Hidden/Spoiler:
Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in MISSION.lvl
Message Severity: 3
.\Source\LuaHelper.cpp(112)
OpenScript(WARg_hunt): script (0df6034e) not found
Message Severity: 5
.\Source\GameState.cpp(1283)
Could not open MISSION\WARg_hunt.lvl
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in MISSION.lvl
Message Severity: 3
.\Source\LuaHelper.cpp(112)
OpenScript(WARg_hunt): script (0df6034e) not found
Message Severity: 5
.\Source\GameState.cpp(1283)
Could not open MISSION\WARg_hunt.lvl
Hidden/Spoiler:
C:\BF2\ToolsFL\Bin\luac.exe: cannot read ..\..\common\scripts\Copy: No such file or directory
ERROR[scriptmunge scripts\Copy of ObjectiveTDM.lua]:Could not read input file.ERROR[scriptmunge scripts\Copy of ObjectiveTDM.lua]:Could not read input file. [continuing]
C:\BF2\ToolsFL\Bin\luac.exe: cannot read ..\..\common\scripts\WAR\Copy: No such file or directory
ERROR[scriptmunge scripts\WAR\Copy of WARg_ctf.lua]:Could not read input file.ERROR[scriptmunge scripts\WAR\Copy of WARg_ctf.lua]:Could not read input file. [continuing]
ERROR[scriptmunge scripts\Copy of ObjectiveTDM.lua]:Could not read input file.ERROR[scriptmunge scripts\Copy of ObjectiveTDM.lua]:Could not read input file. [continuing]
C:\BF2\ToolsFL\Bin\luac.exe: cannot read ..\..\common\scripts\WAR\Copy: No such file or directory
ERROR[scriptmunge scripts\WAR\Copy of WARg_ctf.lua]:Could not read input file.ERROR[scriptmunge scripts\WAR\Copy of WARg_ctf.lua]:Could not read input file. [continuing]
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
-- Empire Attacking (attacker is always #1)
ALL = 2
IMP = 1
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- 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()
AddDeathRegion("fall")
DisableBarriers("conquestbar")
DisableBarriers("bombbar")
--force all the human players onto the attacking side
KillObject("CP7OBJ")
KillObject("shieldgen")
KillObject("CP7OBJ")
KillObject("hangarcp")
KillObject("enemyspawn")
KillObject("enemyspawn2")
KillObject("echoback2")
KillObject("echoback1")
KillObject("shield")
SetProperty("ship", "MaxHealth", 1e+37)
SetProperty("ship", "CurHealth", 1e+37)
SetProperty("ship2", "MaxHealth", 1e+37)
SetProperty("ship2", "CurHealth", 1e+37)
SetProperty("ship3", "MaxHealth", 1e+37)
SetProperty("ship3", "CurHealth", 1e+37)
-- SetProperty("echoback1", "MaxHealth", 1500)
-- SetProperty("echoback1", "CurHealth", 1500)
-- SetProperty("echoback2", "MaxHealth", 1500)
-- SetProperty("echoback2", "CurHealth", 1500)
hunt = ObjectiveTDM:New{teamATT = 1, teamDEF = 2, pointsPerKillATT = 1, pointsPerKillDEF = 3, textATT = "game.modes.hunt", textDEF = "game.modes.hunt2", multiplayerRules = true}
hunt.OnStart = function(self)
AddAIGoal(ATT, "Deathmatch", 1000)
AddAIGoal(DEF, "Deathmatch", 1000)
end
hunt:Start()
SetUberMode(1);
EnableSPHeroRules()
end
function ScriptInit()
if(ScriptCB_GetPlatform() == "PS2") then
StealArtistHeap(1024*1024) -- steal 1MB from art heap
end
-- Designers, these two lines *MUST* be first.
--SetPS2ModelMemory(4500000)
SetPS2ModelMemory(3300000)
ReadDataFile("ingame.lvl")
-- Empire Attacking (attacker is always #1)
--local ALL = 2
--local IMP = 1
-- These variables do not change
--local ATT = 1
--local DEF = 2
--SetAttackingTeam(ATT)
SetMaxFlyHeight(7000)
SetMaxPlayerFlyHeight(7000)
SetGroundFlyerMap(1);
ReadDataFile("sound\\kam.lvl;kam1cw")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman_jungle",
"all_inf_rifleman_desert",
"all_inf_rifleman_urban",
"all_inf_engineer",
"all_inf_robot",
"all_inf_robot_assault",
"all_inf_sergeant")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_terrorist",
"all_inf_terrorist2",
"all_inf_terrorist3",
"all_inf_terrorist4",
"all_inf_robot",
"all_inf_robot_assault",
"all_inf_terrorist_commander")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
all={
team = ALL,
units = 42,
reinforcements = -1,
soldier = {"all_inf_rifleman_jungle",9, 35},
assault = {"all_inf_rifleman_desert",1,5},
engineer = {"all_inf_engineer",1,5},
sniper = {"all_inf_rifleman_urban",1,5},
officer = {"all_inf_robot",1,5},
special = {"all_inf_robot_assault",1,5},
},
wampa={
team = IMP,
units = 42,
reinforcements = -1,
soldier = { "all_inf_terrorist",9, 35},
assault = { "all_inf_terrorist2",1,5},
engineer = { "all_inf_terrorist3",1,5},
sniper = { "all_inf_terrorist4",1,5},
officer = { "all_inf_robot",1,5},
special = { "all_inf_robot_assault",1,5},
}
}
SetHeroClass(ALL, "all_inf_sergeant")
SetHeroClass(IMP, "all_inf_terrorist_commander")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -2)
AddWalkerType(0, 0) -- 0 droidekas
AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each
SetMemoryPoolSize("Aimer", 90)
SetMemoryPoolSize("AmmoCounter", 269)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("ConnectivityGraphFollower", 56)
SetMemoryPoolSize("EnergyBar", 269)
SetMemoryPoolSize("EntityCloth", 28)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityLight", 225)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntitySoundStatic", 16)
SetMemoryPoolSize("EntitySoundStream", 5)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 54)
SetMemoryPoolSize("MountedTurret", 46)
SetMemoryPoolSize("Navigator", 63)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("OrdnanceTowCable", 40) -- !!!! need +4 extra for wrapped/fallen cables !!!!
SetMemoryPoolSize("PathFollower", 63)
SetMemoryPoolSize("PathNode", 268)
SetMemoryPoolSize("RedOmniLight", 240)
SetMemoryPoolSize("TreeGridStack", 329)
SetMemoryPoolSize("UnitController", 63)
SetMemoryPoolSize("UnitAgent", 63)
SetMemoryPoolSize("Weapon", 269)
ReadDataFile("dc:WAR\\WAR.lvl", "WAR_hunt")
--ReadDataFile("tan\\tan1.lvl", "tan1_obj")
SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
SetDefenderSnipeRange(170)
AddDeathRegion("Death")
-- Sound Stats
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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
-- 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, IMP, "all_hot_transport_away", .75, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .5, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .25, 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(2, "Allleaving")
-- SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_hot_amb_hunt", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_hot_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_hot_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_hot_amb_hunt", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_hot_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_hot_amb_end", 2,1)
SetVictoryMusic(ALL, "all_hot_amb_victory")
SetDefeatMusic (ALL, "all_hot_amb_defeat")
SetVictoryMusic(IMP, "imp_hot_amb_victory")
SetDefeatMusic (IMP, "imp_hot_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
--Hoth
--Hangar
AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849)
--Shield Generator
AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801)
--Battlefield
AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348)
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
-- Empire Attacking (attacker is always #1)
ALL = 2
IMP = 1
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- 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()
AddDeathRegion("fall")
DisableBarriers("conquestbar")
DisableBarriers("bombbar")
--force all the human players onto the attacking side
KillObject("CP7OBJ")
KillObject("shieldgen")
KillObject("CP7OBJ")
KillObject("hangarcp")
KillObject("enemyspawn")
KillObject("enemyspawn2")
KillObject("echoback2")
KillObject("echoback1")
KillObject("shield")
SetProperty("ship", "MaxHealth", 1e+37)
SetProperty("ship", "CurHealth", 1e+37)
SetProperty("ship2", "MaxHealth", 1e+37)
SetProperty("ship2", "CurHealth", 1e+37)
SetProperty("ship3", "MaxHealth", 1e+37)
SetProperty("ship3", "CurHealth", 1e+37)
-- SetProperty("echoback1", "MaxHealth", 1500)
-- SetProperty("echoback1", "CurHealth", 1500)
-- SetProperty("echoback2", "MaxHealth", 1500)
-- SetProperty("echoback2", "CurHealth", 1500)
hunt = ObjectiveTDM:New{teamATT = 1, teamDEF = 2, pointsPerKillATT = 1, pointsPerKillDEF = 3, textATT = "game.modes.hunt", textDEF = "game.modes.hunt2", multiplayerRules = true}
hunt.OnStart = function(self)
AddAIGoal(ATT, "Deathmatch", 1000)
AddAIGoal(DEF, "Deathmatch", 1000)
end
hunt:Start()
SetUberMode(1);
EnableSPHeroRules()
end
function ScriptInit()
if(ScriptCB_GetPlatform() == "PS2") then
StealArtistHeap(1024*1024) -- steal 1MB from art heap
end
-- Designers, these two lines *MUST* be first.
--SetPS2ModelMemory(4500000)
SetPS2ModelMemory(3300000)
ReadDataFile("ingame.lvl")
-- Empire Attacking (attacker is always #1)
--local ALL = 2
--local IMP = 1
-- These variables do not change
--local ATT = 1
--local DEF = 2
--SetAttackingTeam(ATT)
SetMaxFlyHeight(7000)
SetMaxPlayerFlyHeight(7000)
SetGroundFlyerMap(1);
ReadDataFile("sound\\kam.lvl;kam1cw")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman_jungle",
"all_inf_rifleman_desert",
"all_inf_rifleman_urban",
"all_inf_engineer",
"all_inf_robot",
"all_inf_robot_assault",
"all_inf_sergeant")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_terrorist",
"all_inf_terrorist2",
"all_inf_terrorist3",
"all_inf_terrorist4",
"all_inf_robot",
"all_inf_robot_assault",
"all_inf_terrorist_commander")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
all={
team = ALL,
units = 42,
reinforcements = -1,
soldier = {"all_inf_rifleman_jungle",9, 35},
assault = {"all_inf_rifleman_desert",1,5},
engineer = {"all_inf_engineer",1,5},
sniper = {"all_inf_rifleman_urban",1,5},
officer = {"all_inf_robot",1,5},
special = {"all_inf_robot_assault",1,5},
},
wampa={
team = IMP,
units = 42,
reinforcements = -1,
soldier = { "all_inf_terrorist",9, 35},
assault = { "all_inf_terrorist2",1,5},
engineer = { "all_inf_terrorist3",1,5},
sniper = { "all_inf_terrorist4",1,5},
officer = { "all_inf_robot",1,5},
special = { "all_inf_robot_assault",1,5},
}
}
SetHeroClass(ALL, "all_inf_sergeant")
SetHeroClass(IMP, "all_inf_terrorist_commander")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -2)
AddWalkerType(0, 0) -- 0 droidekas
AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each
SetMemoryPoolSize("Aimer", 90)
SetMemoryPoolSize("AmmoCounter", 269)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("ConnectivityGraphFollower", 56)
SetMemoryPoolSize("EnergyBar", 269)
SetMemoryPoolSize("EntityCloth", 28)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityLight", 225)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntitySoundStatic", 16)
SetMemoryPoolSize("EntitySoundStream", 5)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 54)
SetMemoryPoolSize("MountedTurret", 46)
SetMemoryPoolSize("Navigator", 63)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("OrdnanceTowCable", 40) -- !!!! need +4 extra for wrapped/fallen cables !!!!
SetMemoryPoolSize("PathFollower", 63)
SetMemoryPoolSize("PathNode", 268)
SetMemoryPoolSize("RedOmniLight", 240)
SetMemoryPoolSize("TreeGridStack", 329)
SetMemoryPoolSize("UnitController", 63)
SetMemoryPoolSize("UnitAgent", 63)
SetMemoryPoolSize("Weapon", 269)
ReadDataFile("dc:WAR\\WAR.lvl", "WAR_hunt")
--ReadDataFile("tan\\tan1.lvl", "tan1_obj")
SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
SetDefenderSnipeRange(170)
AddDeathRegion("Death")
-- Sound Stats
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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
-- 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, IMP, "all_hot_transport_away", .75, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .5, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .25, 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(2, "Allleaving")
-- SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_hot_amb_hunt", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_hot_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_hot_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_hot_amb_hunt", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_hot_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_hot_amb_end", 2,1)
SetVictoryMusic(ALL, "all_hot_amb_victory")
SetDefeatMusic (ALL, "all_hot_amb_defeat")
SetVictoryMusic(IMP, "imp_hot_amb_victory")
SetDefeatMusic (IMP, "imp_hot_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
--Hoth
--Hangar
AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849)
--Shield Generator
AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801)
--Battlefield
AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348)
end





