New Era on Custom Map Trouble (Solved)
Posted: Mon Jan 04, 2010 12:47 pm
by Delta-1035
hi GT, i'm making my own era-side mod and i'd like to add my era to the Toola:Frozen Tundra map (since its assets are released i believe it's ok). I modified the addme.lua, created all the req files, modified the mission.req. Then i modified the map LUA.
In-game the era shows up and i can launch the map but after loading, this happens: all black; no cps, no mini-map and i cant spawn my units.
Im almost sure theres a problem in my LUA so here it is my BOTa_con.LUA:
I've only changed the sides and added my own custom sound file.
Here you guys have the original BOTc_con.LUA (if is needed):
any help is appreciated
In-game the era shows up and i can launch the map but after loading, this happens: all black; no cps, no mini-map and i cant spawn my units.
Im almost sure theres a problem in my LUA so here it is my BOTa_con.LUA:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
RPP = 3;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:Start()
herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 3000, gameMode = "conquest",}
herosupport:SetHeroClass(REP, "rep_hero_anakin")
herosupport:SetHeroClass(CIS, "cis_hero_grievous")
herosupport:AddSpawnCP("cp1","cp1_spawn")
herosupport:AddSpawnCP("cp2","cp2_spawn")
herosupport:AddSpawnCP("cp5","jugspawn")
herosupport:AddSpawnCP("cp6","shieldspawn")
herosupport:AddSpawnCP("cp7","tunnelspawn1")
herosupport:AddSpawnCP("cp8","tunnelspawn2")
herosupport:Start()
EnableSPHeroRules()
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()
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(1000)
SetMaxPlayerFlyHeight (1000)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
SetMemoryPoolSize ("ParticleTransformer::SizeTransf", 1100)
SetMemoryPoolSize ("ParticleTransformer::ColorTrans", 1630)
SetMemoryPoolSize ("Music", 60)
SetMemoryPoolSize ("SoldierAnimation", 450)
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:sound\\AGA.lvl;AGAcw")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_aalya",
"rep_hero_macewindu")
ReadDataFile("dc:SIDE\\repcold.lvl",
"rep_hover_fightertank",
"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_inf_ep3_recon",
"rep_inf_commando",
"rep_inf_ep3_commander",
"rep_hero_anakin")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_grievous",
"cis_inf_recon",
"cis_inf_magnaguard",
"cis_inf_commander",
"cis_inf_droideka",
"cis_hover_stap")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
REP = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",7, 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},
},
}
SetupTeams{
CIS = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "CIS_inf_rifleman",7, 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},
},
}
AddUnitClass(REP, "rep_inf_ep3_recon",3,4)
AddUnitClass(REP, "rep_inf_commando",3,4)
AddUnitClass(REP, "rep_inf_ep3_commander",1,2)
AddUnitClass(CIS, "cis_inf_recon",3,4)
AddUnitClass(CIS, "cis_inf_magnaguard",3,4)
AddUnitClass(CIS, "cis_inf_commander",2,3)
--SetHeroClass(CIS, "cis_hero_grievous")
--SetHeroClass(REP, "rep_hero_anakin")
SetTeamAsEnemy(RPP, DEF)
SetTeamAsEnemy(DEF, RPP)
SetTeamAsFriend(RPP, ATT)
SetTeamAsFriend(ATT, RPP)
AICanCaptureCP("CP1", RPP, false)
AICanCaptureCP("CP2", RPP, false)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 2) -- 1x2 (1 pair of legs)
AddWalkerType(2, 3) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 4) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 100)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:BOT\\BOT.lvl", "BOT_conquest")
ReadDataFile("dc:BOT\\BOT.lvl", "BOT_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")
--OpeningSateliteShot
AddCameraShot(0.716090, -0.063223, 0.692445, 0.061135, 242.391983, 2.247680, 50.893444);
end
[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
RPP = 3;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:Start()
herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 3000, gameMode = "conquest",}
herosupport:SetHeroClass(REP, "rep_hero_anakin")
herosupport:SetHeroClass(CIS, "cis_hero_grievous")
herosupport:AddSpawnCP("cp1","cp1_spawn")
herosupport:AddSpawnCP("cp2","cp2_spawn")
herosupport:AddSpawnCP("cp5","jugspawn")
herosupport:AddSpawnCP("cp6","shieldspawn")
herosupport:AddSpawnCP("cp7","tunnelspawn1")
herosupport:AddSpawnCP("cp8","tunnelspawn2")
herosupport:Start()
EnableSPHeroRules()
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()
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(1000)
SetMaxPlayerFlyHeight (1000)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
SetMemoryPoolSize ("ParticleTransformer::SizeTransf", 1100)
SetMemoryPoolSize ("ParticleTransformer::ColorTrans", 1630)
SetMemoryPoolSize ("Music", 60)
SetMemoryPoolSize ("SoldierAnimation", 450)
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:sound\\AGA.lvl;AGAcw")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_aalya",
"rep_hero_macewindu")
ReadDataFile("dc:SIDE\\repcold.lvl",
"rep_hover_fightertank",
"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_inf_ep3_recon",
"rep_inf_commando",
"rep_inf_ep3_commander",
"rep_hero_anakin")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_grievous",
"cis_inf_recon",
"cis_inf_magnaguard",
"cis_inf_commander",
"cis_inf_droideka",
"cis_hover_stap")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
REP = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",7, 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},
},
}
SetupTeams{
CIS = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "CIS_inf_rifleman",7, 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},
},
}
AddUnitClass(REP, "rep_inf_ep3_recon",3,4)
AddUnitClass(REP, "rep_inf_commando",3,4)
AddUnitClass(REP, "rep_inf_ep3_commander",1,2)
AddUnitClass(CIS, "cis_inf_recon",3,4)
AddUnitClass(CIS, "cis_inf_magnaguard",3,4)
AddUnitClass(CIS, "cis_inf_commander",2,3)
--SetHeroClass(CIS, "cis_hero_grievous")
--SetHeroClass(REP, "rep_hero_anakin")
SetTeamAsEnemy(RPP, DEF)
SetTeamAsEnemy(DEF, RPP)
SetTeamAsFriend(RPP, ATT)
SetTeamAsFriend(ATT, RPP)
AICanCaptureCP("CP1", RPP, false)
AICanCaptureCP("CP2", RPP, false)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 2) -- 1x2 (1 pair of legs)
AddWalkerType(2, 3) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 4) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 100)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:BOT\\BOT.lvl", "BOT_conquest")
ReadDataFile("dc:BOT\\BOT.lvl", "BOT_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")
--OpeningSateliteShot
AddCameraShot(0.716090, -0.063223, 0.692445, 0.061135, 242.391983, 2.247680, 50.893444);
end
[/code]
Here you guys have the original BOTc_con.LUA (if is needed):
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
RPP = 3;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:Start()
herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 3000, gameMode = "conquest",}
herosupport:SetHeroClass(REP, "rep_hero_kai")
herosupport:SetHeroClass(CIS, "cis_hero_ventress")
herosupport:AddSpawnCP("cp1","cp1_spawn")
herosupport:AddSpawnCP("cp2","cp2_spawn")
herosupport:AddSpawnCP("cp5","jugspawn")
herosupport:AddSpawnCP("cp6","shieldspawn")
herosupport:AddSpawnCP("cp7","tunnelspawn1")
herosupport:AddSpawnCP("cp8","tunnelspawn2")
herosupport:Start()
EnableSPHeroRules()
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()
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(1000)
SetMaxPlayerFlyHeight (1000)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
SetMemoryPoolSize ("ParticleTransformer::SizeTransf", 1100)
SetMemoryPoolSize ("ParticleTransformer::ColorTrans", 1630)
SetMemoryPoolSize ("Music", 60)
SetMemoryPoolSize ("SoldierAnimation", 450)
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:sound\\BOT.lvl;BOTcw")
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_fightertank",
"rep_hero_aalya",
"rep_hero_macewindu")
ReadDataFile("dc:SIDE\\cat.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_keller",
"rep_fly_arc170fighter_sc",
"rep_inf_ep3_pilot")
ReadDataFile("dc:SIDE\\ccs.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hover_aat",
"cis_inf_marine",
"cis_hover_stap")
ReadDataFile("dc:SIDE\\skn.lvl",
"cis_hero_ventress",
"rep_hero_kai")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 35,
reinforcements = 200,
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_keller",1, 1},
},
cis = {
team = CIS,
units = 30,
reinforcements = 200,
soldier = { "cis_inf_marine",9, 25},
assault = { "cis_inf_rifleman",1, 4},
engineer = { "cis_inf_rocketeer",1, 4},
sniper = { "cis_inf_engineer",1, 4},
officer = {"cis_inf_sniper",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetupTeams{
rpp = {
team = RPP,
units = 2,
reinforcements = -1,
soldier = { "rep_inf_ep3_pilot",2, 2},
}
}
--SetHeroClass(CIS, "cis_hero_ventress")
--SetHeroClass(REP, "rep_hero_kai")
SetTeamAsEnemy(RPP, DEF)
SetTeamAsEnemy(DEF, RPP)
SetTeamAsFriend(RPP, ATT)
SetTeamAsFriend(ATT, RPP)
AICanCaptureCP("CP1", RPP, false)
AICanCaptureCP("CP2", RPP, false)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 2) -- 1x2 (1 pair of legs)
AddWalkerType(2, 3) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 4) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 100)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:BOT\\BOT.lvl", "BOT_conquest")
ReadDataFile("dc:BOT\\BOT.lvl", "BOT_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")
--OpeningSateliteShot
AddCameraShot(0.716090, -0.063223, 0.692445, 0.061135, 242.391983, 2.247680, 50.893444);
end
[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
RPP = 3;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:Start()
herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 3000, gameMode = "conquest",}
herosupport:SetHeroClass(REP, "rep_hero_kai")
herosupport:SetHeroClass(CIS, "cis_hero_ventress")
herosupport:AddSpawnCP("cp1","cp1_spawn")
herosupport:AddSpawnCP("cp2","cp2_spawn")
herosupport:AddSpawnCP("cp5","jugspawn")
herosupport:AddSpawnCP("cp6","shieldspawn")
herosupport:AddSpawnCP("cp7","tunnelspawn1")
herosupport:AddSpawnCP("cp8","tunnelspawn2")
herosupport:Start()
EnableSPHeroRules()
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()
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(1000)
SetMaxPlayerFlyHeight (1000)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
SetMemoryPoolSize ("ParticleTransformer::SizeTransf", 1100)
SetMemoryPoolSize ("ParticleTransformer::ColorTrans", 1630)
SetMemoryPoolSize ("Music", 60)
SetMemoryPoolSize ("SoldierAnimation", 450)
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:sound\\BOT.lvl;BOTcw")
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_fightertank",
"rep_hero_aalya",
"rep_hero_macewindu")
ReadDataFile("dc:SIDE\\cat.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_keller",
"rep_fly_arc170fighter_sc",
"rep_inf_ep3_pilot")
ReadDataFile("dc:SIDE\\ccs.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hover_aat",
"cis_inf_marine",
"cis_hover_stap")
ReadDataFile("dc:SIDE\\skn.lvl",
"cis_hero_ventress",
"rep_hero_kai")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 35,
reinforcements = 200,
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_keller",1, 1},
},
cis = {
team = CIS,
units = 30,
reinforcements = 200,
soldier = { "cis_inf_marine",9, 25},
assault = { "cis_inf_rifleman",1, 4},
engineer = { "cis_inf_rocketeer",1, 4},
sniper = { "cis_inf_engineer",1, 4},
officer = {"cis_inf_sniper",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetupTeams{
rpp = {
team = RPP,
units = 2,
reinforcements = -1,
soldier = { "rep_inf_ep3_pilot",2, 2},
}
}
--SetHeroClass(CIS, "cis_hero_ventress")
--SetHeroClass(REP, "rep_hero_kai")
SetTeamAsEnemy(RPP, DEF)
SetTeamAsEnemy(DEF, RPP)
SetTeamAsFriend(RPP, ATT)
SetTeamAsFriend(ATT, RPP)
AICanCaptureCP("CP1", RPP, false)
AICanCaptureCP("CP2", RPP, false)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 2) -- 1x2 (1 pair of legs)
AddWalkerType(2, 3) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 4) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 100)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:BOT\\BOT.lvl", "BOT_conquest")
ReadDataFile("dc:BOT\\BOT.lvl", "BOT_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")
--OpeningSateliteShot
AddCameraShot(0.716090, -0.063223, 0.692445, 0.061135, 242.391983, 2.247680, 50.893444);
end
[/code]