However, I tried to have the campaign mode as well in there (I have Zerted's shell), but When I press launch I get a fatal error saying: "Could not open MISSION\UT2c_c.lvl".
I get this in the BFront2.log:
Obviously that is a very bad problem.Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in MISSION.lvl
Message Severity: 3
.\Source\LuaHelper.cpp(112)
OpenScript(UT2c_c): script (bbf0445d) not found
Message Severity: 5
.\Source\GameState.cpp(1283)
Could not open MISSION\UT2c_c.lvl
Here's my addme.lua (I think the problem might be in here somewhere)
Code: Select all
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end
--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "UT2%s_%s", era_c = 1, mode_con_c = 1, mode_1flag_c = 1, mode_c_c = 1}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]
-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("UT2","UT2c_con",4)
AddDownloadableContent("UT2","UT2c_1flag",4)
AddDownloadableContent("UT2","UT2c_c",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\UT2\\data\\_LVL_PC\\core.lvl")
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("dc: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("dc: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
What are the files I need to copy (other than to just get it to work in normal game modes) to get campaign to work? (if any)


