Vehicle won't show ingame(ctd) [Solved]
Posted: Tue Jun 02, 2009 1:30 pm
by RogueCruiser
Ok so i got the vehicle assets from the conversion pack and I'm putting the at-xt in a map.
I've tried and checked various things for a while now and I'm stumped. It ctd's at the end of loading.I added all the odfs to my side(because it takes only like 3mb for them all) to make sure i got all of them.
Here is the odfs for the At-xt:
Rep_walk_atxt-
I know it's alot. Also for some reason all the other atxt odfs share most of this stuff in the odf.
I added all the effects from the Conversion Pack Assets into my side. I added reqs for the at-xt.
These are the msh and tgas i put in it:
Any Help? Thanks. p.s. I know it is alot of words. 
Edit: Almost forget the luas:
I've tried and checked various things for a while now and I'm stumped. It ctd's at the end of loading.I added all the odfs to my side(because it takes only like 3mb for them all) to make sure i got all of them.
Here is the odfs for the At-xt:
Rep_walk_atxt-
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "walker"
GeometryName = "rep_walk_atxt.msh"
[Properties]
WALKERSECTION = "BODY"
VehicleType = "medium"
AISizeType = "MEDIUM"
Label = "AT-XT"
GeometryName = "rep_walk_atxt"
AnimationName = "imp_walk_atst"
ExplosionName = "rep_walk_atxt_exp"
FirstPerson = "REP\repatxtp;rep_1st_cockpit_ATXT"
DeathAnimationExplosion = "med_explosion"
FinalExplosion = "rep_walk_atxt_finalexp"
VehiclePosition = "common.vehiclepositions.pilot"
HealthTexture = "HUD_rep_atxt_icon"
MapTexture = "atxt_icon"
MapScale = "1.6"
NoCombatInterrupt = 1
///////////////////////////////////
////// HEALTH, DAMAGE, CHUNKS /////
///////////////////////////////////
MaxHealth = "8000.0"
DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "bone_l_calf"
DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "bone_r_calf"
DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "bone_l_foot"
DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "bone_r_foot"
DamageStartPercent = 50.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_3"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "imp_walk_atst_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.65
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "6.00"
ChunkTrailEffect = "mediumsmoketrail"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "imp_walk_atst_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 1.0"
ChunkBounciness = 0.35
ChunkStickiness = 0.45
ChunkSpeed = "9.0"
ChunkUpFactor = "5.00"
ChunkTrailEffect = "mediumsmoketrail"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "imp_walk_atst_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkBounciness = 0.25
ChunkStickiness = 0.25
ChunkSpeed = "6.0"
ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke2"
CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "imp_walk_atst_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 1.5"
ChunkBounciness = 0.55
ChunkStickiness = 0.25
ChunkSpeed = "5.0"
ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke1"
WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"
TimeRequiredToEject = "10.0"
EjectResistance = "0.03"
TimeTilReboard = "5.0"
//***********************************************
//*********** MOVEMENT VALUES *****************
//***********************************************
MaxTerrainAngle = "30.0"
Acceleraton = "2.4"
MaxSpeed = "5.0"
MaxStrafeSpeed = "3.5"
//MaxTurnSpeed = "0.6"
StoppedTurnSpeed = "0.5"
ForwardTurnSpeed = "0.5"
BoostTurnSpeed = "0.3"
TurnThreshold = "0.6"
SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place
LegRayHitLength = "5"
EnergyBar = 80
EnergyAutoRestore = 9.0
EnergyBoostDrain = 20
BoostSpeed = 10
BoostAcceleration = 100.0
BoostFOV = 60
AIUseHoverPhysics = "1"
//***********************************************
//*********** CAMERA VALUES *******************
//***********************************************
EyePointOffset = "0.0 8.0 0.0"
TrackCenter = "0.0 9.25 -3.0"
TrackOffset = "0.0 0.0 13.0"
TiltValue = "6.0"
YawLimits = "-90 90"
PitchLimits = "-35 40"
MaxPitchSpeed = "0.4"
MaxYawSpeed = "0.7"
MaxTurnSpeed = "1.5"
PCMaxYawSpeed = 2.0
PCMaxTurnSpeed = 2.0
PCPitchRate = 1.6
//***********************************************
//*********** MAIN WEAPON VALUES **************
//***********************************************
//TurretNodeName ="bone_root"
TurretNodeName = "cube5"
PitchLimits = "-25 40"
YawLimits = "-60 60"
WEAPONSECTION = 1
WeaponName = "rep_weap_hover_fightertank_cannon"
WeaponAmmo = "0"
HierarchyLevel = "1"
AimerNodeName = "cube5"
AimerYawLimits = "-90 90"
AimerPitchLimits = "-25 40"
BarrelNodeName = "barrel_3"
FirePointName = "hp_cannon_1"
BarrelRecoil = "0.3"
NextBarrel = "-"
BarrelNodeName = "barrel_1"
FirePointName = "hp_cannon_2"
BarrelRecoil = "0.3"
WEAPONSECTION = 2
WeaponName = "rep_weap_hover_fightertank_missile"
WeaponAmmo = "6"
AimerNodeName = "aimer_mortar_L"
AimerYawLimits = "-0 0"
AimerPitchLimits = "-0 0"
NextAimer = "-"
BarrelNodeName = "barrel_mortar_L"
BarrelRecoil = "0.3"
FirePointName = "hp_mortar_1"
NextBarrel = "-"
AimerNodeName = "aimer_mortar_R"
AimerYawLimits = "-0 0"
AimerPitchLimits = "-0 0"
BarrelNodeName = "barrel_mortar_R"
BarrelRecoil = "0.3"
FirePointName = "hp_mortar_2"
///////////////////////////////////
///// COLLISION, MUSIC, BONES /////
///////////////////////////////////
//SoldierCollision = "p_sphere_lfoot"
//SoldierCollision = "p_sphere_rfoot"
//SoldierCollision = "p_r_ankle"
//SoldierCollision = "p_r_leg"
//SoldierCollision = "p_r_thigh"
//SoldierCollision = "p_l_ankle"
//SoldierCollision = "p_l_leg"
//SoldierCollision = "p_l_thigh"
//SoldierCollision = "p_mainbody"
TerrainCollision = "p_l_foot"
TerrainCollision = "p_r_foot"
BuildingCollision = "p_sphere_lfoot"
BuildingCollision = "p_sphere_rfoot"
BuildingCollisionPrim = "BldgCylinder aacylinder NULL 0.0 4.7 0.0 3.0 7.6 0.0"
StompEffect = "walkerstomp"
StompDecal = "decal_atst_footprint"
RepMusic = ""
CISMusic = ""
TurnOffSound = ""
FoleyFXGroup = "metal_foley"
LegPairCount = "1"
WalkerLegPair = "LEGS"
LegBoneLeft = "bone_l_thigh"
LegBoneRight = "bone_r_thigh"
LegBoneTopLeft = "bone_l_thigh"
LegBoneTopRight = "bone_r_thigh"
TerrainLeft = "p_l_foot"
TerrainRight = "p_r_foot"
FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"
//*****************************************
//*********** SOUND VALUES **************
//*****************************************
FootstepSound0 = "com_weap_layered_at_step"
FootstepSound1 = "com_weap_layered_at_step"
HydraulicSound = "atst_leg_up"
HydraulicSoundHeight = "0.2"
HydraulicLowerSound = ""
//HydraulicLowerHeight = "0.5"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
AllMusic = "all_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = "0.2"
MusicDelay = "4.0"
EngineSound = "atst_engine_parameterized"
TurnOnSound = ""
TurnOnTime = "1.0"
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = "5.0"
//FoleyFXClass = "imp_walk_atst"
FoleyFXGroup = "metal_foley"
ClassLabel = "walker"
GeometryName = "rep_walk_atxt.msh"
[Properties]
WALKERSECTION = "BODY"
VehicleType = "medium"
AISizeType = "MEDIUM"
Label = "AT-XT"
GeometryName = "rep_walk_atxt"
AnimationName = "imp_walk_atst"
ExplosionName = "rep_walk_atxt_exp"
FirstPerson = "REP\repatxtp;rep_1st_cockpit_ATXT"
DeathAnimationExplosion = "med_explosion"
FinalExplosion = "rep_walk_atxt_finalexp"
VehiclePosition = "common.vehiclepositions.pilot"
HealthTexture = "HUD_rep_atxt_icon"
MapTexture = "atxt_icon"
MapScale = "1.6"
NoCombatInterrupt = 1
///////////////////////////////////
////// HEALTH, DAMAGE, CHUNKS /////
///////////////////////////////////
MaxHealth = "8000.0"
DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "bone_l_calf"
DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "bone_r_calf"
DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "bone_l_foot"
DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "bone_r_foot"
DamageStartPercent = 50.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_3"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "imp_walk_atst_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.65
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "6.00"
ChunkTrailEffect = "mediumsmoketrail"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "imp_walk_atst_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 1.0"
ChunkBounciness = 0.35
ChunkStickiness = 0.45
ChunkSpeed = "9.0"
ChunkUpFactor = "5.00"
ChunkTrailEffect = "mediumsmoketrail"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "imp_walk_atst_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkBounciness = 0.25
ChunkStickiness = 0.25
ChunkSpeed = "6.0"
ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke2"
CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "imp_walk_atst_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 1.5"
ChunkBounciness = 0.55
ChunkStickiness = 0.25
ChunkSpeed = "5.0"
ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke1"
WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"
TimeRequiredToEject = "10.0"
EjectResistance = "0.03"
TimeTilReboard = "5.0"
//***********************************************
//*********** MOVEMENT VALUES *****************
//***********************************************
MaxTerrainAngle = "30.0"
Acceleraton = "2.4"
MaxSpeed = "5.0"
MaxStrafeSpeed = "3.5"
//MaxTurnSpeed = "0.6"
StoppedTurnSpeed = "0.5"
ForwardTurnSpeed = "0.5"
BoostTurnSpeed = "0.3"
TurnThreshold = "0.6"
SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place
LegRayHitLength = "5"
EnergyBar = 80
EnergyAutoRestore = 9.0
EnergyBoostDrain = 20
BoostSpeed = 10
BoostAcceleration = 100.0
BoostFOV = 60
AIUseHoverPhysics = "1"
//***********************************************
//*********** CAMERA VALUES *******************
//***********************************************
EyePointOffset = "0.0 8.0 0.0"
TrackCenter = "0.0 9.25 -3.0"
TrackOffset = "0.0 0.0 13.0"
TiltValue = "6.0"
YawLimits = "-90 90"
PitchLimits = "-35 40"
MaxPitchSpeed = "0.4"
MaxYawSpeed = "0.7"
MaxTurnSpeed = "1.5"
PCMaxYawSpeed = 2.0
PCMaxTurnSpeed = 2.0
PCPitchRate = 1.6
//***********************************************
//*********** MAIN WEAPON VALUES **************
//***********************************************
//TurretNodeName ="bone_root"
TurretNodeName = "cube5"
PitchLimits = "-25 40"
YawLimits = "-60 60"
WEAPONSECTION = 1
WeaponName = "rep_weap_hover_fightertank_cannon"
WeaponAmmo = "0"
HierarchyLevel = "1"
AimerNodeName = "cube5"
AimerYawLimits = "-90 90"
AimerPitchLimits = "-25 40"
BarrelNodeName = "barrel_3"
FirePointName = "hp_cannon_1"
BarrelRecoil = "0.3"
NextBarrel = "-"
BarrelNodeName = "barrel_1"
FirePointName = "hp_cannon_2"
BarrelRecoil = "0.3"
WEAPONSECTION = 2
WeaponName = "rep_weap_hover_fightertank_missile"
WeaponAmmo = "6"
AimerNodeName = "aimer_mortar_L"
AimerYawLimits = "-0 0"
AimerPitchLimits = "-0 0"
NextAimer = "-"
BarrelNodeName = "barrel_mortar_L"
BarrelRecoil = "0.3"
FirePointName = "hp_mortar_1"
NextBarrel = "-"
AimerNodeName = "aimer_mortar_R"
AimerYawLimits = "-0 0"
AimerPitchLimits = "-0 0"
BarrelNodeName = "barrel_mortar_R"
BarrelRecoil = "0.3"
FirePointName = "hp_mortar_2"
///////////////////////////////////
///// COLLISION, MUSIC, BONES /////
///////////////////////////////////
//SoldierCollision = "p_sphere_lfoot"
//SoldierCollision = "p_sphere_rfoot"
//SoldierCollision = "p_r_ankle"
//SoldierCollision = "p_r_leg"
//SoldierCollision = "p_r_thigh"
//SoldierCollision = "p_l_ankle"
//SoldierCollision = "p_l_leg"
//SoldierCollision = "p_l_thigh"
//SoldierCollision = "p_mainbody"
TerrainCollision = "p_l_foot"
TerrainCollision = "p_r_foot"
BuildingCollision = "p_sphere_lfoot"
BuildingCollision = "p_sphere_rfoot"
BuildingCollisionPrim = "BldgCylinder aacylinder NULL 0.0 4.7 0.0 3.0 7.6 0.0"
StompEffect = "walkerstomp"
StompDecal = "decal_atst_footprint"
RepMusic = ""
CISMusic = ""
TurnOffSound = ""
FoleyFXGroup = "metal_foley"
LegPairCount = "1"
WalkerLegPair = "LEGS"
LegBoneLeft = "bone_l_thigh"
LegBoneRight = "bone_r_thigh"
LegBoneTopLeft = "bone_l_thigh"
LegBoneTopRight = "bone_r_thigh"
TerrainLeft = "p_l_foot"
TerrainRight = "p_r_foot"
FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"
//*****************************************
//*********** SOUND VALUES **************
//*****************************************
FootstepSound0 = "com_weap_layered_at_step"
FootstepSound1 = "com_weap_layered_at_step"
HydraulicSound = "atst_leg_up"
HydraulicSoundHeight = "0.2"
HydraulicLowerSound = ""
//HydraulicLowerHeight = "0.5"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
AllMusic = "all_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = "0.2"
MusicDelay = "4.0"
EngineSound = "atst_engine_parameterized"
TurnOnSound = ""
TurnOnTime = "1.0"
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = "5.0"
//FoleyFXClass = "imp_walk_atst"
FoleyFXGroup = "metal_foley"
I added all the effects from the Conversion Pack Assets into my side. I added reqs for the at-xt.
These are the msh and tgas i put in it:
Hidden/Spoiler:
rep_walk_atxt.tga
atxt_icon.tga
rep_1st_cockpit_atxt.tga
imp_vehicle_atst.tga
all the "imp_walk_atst" chunks
redlaser.tga
redlaserd.tga
redlaserl.tga
missile.tga.option
rep_weap_atxt_missile.msh.option
rep_walk_atxt.msh
rep_1st_cockpit_ATXT.tga.option
rep_1st_cockpit_ATXT.msh
rep_walk_atxt_lowrez.tga
rep_walk_atxt.msh.option
rep_1st_cockpit_securitycam.tga
rep_1st_cockpit_ATXT.msh.option
missile.tga
rep_weap_atxt_missile.msh
atxt_icon.tga
rep_1st_cockpit_atxt.tga
imp_vehicle_atst.tga
all the "imp_walk_atst" chunks
redlaser.tga
redlaserd.tga
redlaserl.tga
missile.tga.option
rep_weap_atxt_missile.msh.option
rep_walk_atxt.msh
rep_1st_cockpit_ATXT.tga.option
rep_1st_cockpit_ATXT.msh
rep_walk_atxt_lowrez.tga
rep_walk_atxt.msh.option
rep_1st_cockpit_securitycam.tga
rep_1st_cockpit_ATXT.msh.option
missile.tga
rep_weap_atxt_missile.msh
Edit: Almost forget the luas:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- 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(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:Start()
SetUberMode();
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("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
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
ReadDataFile("sound\\yav.lvl;yav1cw")
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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_hover_stap")
ReadDataFile("dc:SIDE\\pgr.lvl",
"pgr_inf_clone_commando",
"pgr_inf_commander_thire",
"cis_inf_droid7",
"rep_walk_atxt")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_chaingun",
"tur_bldg_built_chaingun",
"tur_bldg_chaingun_roof",
"tur_bldg_hoth_dishturret")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 300,
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_jettrooper",1, 4},
AddUnitClass(REP, "pgr_inf_clone_commando",1,5)
},
cis = {
team = CIS,
units = 20,
reinforcements = 300,
soldier = { "cis_inf_rifleman",9, 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(CIS, "cis_inf_droid7",1,5)
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "pgr_inf_commander_thire")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 4) -- 4 atxts with 1 leg pairs each
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", 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:ABC\\ABC.lvl", "ABC_conquest")
ReadDataFile("dc:ABC\\ABC.lvl", "ABC_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(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- 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(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:Start()
SetUberMode();
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("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
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
ReadDataFile("sound\\yav.lvl;yav1cw")
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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_hover_stap")
ReadDataFile("dc:SIDE\\pgr.lvl",
"pgr_inf_clone_commando",
"pgr_inf_commander_thire",
"cis_inf_droid7",
"rep_walk_atxt")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_chaingun",
"tur_bldg_built_chaingun",
"tur_bldg_chaingun_roof",
"tur_bldg_hoth_dishturret")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 300,
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_jettrooper",1, 4},
AddUnitClass(REP, "pgr_inf_clone_commando",1,5)
},
cis = {
team = CIS,
units = 20,
reinforcements = 300,
soldier = { "cis_inf_rifleman",9, 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(CIS, "cis_inf_droid7",1,5)
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "pgr_inf_commander_thire")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 4) -- 4 atxts with 1 leg pairs each
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", 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:ABC\\ABC.lvl", "ABC_conquest")
ReadDataFile("dc:ABC\\ABC.lvl", "ABC_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(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end