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How to increase kill limit for Eli [Solved]

Posted: Sun Feb 04, 2007 3:29 pm
by SBF_Dann_Boeing
this is something that i've been trying to find out for a while.

how do you increase the default kill limit for eli? Is this even possible?

RE: How to increase kill limit for Eli

Posted: Sun Feb 04, 2007 4:00 pm
by RC-1290
Kill llimit? What kill limit? I hope you don''t mean the reinforcements....

RE: How to increase kill limit for Eli

Posted: Sun Feb 04, 2007 4:03 pm
by SBF_Dann_Boeing
yes the thing /180 and /180 thing at the top in ELI mode. i can do this easily in con but i have no clue how to fix this in ELI.

RE: How to increase kill limit for Eli

Posted: Sun Feb 04, 2007 4:07 pm
by Darth_Z13
You change it ingame. You choose it in the Assualt tab in Instant Action.

RE: How to increase kill limit for Eli

Posted: Sun Feb 04, 2007 6:25 pm
by SBF_Dann_Boeing
hmm....ok, i was hoping for a wider range than that...oh well...

Re: How to increase kill limit for Eli

Posted: Sun Feb 04, 2007 6:35 pm
by shade...
SBF_Dann_Boeing wrote:this is something that i've been trying to find out for a while.

how do you increase the default kill limit for eli? Is this even possible?

hehehe. clueless fools. i did a little thing called thinking.

Code: Select all

            team = ALL,
            units = 32,
            reinforcements = -1,
you CAN do that. i think. because i put the eli/hunt settings into my world and works fine. all you got to do is ADD a line.

see this little thing:

Code: Select all

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
thats called scriptcb. usually it would be ObjectiveConquest on a normal basis right? change it to ObjectiveTDM. it tranforms the main mode into a hunt/elimination type game. bewarned, it still has a counter...



hope u found what ur looking for. the counter who knows :cry:

OR- you can look in objectivetdm yourself and find what your looking for! its just below the "Scripts" section! CHECK IT OUT. THAT SETS UP EVERYTHING! i think

RE: Re: How to increase kill limit for Eli

Posted: Sun Feb 04, 2007 7:17 pm
by SBF_Dann_Boeing
no thats there by default. what if i did the opposite tho and gave it a conquest objective but the mode would still be eli? also would i still be able to have extra units?

Posted: Sun Feb 04, 2007 8:26 pm
by shade...
i still think mine works :cry: :cry: :cry:

Posted: Sun Feb 04, 2007 9:02 pm
by Schizo
This part:
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end
Change all the 100s to whatever number you want. I'm not guaranteeing it'll work (I haven't tried it yet), but that's my best educated guess on how you would do it.

Posted: Sun Feb 04, 2007 9:12 pm
by [RDH]Zerted
If you want to ignore the server settings, you can directly set the reinfocrement count for any team. You would do this inside ScriptPostLoad(). I think the function is:

SetReinforcementCount( <team number> , <new count> )

I would not recommend doing this because some people might not want to play your map for that long. Instead, you could get the current count:

GetReinforcementCount(<team number>)

and double it. That way, your count is larger, but server admins can still tweak how long they want the map to run.

Posted: Sun Feb 04, 2007 10:08 pm
by SBF_Dann_Boeing
so like this?
SetReinforcementCount(1, 500)
SetReinforcementCount(2, 500)

Posted: Sun Feb 04, 2007 10:53 pm
by SBF_Dann_Boeing
this doesnt seem to work

Posted: Mon Feb 05, 2007 12:54 am
by [RDH]Zerted
That should work. Post your Lua.

Re: How to increase kill limit for Eli

Posted: Mon Feb 05, 2007 5:14 pm
by Darth_Z13
shade... wrote: hehehe. clueless fools. i did a little thing called thinking.

Code: Select all

            team = ALL,
            units = 32,
            reinforcements = -1,
That was sorta mean calling us clueless. We've been here longer than you have. And changing the -1 to 500 or whatever should work.

RE: Re: How to increase kill limit for Eli

Posted: Mon Feb 05, 2007 6:11 pm
by SBF_Dann_Boeing
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 500,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2",
isUberMode = true,
uberScoreLimit = 500, multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

SetReinforcementCount(1, 500)
SetReinforcementCount(2, 500)
SetUberMode(1)
AddAIGoal(1, "Deathmatch", 500)
AddAIGoal(2, "Deathmatch", 500)
end


---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(250)
SetMaxPlayerFlyHeight (250)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("DC:SIDE\\all.lvl",
"all_inf_rifleman_snow",
"all_inf_rocketeer_snow",
"all_inf_sniper_snow",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee_snow",
"all_hero_luke_jedi",
"all_hover_combatspeeder",
"all_fly_snowspeeder",
"all_fly_xwing_sc")

ReadDataFile("DC:SIDE\\imp.lvl",
"imp_inf_rifleman_snow",
"imp_inf_rocketeer_snow",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_hover_fightertank",
"imp_hover_speederbike",
"imp_walk_atst",
"imp_fly_tiefighter_sc",
"imp_fly_tieinterceptor",
"imp_fly_tiefighter_sc",
"imp_fly_tieinterceptor",
"imp_fly_destroyer_dome" )

ReadDataFile("DC:SIDE\\fal.lvl",
"fal_fly_falcon")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)

--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")

SetupTeams{
all = {
team = ALL,
units = 150,
reinforcements = 500,
soldier = { "all_inf_rifleman_snow",60, 65},
assault = { "all_inf_rocketeer_snow",50,55},
engineer = { "all_inf_engineer",3,7},
sniper = { "all_inf_sniper_snow",3,7},
officer = { "all_inf_officer",3,7},
special = { "all_inf_wookiee_snow",3,7},
},
}

AddUnitClass(ALL,"all_hero_luke_jedi", 1,2)

SetupTeams{
imp = {
team = IMP,
units = 150,
reinforcements = 500,
soldier = { "imp_inf_rifleman_snow",60, 65},
assault = { "imp_inf_rocketeer_snow",50,66},
engineer = { "imp_inf_engineer",3,7},
sniper = { "imp_inf_sniper",3,7},
officer = { "imp_inf_officer",3,7},
special = { "imp_inf_dark_trooper",3,7},

},
}
AddUnitClass(IMP, "imp_hero_bobafett",1,2)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 8) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 42)
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:RVT\\RVT.lvl", "RVT_conquest")
SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "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(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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")

SetAttackingTeam(ATT)

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
[/code]
thats my RVTg_eli script.

RE: Re: How to increase kill limit for Eli

Posted: Tue Feb 06, 2007 11:09 pm
by SBF_Dann_Boeing
did insert this right? or is the spacing wrong for it?

RE: Re: How to increase kill limit for Eli

Posted: Thu Feb 08, 2007 10:41 pm
by SBF_Dann_Boeing
Nvm, I was able to get help from teancum and got it fixed so problem solved.