How do you get locals in space?
Thanks
Locals in Space.
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Re: Locals in Space.
Only now they didn't work.. I know from Wazzie..
Weren't it droid units? I still think the ODFs were probably wrong or summin like that...
Weren't it droid units? I still think the ODFs were probably wrong or summin like that...
- Maveritchell
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Re: Locals in Space.
Post by Maveritchell »
Entire contents of PSAg_cmn.lua (Abraxas Platform, which had a local):
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPA9 - Naboo
-- Common script that shares all setup information
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("LinkedFrigate")
-- Republic Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
function SetupUnits()
ReadDataFile("SIDE\\all.lvl",
"all_inf_pilot",
"all_inf_marine",
"all_fly_xwing_sc",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_gunship_sc",
"all_veh_remote_terminal")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_pilot",
"imp_inf_marine",
"imp_fly_tiefighter_sc",
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_veh_remote_terminal")
ReadDataFile("dc:SIDE\\tie.lvl",
"tie_fly_z95",
"tie_fly_r41",
"tie_fly_twing",
"tie_fly_defender",
"tie_fly_tiefighter_sc",
"tie_fly_tiebomber_sc",
"tie_fly_tieinterceptor",
"tie_fly_anakinstarfighter_sc",
"tie_knight_02",
"tie_inf_pilot",
"tie_inf_marine",
"tie_fly_atr6")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_all_beam",
"tur_bldg_spa_all_recoilless",
"tur_bldg_spa_all_chaingun",
"tur_bldg_spa_imp_beam",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_spa_imp_chaingun",
"tur_bldg_chaingun_roof"
)
end
myTeamConfig = {
all = {
team = ALL,
units = 32,
reinforcements = -1,
pilot = { "tie_inf_pilot",26},
marine = { "tie_inf_marine",6},
},
imp = {
team = IMP,
units = 32,
reinforcements = -1,
pilot = { "imp_inf_pilot",26},
marine = { "imp_inf_marine",6},
}
}
ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--imp Frigates
local impfrig1list = {"imp-frigate-tur1", "imp-frigate-tur2",
"imp-frigate-tur3", "imp-frigate-tur4",
"imp-frigate-tur5"}
ImpFrigate1 = LinkedFrigate:New{TurretList = impfrig1list, Frigate = "imp-frigate"}
ImpFrigate1:Init()
--imp Frigates
local impfrig2list = {"imp-frigate2-tur1", "imp-frigate2-tur2",
"imp-frigate2-tur3", "imp-frigate2-tur4",
"imp-frigate2-tur5", "imp-frigate2-tur6"}
ImpFrigate1 = LinkedFrigate:New{TurretList = impfrig2list, Frigate = "imp-frigate2"}
ImpFrigate1:Init()
--all Frigates
local allfriglist= {"all-frigate-tur1", "all-frigate-tur2",
"all-frigate-tur3", "all-frigate-tur4",
"all-frigate-tur5", "all-frigate-tur6"}
AllFrigate = LinkedFrigate:New{TurretList = allfriglist, Frigate = "all-frigate"}
AllFrigate:Init()
--ALL turrets
turretLinkageALL = LinkedTurrets:New{ team = ALL, mainframe = "all-defense",
turrets = {"all_turr_1", "all_turr_2", "all_turr_3", "all_turr_4", "all_turr_5", "all_turr_6"} }
turretLinkageALL:Init()
function turretLinkageALL:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.down", ALL)
BroadcastVoiceOver( "IOSMP_obj_20", IMP )
BroadcastVoiceOver( "AOSMP_obj_21", ALL )
end
function turretLinkageALL:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.up", ALL)
BroadcastVoiceOver( "IOSMP_obj_22", IMP )
BroadcastVoiceOver( "AOSMP_obj_23", ALL )
end
--IMP turrets
turretLinkageIMP = LinkedTurrets:New{ team = IMP, mainframe = "imp-defense",
turrets = {"imp_turr_1", "imp_turr_2", "imp_turr_3", "imp_turr_4", "imp_turr_5", "imp_turr_6"} }
turretLinkageIMP:Init()
function turretLinkageIMP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.down", IMP)
BroadcastVoiceOver( "IOSMP_obj_21", IMP )
BroadcastVoiceOver( "AOSMP_obj_20", ALL )
end
function turretLinkageIMP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.up", IMP)
BroadcastVoiceOver( "IOSMP_obj_23", IMP )
BroadcastVoiceOver( "AOSMP_obj_22", ALL )
end
end
-- adjust extents to fit cap ship
function ScriptPreInit()
SetWorldExtents(2650)
ScriptPreInit = nil
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()
-- Designers, this line *MUST* be first!
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMinFlyHeight(0)
SetMaxFlyHeight(1000)
SetMinPlayerFlyHeight(0)
SetMaxPlayerFlyHeight(1000)
SetAIVehicleNotifyRadius(100)
ReadDataFile("sound\\spa.lvl;spa1gcw")
ReadDataFile("dc:sound\\psa.lvl;psagcw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);
SetupUnits()
SetupTeams(myTeamConfig)
SetTeamName (3, "jedi")
AddUnitClass (3, "tie_knight_02", 0, 1)
SetUnitCount (3, 1)
AddAIGoal(3, "Deathmatch", 1)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
SetMemoryPoolSize("Asteroid", 80)
SetMemoryPoolSize("Aimer", 190)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 89)
--SetMemoryPoolSize("Combo::DamageSample", 0)
SetMemoryPoolSize("CommandFlyer", 1)
SetMemoryPoolSize("SoldierAnimation", 180)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityLight", 115)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 180)
SetMemoryPoolSize("MountedTurret", 60)
SetMemoryPoolSize("EntityPortableTurret", 20)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 135)
SetMemoryPoolSize("PathNode", 80)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 250)
SetMemoryPoolSize("UnitAgent", 65) -- guyCnt*2
SetMemoryPoolSize("UnitController", 65)
SetMemoryPoolSize("Weapon", weaponCnt)
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
SetSpawnDelay(10.0, 0.25)
-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end
ReadDataFile("dc:PSA\\spa_sky.lvl", "end")
ReadDataFile("dc:PSA\\PSA.lvl", myGameMode)
SetDenseEnvironment("false")
SetParticleLODBias(15000)
-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
local voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_quick", voiceQuick)
-- OpenAudioStream("sound\\spa.lvl", "spa1_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
SetBleedingVoiceOver(IMP, IMP, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(IMP, ALL, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(ALL, IMP, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(ALL, ALL, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(IMP, "allleaving")
SetOutOfBoundsVoiceOver(ALL, "impleaving")
SetAmbientMusic(IMP, 1.0, "all_spa_amb_start", 0,1)
SetAmbientMusic(IMP, 0.99, "all_spa_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.1,"all_spa_amb_end", 2,1)
SetAmbientMusic(ALL, 1.0, "imp_spa_amb_start", 0,1)
SetAmbientMusic(ALL, 0.99, "imp_spa_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.1,"imp_spa_amb_end", 2,1)
SetVictoryMusic(IMP, "all_spa_amb_victory")
SetDefeatMusic (IMP, "all_spa_amb_defeat")
SetVictoryMusic(ALL, "imp_spa_amb_victory")
SetDefeatMusic (ALL, "imp_spa_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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
SetAttackingTeam(IMP)
-- Internal Alliance hangar
-- this shot is bad, needs to be fixed
AddCameraShot(-0.049495, 0.003922, -0.995646, -0.078892, 24.992880, -22.995819, -1025.940186);
--Flag shot
AddCameraShot(0.546201, 0.047743, 0.833116, -0.072822, 402.610260, -105.474068, -55.044727);
--Internal Imperial hangar
AddCameraShot(0.988295, -0.091070, 0.121873, 0.011230, 33.932011, 10.868500, 1567.624146);
-- Imperial ship overall
AddCameraShot(-0.380690, 0.021761, -0.922940, -0.052756, 1351.167236, 188.651230, -10.971837);
-- Alliance ship overall
AddCameraShot(0.941014, -0.051715, 0.333887, 0.018349, 1053.546143, 188.651230, -51.276745);
AddDeathRegion("deathregion2")
AddLandingRegion("imp-CP1Con")
AddLandingRegion("plt1con1")
AddLandingRegion("plt1con2")
AddLandingRegion("plt1con3")
AddLandingRegion("hiddenland")
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPA9 - Naboo
-- Common script that shares all setup information
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("LinkedFrigate")
-- Republic Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
function SetupUnits()
ReadDataFile("SIDE\\all.lvl",
"all_inf_pilot",
"all_inf_marine",
"all_fly_xwing_sc",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_gunship_sc",
"all_veh_remote_terminal")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_pilot",
"imp_inf_marine",
"imp_fly_tiefighter_sc",
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_veh_remote_terminal")
ReadDataFile("dc:SIDE\\tie.lvl",
"tie_fly_z95",
"tie_fly_r41",
"tie_fly_twing",
"tie_fly_defender",
"tie_fly_tiefighter_sc",
"tie_fly_tiebomber_sc",
"tie_fly_tieinterceptor",
"tie_fly_anakinstarfighter_sc",
"tie_knight_02",
"tie_inf_pilot",
"tie_inf_marine",
"tie_fly_atr6")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_all_beam",
"tur_bldg_spa_all_recoilless",
"tur_bldg_spa_all_chaingun",
"tur_bldg_spa_imp_beam",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_spa_imp_chaingun",
"tur_bldg_chaingun_roof"
)
end
myTeamConfig = {
all = {
team = ALL,
units = 32,
reinforcements = -1,
pilot = { "tie_inf_pilot",26},
marine = { "tie_inf_marine",6},
},
imp = {
team = IMP,
units = 32,
reinforcements = -1,
pilot = { "imp_inf_pilot",26},
marine = { "imp_inf_marine",6},
}
}
ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--imp Frigates
local impfrig1list = {"imp-frigate-tur1", "imp-frigate-tur2",
"imp-frigate-tur3", "imp-frigate-tur4",
"imp-frigate-tur5"}
ImpFrigate1 = LinkedFrigate:New{TurretList = impfrig1list, Frigate = "imp-frigate"}
ImpFrigate1:Init()
--imp Frigates
local impfrig2list = {"imp-frigate2-tur1", "imp-frigate2-tur2",
"imp-frigate2-tur3", "imp-frigate2-tur4",
"imp-frigate2-tur5", "imp-frigate2-tur6"}
ImpFrigate1 = LinkedFrigate:New{TurretList = impfrig2list, Frigate = "imp-frigate2"}
ImpFrigate1:Init()
--all Frigates
local allfriglist= {"all-frigate-tur1", "all-frigate-tur2",
"all-frigate-tur3", "all-frigate-tur4",
"all-frigate-tur5", "all-frigate-tur6"}
AllFrigate = LinkedFrigate:New{TurretList = allfriglist, Frigate = "all-frigate"}
AllFrigate:Init()
--ALL turrets
turretLinkageALL = LinkedTurrets:New{ team = ALL, mainframe = "all-defense",
turrets = {"all_turr_1", "all_turr_2", "all_turr_3", "all_turr_4", "all_turr_5", "all_turr_6"} }
turretLinkageALL:Init()
function turretLinkageALL:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.down", ALL)
BroadcastVoiceOver( "IOSMP_obj_20", IMP )
BroadcastVoiceOver( "AOSMP_obj_21", ALL )
end
function turretLinkageALL:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.up", ALL)
BroadcastVoiceOver( "IOSMP_obj_22", IMP )
BroadcastVoiceOver( "AOSMP_obj_23", ALL )
end
--IMP turrets
turretLinkageIMP = LinkedTurrets:New{ team = IMP, mainframe = "imp-defense",
turrets = {"imp_turr_1", "imp_turr_2", "imp_turr_3", "imp_turr_4", "imp_turr_5", "imp_turr_6"} }
turretLinkageIMP:Init()
function turretLinkageIMP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.down", IMP)
BroadcastVoiceOver( "IOSMP_obj_21", IMP )
BroadcastVoiceOver( "AOSMP_obj_20", ALL )
end
function turretLinkageIMP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.up", IMP)
BroadcastVoiceOver( "IOSMP_obj_23", IMP )
BroadcastVoiceOver( "AOSMP_obj_22", ALL )
end
end
-- adjust extents to fit cap ship
function ScriptPreInit()
SetWorldExtents(2650)
ScriptPreInit = nil
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()
-- Designers, this line *MUST* be first!
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMinFlyHeight(0)
SetMaxFlyHeight(1000)
SetMinPlayerFlyHeight(0)
SetMaxPlayerFlyHeight(1000)
SetAIVehicleNotifyRadius(100)
ReadDataFile("sound\\spa.lvl;spa1gcw")
ReadDataFile("dc:sound\\psa.lvl;psagcw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);
SetupUnits()
SetupTeams(myTeamConfig)
SetTeamName (3, "jedi")
AddUnitClass (3, "tie_knight_02", 0, 1)
SetUnitCount (3, 1)
AddAIGoal(3, "Deathmatch", 1)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
SetMemoryPoolSize("Asteroid", 80)
SetMemoryPoolSize("Aimer", 190)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 89)
--SetMemoryPoolSize("Combo::DamageSample", 0)
SetMemoryPoolSize("CommandFlyer", 1)
SetMemoryPoolSize("SoldierAnimation", 180)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityLight", 115)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 180)
SetMemoryPoolSize("MountedTurret", 60)
SetMemoryPoolSize("EntityPortableTurret", 20)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 135)
SetMemoryPoolSize("PathNode", 80)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 250)
SetMemoryPoolSize("UnitAgent", 65) -- guyCnt*2
SetMemoryPoolSize("UnitController", 65)
SetMemoryPoolSize("Weapon", weaponCnt)
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
SetSpawnDelay(10.0, 0.25)
-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end
ReadDataFile("dc:PSA\\spa_sky.lvl", "end")
ReadDataFile("dc:PSA\\PSA.lvl", myGameMode)
SetDenseEnvironment("false")
SetParticleLODBias(15000)
-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
local voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_quick", voiceQuick)
-- OpenAudioStream("sound\\spa.lvl", "spa1_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
SetBleedingVoiceOver(IMP, IMP, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(IMP, ALL, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(ALL, IMP, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(ALL, ALL, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(IMP, "allleaving")
SetOutOfBoundsVoiceOver(ALL, "impleaving")
SetAmbientMusic(IMP, 1.0, "all_spa_amb_start", 0,1)
SetAmbientMusic(IMP, 0.99, "all_spa_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.1,"all_spa_amb_end", 2,1)
SetAmbientMusic(ALL, 1.0, "imp_spa_amb_start", 0,1)
SetAmbientMusic(ALL, 0.99, "imp_spa_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.1,"imp_spa_amb_end", 2,1)
SetVictoryMusic(IMP, "all_spa_amb_victory")
SetDefeatMusic (IMP, "all_spa_amb_defeat")
SetVictoryMusic(ALL, "imp_spa_amb_victory")
SetDefeatMusic (ALL, "imp_spa_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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
SetAttackingTeam(IMP)
-- Internal Alliance hangar
-- this shot is bad, needs to be fixed
AddCameraShot(-0.049495, 0.003922, -0.995646, -0.078892, 24.992880, -22.995819, -1025.940186);
--Flag shot
AddCameraShot(0.546201, 0.047743, 0.833116, -0.072822, 402.610260, -105.474068, -55.044727);
--Internal Imperial hangar
AddCameraShot(0.988295, -0.091070, 0.121873, 0.011230, 33.932011, 10.868500, 1567.624146);
-- Imperial ship overall
AddCameraShot(-0.380690, 0.021761, -0.922940, -0.052756, 1351.167236, 188.651230, -10.971837);
-- Alliance ship overall
AddCameraShot(0.941014, -0.051715, 0.333887, 0.018349, 1053.546143, 188.651230, -51.276745);
AddDeathRegion("deathregion2")
AddLandingRegion("imp-CP1Con")
AddLandingRegion("plt1con1")
AddLandingRegion("plt1con2")
AddLandingRegion("plt1con3")
AddLandingRegion("hiddenland")
end
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