, ATTReinforcementCount + 10) 
		DeleteAIGoal(Objective3b.CAM_CP3Goal1)
		DeleteAIGoal(Objective3b.CAM_CP3Goal2)
	end

--This is objective 4.  Destroy the AA Guns
    Gun_count = 2    
    Gun01 = Target:New{name = "uturr01"}
    Gun02 = Target:New{name = "uturr02"}
    Gun01.OnDestroy = function(self)
        if Gun_count > 1 then
        Gun_count = Gun_count - 1
        ShowMessageText("level.uta1.objectives.temp.4-" .. Gun_count)
        ScriptCB_SndPlaySound("UTA_obj_28")
        SetProperty("CAM_CP3", "SpawnPath", "CAM_CP3Spawn")
        end
    end
    Gun02.OnDestroy = function(self)
        if Gun_count > 1 then
        Gun_count = Gun_count - 1
        ShowMessageText("level.uta1.objectives.temp.4-" .. Gun_count)
        ScriptCB_SndPlaySound("UTA_obj_28")
        end
    end
        
    Objective4 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF, 
                      										text = "level.uta1.objectives.campaign.4", popupText = "level.uta1.objectives.long.4"}

    Objective4:AddTarget(Gun01)
    Objective4:AddTarget(Gun02)
   
    Objective4.OnComplete = function(self)
--    ScriptCB_SndPlaySound("CorSpc_obj_20")
	SetProperty("uturr01", "Team", 0)
	SetProperty("uturr02", "Team", 0)
	ActivateRegion("2Supportregion")
	SetProperty("CAM_CP6", "Team", 1)
	SetProperty("CAM_CP3", "Value_DEF_CIS", "0")
	SetProperty("CAM_CP4", "Value_DEF_CIS", "0")
	SetProperty("CAM_CP5", "Value_DEF_CIS", "0")
	SetProperty("CAM_CP3", "Value_ATK_Republic", "1")
	SetProperty("CAM_CP4", "Value_ATK_Republic", "1")
	SetProperty("CAM_CP5", "Value_ATK_Republic", "1")
	SetProperty("CAM_CP2", "Value_DEF_CIS", "3")	
	SetProperty("CAM_CP2", "Value_ATK_Republic", "3")		
	SetProperty("Power01", "MaxHealth", 12000)
	SetProperty("Power01", "CurHealth", 12000)
	SetProperty("CAM_CP2", "SpawnPath", "CAM_CP2Spawn")
	ScriptCB_SndPlaySound("UTA_obj_29")
	ScriptCB_SndPlaySound("UTA_obj_30")
	ScriptCB_SndPlaySound("UTA_obj_32")
	ATTReinforcementCount = GetReinforcementCount(ATT)
	SetReinforcementCount(ATT, ATTReinforcementCount + 10) 	
	ShowMessageText("game.objectives.complete", ATT)
end

	--This is objective 5  Destroy the Power Gen
	Power = Target:New{name = "Power01"}
	Power.OnDestroy = function(self)
		ShowMessageText("level.uta1.objectives.temp.5c", 1)
	end
	
	Objective5 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF, 
										text = "level.uta1.objectives.campaign.5", popupText = "level.uta1.objectives.long.5"}
	Objective5:AddTarget(Power)

    Objective5.OnComplete = function(self)
	ScriptCB_SndPlaySound("UTA_obj_34")
	ShowMessageText("game.objectives.complete", ATT)
    end

end
function BeginObjectives()
--This creates the objective "container" and specifies order of objectives, and gets that running           
--	objectiveSequence = MultiObjectiveContainer:New{}
	objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4.5}
	objectiveSequence:AddObjectiveSet(Objective1)
	objectiveSequence:AddObjectiveSet(Objective2)
	objectiveSequence:AddObjectiveSet(Objective2a, Objective3)
	objectiveSequence:AddObjectiveSet(Objective3a)
	objectiveSequence:AddObjectiveSet(Objective3b)
	objectiveSequence:AddObjectiveSet(Objective4)
	objectiveSequence:AddObjectiveSet(Objective5)
  objectiveSequence:Start()
end

function la_anim()
	if laanim == 1 then
		PauseAnimation("LA03");
		RewindAnimation("LA01");
		PlayAnimation("LA01");
		EntityFlyerTakeOff("LAATAttack")
		laanim = 2
	
	
	elseif laanim == 2 then
		PauseAnimation("LA01");
		RewindAnimation("LA02");
		PlayAnimation("LA02");
		EntityFlyerTakeOff("LAATAttack")	
		laanim = 3
		
	
	elseif laanim == 3 then
		PauseAnimation("LA02");
		RewindAnimation("LA03");
		PlayAnimation("LA03");
		EntityFlyerTakeOff("LAATAttack")
		laanim = 1
	end
	
	SetTimerValue(la_timer, 30)
    StartTimer(la_timer)	
end

function lr_anim()
	if lranim == 1 then
	PauseAnimation("LR03");
	RewindAnimation("LR02");
	PlayAnimation("LR02");
	EntityFlyerTakeOff("LAATRider")
	lranim = 2
	
	
	elseif lranim == 2 then
	PauseAnimation("LR01");
	RewindAnimation("LR03");
	PlayAnimation("LR03");
	EntityFlyerTakeOff("LAATRider")
	lranim = 3
	
	
	elseif lranim == 3 then
	PauseAnimation("LR02");
	RewindAnimation("LR01");
	PlayAnimation("LR01");
	EntityFlyerTakeOff("LAATRider")
	lranim = 1
	end
	
	SetTimerValue(lr_timer, 30)
    StartTimer(lr_timer)	
end

function Backup()
    SetProperty("LAATDrop01", "MaxHealth", 1250)
	SetProperty("LAATDrop01", "CurHealth", 1250)
	EntityFlyerTakeOff("LAATDrop01")
	EntityFlyerInitAsLanded("LAATAttack")
	KillObject("LAATAttack")
	KillObject("LAATRider")
	DestroyTimer(lr_timer)
	DestroyTimer(la_timer)
	ReleaseObjectKill(la_death)
	ReleaseObjectKill(lr_death)
	DeactivateRegion(backup_region)
	PauseAnimation("LA01");
	PauseAnimation("LA02");
	PauseAnimation("LA03");
	PauseAnimation("LR01");
	PauseAnimation("LR02");
	PauseAnimation("LR03");
	PauseAnimation("drop-hide");

	RewindAnimation("LA-hide");
	PlayAnimation("LA-hide");
	RewindAnimation("LR-hide");
	PlayAnimation("LR-hide");

	RewindAnimation("Backup");
	PlayAnimation("Backup");

end

function Helpers()
	SetProperty("LAATDrop01", "MaxHealth", 1250)
	SetProperty("LAATDrop01", "CurHealth", 1250)
	SetProperty("LAATDrop02", "MaxHealth", 1250)
	SetProperty("LAATDrop02", "CurHealth", 1250)
	EntityFlyerTakeOff("LAATDrop01")
	EntityFlyerTakeOff("LAATDrop02")
	EntityFlyerInitAsLanded("LAATAttack")
	EntityFlyerInitAsLanded("LAATRider")	
	DeactivateRegion(helpers_region)
	
	PauseAnimation("hide02");
	PauseAnimation("Backup");
	RewindAnimation("backup2");
	PlayAnimation("backup2");
	EntityFlyerTakeOff("LAATDrop01")
	EntityFlyerTakeOff("LAATDrop02")

end

function ScriptInit()
	StealArtistHeap(300*1024)
    -- Designers, these two lines *MUST* be first!
    SetPS2ModelMemory(4700000)

    SetMemoryPoolSize("Combo::State", 75)  --need more of these than default
    SetMemoryPoolSize("Combo::DamageSample", 600)  --need more of these than default

    ReadDataFile("ingame.lvl")

    SetTeamAggressiveness(REP, 0.95)
    SetTeamAggressiveness(CIS, 0.95)  

    ReadDataFile("sound\\uta.lvl;uta1cw")

    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_hero_obiwan",
						"uta1_prop_gunship",
						"rep_walk_oneman_atst",
						"rep_hover_fightertank")
    ReadDataFile("SIDE\\cis.lvl",
                        "cis_inf_rifleman",
                        "cis_inf_rocketeer",
                        "cis_inf_engineer",
                        "cis_inf_sniper",
                        "cis_hero_grievous",
                        "cis_inf_officer",
                        "cis_hover_aat")
                        
ScriptCB_SetSpawnDisplayGain(0.2, 0.5)                                                

SetupTeams{
        rep = {
	    team = REP,
	    units = 19,
	    reinforcements = 15,
	    soldier  = { "rep_inf_ep3_rifleman", 8},
	    assault  = { "rep_inf_ep3_rocketeer", 2},
	    engineer = { "rep_inf_ep3_engineer", 3},
	    sniper   = { "rep_inf_ep3_sniper", 3},
	    officer  = { "rep_inf_ep3_officer", 1},
	    special  = { "rep_inf_ep3_jettrooper", 2},
            
        },
        cis = {
	    team = CIS,
	    units = 13,
	    reinforcements = -1,
	    soldier  = { "cis_inf_rifleman",4},
	    assault  = { "cis_inf_rocketeer",4},
	    engineer = { "cis_inf_engineer",1},
	    sniper   = { "cis_inf_sniper",2},
	    officer  = { "cis_inf_officer", 2},
        }
     }

		SetHeroClass(REP, "rep_hero_obiwan")

    --  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0)     -- droidekas
    AddWalkerType(1, 4) -- ATRTa (special case: 0 leg pairs)
    local weaponCnt = 200
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 193)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityFlyer", 12)
    SetMemoryPoolSize("EntityHover", 6)
    SetMemoryPoolSize("EntityLight", 80)
    SetMemoryPoolSize("EntitySoundStream", 8)
    SetMemoryPoolSize("EntitySoundStatic", 27)
    SetMemoryPoolSize("MountedTurret", 21)
    SetMemoryPoolSize("Navigator", 34)
    SetMemoryPoolSize("Obstacle", 450)
    SetMemoryPoolSize("PathFollower", 34)
    SetMemoryPoolSize("PathNode", 384)
    SetMemoryPoolSize("ShieldEffect", 0)
    SetMemoryPoolSize("TentacleSimulator", 0)
    SetMemoryPoolSize("Timer", 10)
    SetMemoryPoolSize("TreeGridStack", 225)
    SetMemoryPoolSize("UnitAgent", 49)
    SetMemoryPoolSize("UnitController", 49)
    SetMemoryPoolSize("Weapon", weaponCnt)   
    
         --Adding Grievous Pool
     AddUnitClass(4, "rep_inf_ep3_rifleman", 1)
       SetUnitCount(4, 1)
    
    
    
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("uta\\uta1.lvl", "uta1_Campaign")
    SetDenseEnvironment("false")
    AddDeathRegion("deathregion")
    SetMaxFlyHeight(500)
    SetMaxPlayerFlyHeight(29.5)

    --  Sound Stats
    
    voiceSlow = OpenAudioStream("sound\\global.lvl", "uta_objective_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)     
    
    voiceQuick = OpenAudioStream("sound\\global.lvl", "cis_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_quick", voiceQuick)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_quick", voiceQuick)    
    
    OpenAudioStream("sound\\global.lvl",  "cw_music")
    OpenAudioStream("sound\\uta.lvl",  "uta1")
    OpenAudioStream("sound\\uta.lvl",  "uta1")
    -- OpenAudioStream("sound\\uta.lvl",  "uta_objective_vo_slow")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    -- OpenAudioStream("sound\\uta.lvl",  "uta1_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, "RepUta01_GunshipIntro",  0,1)
    -- SetAmbientMusic(REP, 0.98, "RepUta01_ExpAmb1", 1,1)
    -- SetAmbientMusic(REP, 0.1,"rep_uta_amb_end",    2,1)
    -- SetAmbientMusic(CIS, 1.0, "cis_uta_amb_start",  0,1)
    -- SetAmbientMusic(CIS, 0.99, "cis_uta_amb_middle", 1,1)
    -- SetAmbientMusic(CIS, 0.1,"cis_uta_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_uta_amb_victory")
    SetDefeatMusic (REP, "rep_uta_amb_defeat")
    SetVictoryMusic(CIS, "cis_uta_amb_victory")
    SetDefeatMusic (CIS, "cis_uta_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 - Utapau: Sinkhole
	AddCameraShot(-0.428091, 0.045649, -0.897494, -0.095703, 162.714951, 45.857063, 40.647118)
	AddCameraShot(-0.194861, -0.001600, -0.980796, 0.008055, -126.179787, 16.113789, 70.012894);
	AddCameraShot(-0.462548, -0.020922, -0.885442, 0.040050, -16.947638, 4.561796, 156.926956);
	AddCameraShot(0.995310, 0.024582, -0.093535, 0.002310, 38.288612, 4.561796, 243.298508);
	AddCameraShot(0.827070, 0.017093, 0.561719, -0.011609, -24.457638, 8.834146, 296.544586);
	AddCameraShot(0.998875, 0.004912, -0.047174, 0.000232, -45.868237, 2.978215, 216.217880);


end



RE: Utapau Lua

Posted: Sun Jan 28, 2007 6:29 pm
by Xavious
Thanks, Darth_Z13.

RE: Utapau Lua

Posted: Sun Jan 28, 2007 6:37 pm
by Darth_Z13
No problem. ;)