- No one spawns as the Rebels.
In GCW conquest, no one spawns as the Empire, either.
Also in GCW conquest, you can't win by capturing all CPs.
Custom units won't load. (luk.lvl, which just includes child classes of Pilot Luke and Stormtrooper Luke with Tatooine Luke's geometry. It of course also includes the model, (and all related files), cloth .odf, .reqs and a folder in _BUILD\Sides)
In CTF, Han is missing.
Also in CTF, when I play as Obi-wan, he'll fall over like he died and then run around all weird(like a big blob of model).
In hero assault, the prison block CP is still there.
Also in assault the point limits weren't changed.
EP4c_con
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- 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()
TrashStuff();
PlayAnimExtend();
PlayAnimTakExtend();
BlockPlanningGraphArcs("compactor")
OnObjectKillName(CompactorConnectionOn, "grate01")
DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")
-- handle reinforcment loss and defeat condition
OnCharacterDeathTeam(function(character, killer) AddReinforcements(1, -1) end, 1)
OnTicketCountChange(function(team, count) if count == 0 then MissionDefeat(team) end end)
OnObjectRespawnName(PlayAnimExtend, "Panel-Chasm");
OnObjectKillName(PlayAnimRetract, "Panel-Chasm");
OnObjectRespawnName(PlayAnimTakExtend, "Panel-Tak");
OnObjectKillName(PlayAnimTakRetract, "Panel-Tak");
EnableSPHeroRules()
SetObjectTeam("CP1", 1)
KillObject("CP3")
KillObject("CP4")
KillObject("CP5")
KillObject("CP6")
KillObject("CP7")
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"}
--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:Start()
AddDeathRegion("DeathRegion01")
AddDeathRegion("DeathRegion02")
AddDeathRegion("DeathRegion03")
AddDeathRegion("DeathRegion04")
AddDeathRegion("DeathRegion05")
end
function CompactorConnectionOn()
UnblockPlanningGraphArcs ("compactor")
end
--START BRIDGEWORK!
-- OPEN
function PlayAnimExtend()
PauseAnimation("bridgeclose");
RewindAnimation("bridgeopen");
PlayAnimation("bridgeopen");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection122");
DisableBarriers("BridgeBarrier");
end
-- CLOSE
function PlayAnimRetract()
PauseAnimation("bridgeopen");
RewindAnimation("bridgeclose");
PlayAnimation("bridgeclose");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection122");
EnableBarriers("BridgeBarrier");
end
--START BRIDGEWORK TAK!!!
-- OPEN
function PlayAnimTakExtend()
PauseAnimation("TakBridgeOpen");
RewindAnimation("TakBridgeClose");
PlayAnimation("TakBridgeClose");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection128");
DisableBarriers("Barrier222");
end
-- CLOSE
function PlayAnimTakRetract()
PauseAnimation("TakBridgeClose");
RewindAnimation("TakBridgeOpen");
PlayAnimation("TakBridgeOpen");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection128");
EnableBarriers("Barrier222");
end
function TrashStuff()
trash_open = 1
trash_closed = 0
trash_timer = CreateTimer("trash_timer")
SetTimerValue(trash_timer, 7)
StartTimer(trash_timer)
trash_death = OnTimerElapse(
function(timer)
if trash_open == 1 then
AddDeathRegion("deathregion")
SetTimerValue(trash_timer, 5)
StartTimer(trash_timer)
trash_closed = 1
trash_open = 0
print("death region added")
elseif trash_closed == 1 then
RemoveRegion("deathregion")
SetTimerValue(trash_timer, 15)
StartTimer(trash_timer)
print("death region removed")
trash_closed = 0
trash_open = 1
end
end,
trash_timer
)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
-- Empire Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
ReadDataFile("sound\\dea.lvl;dea1gcw")
SetMaxFlyHeight(72)
SetMaxPlayerFlyHeight (72)
AISnipeSuitabilityDist(30)
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_storm",
"all_hero_hansolo_storm",
"all_hero_chewbacca")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_obiwan")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_marine",
"imp_inf_engineer",
"imp_inf_pilot",
"imp_inf_officer")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader")
SetupTeams{
all={
team = ALL,
units = 3,
reinforcements = 50,
soldier = {"all_hero_luke_storm",1, 1},
assault = {"all_hero_hansolo_storm",1, 1},
engineer = {"all_hero_chewbacca",1, 1},
},
imp={
team = IMP,
units = 32,
reinforcements = 50,
soldier = {"imp_inf_rifleman",7, 25},
assault = {"imp_inf_marine",1, 4},
engineer = {"imp_inf_engineer",1, 4},
sniper = {"imp_inf_pilot",1, 4},
officer = {"imp_inf_officer",1, 4},
}
}
SetHeroClass(ALL, "rep_hero_obiwan")
SetHeroClass(IMP, "imp_hero_darthvader")
-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 200
SetMemoryPoolSize ("Aimer", 0)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 300)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 18)
SetMemoryPoolSize ("EntityLight", 100)
SetMemoryPoolSize ("EntitySoundStatic", 30)
SetMemoryPoolSize ("SoundSpaceRegion", 50)
SetMemoryPoolSize ("MountedTurret", 0)
SetMemoryPoolSize ("Navigator", 50)
SetMemoryPoolSize ("Obstacle", 260)
SetMemoryPoolSize ("PathFollower", 50)
SetMemoryPoolSize ("PathNode", 512)
SetMemoryPoolSize ("RedOmniLight", 130)
SetMemoryPoolSize ("ShieldEffect", 0)
SetMemoryPoolSize ("TreeGridStack", 200)
SetMemoryPoolSize ("UnitAgent", 50)
SetMemoryPoolSize ("UnitController", 50)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize ("EntityFlyer", 6)
-- Local Stats
--SetTeamName (3, "locals")
--AddUnitClass (3, "ewk_inf_trooper", 4)
--AddUnitClass (3, "ewk_inf_repair", 6)
--SetUnitCount (3, 14)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(3,DEF)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dea\\dea1.lvl", "dea1_Conquest")
SetDenseEnvironment("true")
--SetStayInTurrets(1)
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
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\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
-- OpenAudioStream("sound\\cor.lvl", "dea1gcw_emt")
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, "all_dea_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_dea_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_dea_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_dea_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_dea_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_dea_amb_end", 2,1)
SetVictoryMusic(ALL, "all_dea_amb_victory")
SetDefeatMusic (ALL, "all_dea_amb_defeat")
SetVictoryMusic(IMP, "imp_dea_amb_victory")
SetDefeatMusic (IMP, "imp_dea_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")
SetAttackingTeam(ATT)
AddCameraShot(-0.404895, 0.000992, -0.514360, -0.002240, -121.539894, 62.536297, -257.699493)
--Homestead
AddCameraShot(0.040922, -0.004049, -0.994299, -0.098381, -103.729523, 55.546598, -225.360893)
--Sarlac Pit
AddCameraShot(-1.0, 0.0, -0.514360, 0.0, -55.381485, 50.450953, -96.514324)
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- 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()
TrashStuff();
PlayAnimExtend();
PlayAnimTakExtend();
BlockPlanningGraphArcs("compactor")
OnObjectKillName(CompactorConnectionOn, "grate01")
DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")
-- handle reinforcment loss and defeat condition
OnCharacterDeathTeam(function(character, killer) AddReinforcements(1, -1) end, 1)
OnTicketCountChange(function(team, count) if count == 0 then MissionDefeat(team) end end)
OnObjectRespawnName(PlayAnimExtend, "Panel-Chasm");
OnObjectKillName(PlayAnimRetract, "Panel-Chasm");
OnObjectRespawnName(PlayAnimTakExtend, "Panel-Tak");
OnObjectKillName(PlayAnimTakRetract, "Panel-Tak");
EnableSPHeroRules()
SetObjectTeam("CP1", 1)
KillObject("CP3")
KillObject("CP4")
KillObject("CP5")
KillObject("CP6")
KillObject("CP7")
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"}
--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:Start()
AddDeathRegion("DeathRegion01")
AddDeathRegion("DeathRegion02")
AddDeathRegion("DeathRegion03")
AddDeathRegion("DeathRegion04")
AddDeathRegion("DeathRegion05")
end
function CompactorConnectionOn()
UnblockPlanningGraphArcs ("compactor")
end
--START BRIDGEWORK!
-- OPEN
function PlayAnimExtend()
PauseAnimation("bridgeclose");
RewindAnimation("bridgeopen");
PlayAnimation("bridgeopen");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection122");
DisableBarriers("BridgeBarrier");
end
-- CLOSE
function PlayAnimRetract()
PauseAnimation("bridgeopen");
RewindAnimation("bridgeclose");
PlayAnimation("bridgeclose");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection122");
EnableBarriers("BridgeBarrier");
end
--START BRIDGEWORK TAK!!!
-- OPEN
function PlayAnimTakExtend()
PauseAnimation("TakBridgeOpen");
RewindAnimation("TakBridgeClose");
PlayAnimation("TakBridgeClose");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection128");
DisableBarriers("Barrier222");
end
-- CLOSE
function PlayAnimTakRetract()
PauseAnimation("TakBridgeClose");
RewindAnimation("TakBridgeOpen");
PlayAnimation("TakBridgeOpen");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection128");
EnableBarriers("Barrier222");
end
function TrashStuff()
trash_open = 1
trash_closed = 0
trash_timer = CreateTimer("trash_timer")
SetTimerValue(trash_timer, 7)
StartTimer(trash_timer)
trash_death = OnTimerElapse(
function(timer)
if trash_open == 1 then
AddDeathRegion("deathregion")
SetTimerValue(trash_timer, 5)
StartTimer(trash_timer)
trash_closed = 1
trash_open = 0
print("death region added")
elseif trash_closed == 1 then
RemoveRegion("deathregion")
SetTimerValue(trash_timer, 15)
StartTimer(trash_timer)
print("death region removed")
trash_closed = 0
trash_open = 1
end
end,
trash_timer
)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
-- Empire Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
ReadDataFile("sound\\dea.lvl;dea1gcw")
SetMaxFlyHeight(72)
SetMaxPlayerFlyHeight (72)
AISnipeSuitabilityDist(30)
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_storm",
"all_hero_hansolo_storm",
"all_hero_chewbacca")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_obiwan")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_marine",
"imp_inf_engineer",
"imp_inf_pilot",
"imp_inf_officer")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader")
SetupTeams{
all={
team = ALL,
units = 3,
reinforcements = 50,
soldier = {"all_hero_luke_storm",1, 1},
assault = {"all_hero_hansolo_storm",1, 1},
engineer = {"all_hero_chewbacca",1, 1},
},
imp={
team = IMP,
units = 32,
reinforcements = 50,
soldier = {"imp_inf_rifleman",7, 25},
assault = {"imp_inf_marine",1, 4},
engineer = {"imp_inf_engineer",1, 4},
sniper = {"imp_inf_pilot",1, 4},
officer = {"imp_inf_officer",1, 4},
}
}
SetHeroClass(ALL, "rep_hero_obiwan")
SetHeroClass(IMP, "imp_hero_darthvader")
-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 200
SetMemoryPoolSize ("Aimer", 0)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 300)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 18)
SetMemoryPoolSize ("EntityLight", 100)
SetMemoryPoolSize ("EntitySoundStatic", 30)
SetMemoryPoolSize ("SoundSpaceRegion", 50)
SetMemoryPoolSize ("MountedTurret", 0)
SetMemoryPoolSize ("Navigator", 50)
SetMemoryPoolSize ("Obstacle", 260)
SetMemoryPoolSize ("PathFollower", 50)
SetMemoryPoolSize ("PathNode", 512)
SetMemoryPoolSize ("RedOmniLight", 130)
SetMemoryPoolSize ("ShieldEffect", 0)
SetMemoryPoolSize ("TreeGridStack", 200)
SetMemoryPoolSize ("UnitAgent", 50)
SetMemoryPoolSize ("UnitController", 50)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize ("EntityFlyer", 6)
-- Local Stats
--SetTeamName (3, "locals")
--AddUnitClass (3, "ewk_inf_trooper", 4)
--AddUnitClass (3, "ewk_inf_repair", 6)
--SetUnitCount (3, 14)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(3,DEF)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dea\\dea1.lvl", "dea1_Conquest")
SetDenseEnvironment("true")
--SetStayInTurrets(1)
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
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\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
-- OpenAudioStream("sound\\cor.lvl", "dea1gcw_emt")
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, "all_dea_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_dea_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_dea_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_dea_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_dea_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_dea_amb_end", 2,1)
SetVictoryMusic(ALL, "all_dea_amb_victory")
SetDefeatMusic (ALL, "all_dea_amb_defeat")
SetVictoryMusic(IMP, "imp_dea_amb_victory")
SetDefeatMusic (IMP, "imp_dea_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")
SetAttackingTeam(ATT)
AddCameraShot(-0.404895, 0.000992, -0.514360, -0.002240, -121.539894, 62.536297, -257.699493)
--Homestead
AddCameraShot(0.040922, -0.004049, -0.994299, -0.098381, -103.729523, 55.546598, -225.360893)
--Sarlac Pit
AddCameraShot(-1.0, 0.0, -0.514360, 0.0, -55.381485, 50.450953, -96.514324)
end
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- 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()
TrashStuff();
PlayAnimExtend();
PlayAnimTakExtend();
BlockPlanningGraphArcs("compactor")
OnObjectKillName(CompactorConnectionOn, "grate01")
DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")
-- handle reinforcment loss and defeat condition
OnCharacterDeathTeam(function(character, killer) AddReinforcements(1, -1) end, 1)
OnTicketCountChange(function(team, count) if count == 0 then MissionDefeat(team) end end)
OnObjectRespawnName(PlayAnimExtend, "Panel-Chasm");
OnObjectKillName(PlayAnimRetract, "Panel-Chasm");
OnObjectRespawnName(PlayAnimTakExtend, "Panel-Tak");
OnObjectKillName(PlayAnimTakRetract, "Panel-Tak");
EnableSPHeroRules()
SetObjectTeam("CP2", 1)
SetObjectTeam("CP7", 2)
KillObject("CP3")
KillObject("CP4")
KillObject("CP5")
KillObject("CP6")
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"}
--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:Start()
AddDeathRegion("DeathRegion01")
AddDeathRegion("DeathRegion02")
AddDeathRegion("DeathRegion03")
AddDeathRegion("DeathRegion04")
AddDeathRegion("DeathRegion05")
end
function CompactorConnectionOn()
UnblockPlanningGraphArcs ("compactor")
end
--START BRIDGEWORK!
-- OPEN
function PlayAnimExtend()
PauseAnimation("bridgeclose");
RewindAnimation("bridgeopen");
PlayAnimation("bridgeopen");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection122");
DisableBarriers("BridgeBarrier");
end
-- CLOSE
function PlayAnimRetract()
PauseAnimation("bridgeopen");
RewindAnimation("bridgeclose");
PlayAnimation("bridgeclose");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection122");
EnableBarriers("BridgeBarrier");
end
--START BRIDGEWORK TAK!!!
-- OPEN
function PlayAnimTakExtend()
PauseAnimation("TakBridgeOpen");
RewindAnimation("TakBridgeClose");
PlayAnimation("TakBridgeClose");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection128");
DisableBarriers("Barrier222");
end
-- CLOSE
function PlayAnimTakRetract()
PauseAnimation("TakBridgeClose");
RewindAnimation("TakBridgeOpen");
PlayAnimation("TakBridgeOpen");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection128");
EnableBarriers("Barrier222");
end
function TrashStuff()
trash_open = 1
trash_closed = 0
trash_timer = CreateTimer("trash_timer")
SetTimerValue(trash_timer, 7)
StartTimer(trash_timer)
trash_death = OnTimerElapse(
function(timer)
if trash_open == 1 then
AddDeathRegion("deathregion")
SetTimerValue(trash_timer, 5)
StartTimer(trash_timer)
trash_closed = 1
trash_open = 0
print("death region added")
elseif trash_closed == 1 then
RemoveRegion("deathregion")
SetTimerValue(trash_timer, 15)
StartTimer(trash_timer)
print("death region removed")
trash_closed = 0
trash_open = 1
end
end,
trash_timer
)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
-- Empire Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
ReadDataFile("sound\\dea.lvl;dea1gcw")
SetMaxFlyHeight(72)
SetMaxPlayerFlyHeight (72)
AISnipeSuitabilityDist(30)
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_storm",
"all_hero_hansolo_tat",
"all_hero_chewbacca",
"all_hero_leia")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_obiwan")
ReadDataFile("SIDE\\luk.lvl",
"all_hero_luke_tat")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_marine",
"imp_inf_engineer",
"imp_inf_pilot",
"imp_inf_officer")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader")
SetupTeams{
all={
team = ALL,
units = 4,
reinforcements = 50,
soldier = {"all_hero_luke_tat",1, 1},
assault = {"all_hero_hansolo_tat",1, 1},
engineer = {"all_hero_chewbacca",1, 1},
sniper = {"all_hero_leia",1, 1},
},
imp={
team = IMP,
units = 32,
reinforcements = 50,
soldier = {"imp_inf_rifleman",7, 25},
assault = {"imp_inf_marine",1, 4},
engineer = {"imp_inf_engineer",1, 4},
sniper = {"imp_inf_pilot",1, 4},
officer = {"imp_inf_officer",1, 4},
}
}
SetHeroClass(ALL, "rep_hero_obiwan")
SetHeroClass(IMP, "imp_hero_darthvader")
-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 200
SetMemoryPoolSize ("Aimer", 0)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 300)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 18)
SetMemoryPoolSize ("EntityLight", 100)
SetMemoryPoolSize ("EntitySoundStatic", 30)
SetMemoryPoolSize ("SoundSpaceRegion", 50)
SetMemoryPoolSize ("MountedTurret", 0)
SetMemoryPoolSize ("Navigator", 50)
SetMemoryPoolSize ("Obstacle", 260)
SetMemoryPoolSize ("PathFollower", 50)
SetMemoryPoolSize ("PathNode", 512)
SetMemoryPoolSize ("RedOmniLight", 130)
SetMemoryPoolSize ("ShieldEffect", 0)
SetMemoryPoolSize ("TreeGridStack", 200)
SetMemoryPoolSize ("UnitAgent", 50)
SetMemoryPoolSize ("UnitController", 50)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize ("EntityFlyer", 6)
-- Local Stats
--SetTeamName (3, "locals")
--AddUnitClass (3, "ewk_inf_trooper", 4)
--AddUnitClass (3, "ewk_inf_repair", 6)
--SetUnitCount (3, 14)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(3,DEF)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dea\\dea1.lvl", "dea1_Conquest")
SetDenseEnvironment("true")
--SetStayInTurrets(1)
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
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\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
-- OpenAudioStream("sound\\cor.lvl", "dea1gcw_emt")
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, "all_dea_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_dea_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_dea_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_dea_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_dea_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_dea_amb_end", 2,1)
SetVictoryMusic(ALL, "all_dea_amb_victory")
SetDefeatMusic (ALL, "all_dea_amb_defeat")
SetVictoryMusic(IMP, "imp_dea_amb_victory")
SetDefeatMusic (IMP, "imp_dea_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")
SetAttackingTeam(ATT)
AddCameraShot(-0.404895, 0.000992, -0.514360, -0.002240, -121.539894, 62.536297, -257.699493)
--Homestead
AddCameraShot(0.040922, -0.004049, -0.994299, -0.098381, -103.729523, 55.546598, -225.360893)
--Sarlac Pit
AddCameraShot(-1.0, 0.0, -0.514360, 0.0, -55.381485, 50.450953, -96.514324)
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- 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()
TrashStuff();
PlayAnimExtend();
PlayAnimTakExtend();
BlockPlanningGraphArcs("compactor")
OnObjectKillName(CompactorConnectionOn, "grate01")
DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")
-- handle reinforcment loss and defeat condition
OnCharacterDeathTeam(function(character, killer) AddReinforcements(1, -1) end, 1)
OnTicketCountChange(function(team, count) if count == 0 then MissionDefeat(team) end end)
OnObjectRespawnName(PlayAnimExtend, "Panel-Chasm");
OnObjectKillName(PlayAnimRetract, "Panel-Chasm");
OnObjectRespawnName(PlayAnimTakExtend, "Panel-Tak");
OnObjectKillName(PlayAnimTakRetract, "Panel-Tak");
EnableSPHeroRules()
SetObjectTeam("CP2", 1)
SetObjectTeam("CP7", 2)
KillObject("CP3")
KillObject("CP4")
KillObject("CP5")
KillObject("CP6")
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"}
--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:Start()
AddDeathRegion("DeathRegion01")
AddDeathRegion("DeathRegion02")
AddDeathRegion("DeathRegion03")
AddDeathRegion("DeathRegion04")
AddDeathRegion("DeathRegion05")
end
function CompactorConnectionOn()
UnblockPlanningGraphArcs ("compactor")
end
--START BRIDGEWORK!
-- OPEN
function PlayAnimExtend()
PauseAnimation("bridgeclose");
RewindAnimation("bridgeopen");
PlayAnimation("bridgeopen");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection122");
DisableBarriers("BridgeBarrier");
end
-- CLOSE
function PlayAnimRetract()
PauseAnimation("bridgeopen");
RewindAnimation("bridgeclose");
PlayAnimation("bridgeclose");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection122");
EnableBarriers("BridgeBarrier");
end
--START BRIDGEWORK TAK!!!
-- OPEN
function PlayAnimTakExtend()
PauseAnimation("TakBridgeOpen");
RewindAnimation("TakBridgeClose");
PlayAnimation("TakBridgeClose");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection128");
DisableBarriers("Barrier222");
end
-- CLOSE
function PlayAnimTakRetract()
PauseAnimation("TakBridgeClose");
RewindAnimation("TakBridgeOpen");
PlayAnimation("TakBridgeOpen");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection128");
EnableBarriers("Barrier222");
end
function TrashStuff()
trash_open = 1
trash_closed = 0
trash_timer = CreateTimer("trash_timer")
SetTimerValue(trash_timer, 7)
StartTimer(trash_timer)
trash_death = OnTimerElapse(
function(timer)
if trash_open == 1 then
AddDeathRegion("deathregion")
SetTimerValue(trash_timer, 5)
StartTimer(trash_timer)
trash_closed = 1
trash_open = 0
print("death region added")
elseif trash_closed == 1 then
RemoveRegion("deathregion")
SetTimerValue(trash_timer, 15)
StartTimer(trash_timer)
print("death region removed")
trash_closed = 0
trash_open = 1
end
end,
trash_timer
)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
-- Empire Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
ReadDataFile("sound\\dea.lvl;dea1gcw")
SetMaxFlyHeight(72)
SetMaxPlayerFlyHeight (72)
AISnipeSuitabilityDist(30)
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_storm",
"all_hero_hansolo_tat",
"all_hero_chewbacca",
"all_hero_leia")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_obiwan")
ReadDataFile("SIDE\\luk.lvl",
"all_hero_luke_tat")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_marine",
"imp_inf_engineer",
"imp_inf_pilot",
"imp_inf_officer")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader")
SetupTeams{
all={
team = ALL,
units = 4,
reinforcements = 50,
soldier = {"all_hero_luke_tat",1, 1},
assault = {"all_hero_hansolo_tat",1, 1},
engineer = {"all_hero_chewbacca",1, 1},
sniper = {"all_hero_leia",1, 1},
},
imp={
team = IMP,
units = 32,
reinforcements = 50,
soldier = {"imp_inf_rifleman",7, 25},
assault = {"imp_inf_marine",1, 4},
engineer = {"imp_inf_engineer",1, 4},
sniper = {"imp_inf_pilot",1, 4},
officer = {"imp_inf_officer",1, 4},
}
}
SetHeroClass(ALL, "rep_hero_obiwan")
SetHeroClass(IMP, "imp_hero_darthvader")
-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 200
SetMemoryPoolSize ("Aimer", 0)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 300)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 18)
SetMemoryPoolSize ("EntityLight", 100)
SetMemoryPoolSize ("EntitySoundStatic", 30)
SetMemoryPoolSize ("SoundSpaceRegion", 50)
SetMemoryPoolSize ("MountedTurret", 0)
SetMemoryPoolSize ("Navigator", 50)
SetMemoryPoolSize ("Obstacle", 260)
SetMemoryPoolSize ("PathFollower", 50)
SetMemoryPoolSize ("PathNode", 512)
SetMemoryPoolSize ("RedOmniLight", 130)
SetMemoryPoolSize ("ShieldEffect", 0)
SetMemoryPoolSize ("TreeGridStack", 200)
SetMemoryPoolSize ("UnitAgent", 50)
SetMemoryPoolSize ("UnitController", 50)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize ("EntityFlyer", 6)
-- Local Stats
--SetTeamName (3, "locals")
--AddUnitClass (3, "ewk_inf_trooper", 4)
--AddUnitClass (3, "ewk_inf_repair", 6)
--SetUnitCount (3, 14)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(3,DEF)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dea\\dea1.lvl", "dea1_Conquest")
SetDenseEnvironment("true")
--SetStayInTurrets(1)
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
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\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
-- OpenAudioStream("sound\\cor.lvl", "dea1gcw_emt")
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, "all_dea_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_dea_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_dea_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_dea_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_dea_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_dea_amb_end", 2,1)
SetVictoryMusic(ALL, "all_dea_amb_victory")
SetDefeatMusic (ALL, "all_dea_amb_defeat")
SetVictoryMusic(IMP, "imp_dea_amb_victory")
SetDefeatMusic (IMP, "imp_dea_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")
SetAttackingTeam(ATT)
AddCameraShot(-0.404895, 0.000992, -0.514360, -0.002240, -121.539894, 62.536297, -257.699493)
--Homestead
AddCameraShot(0.040922, -0.004049, -0.994299, -0.098381, -103.729523, 55.546598, -225.360893)
--Sarlac Pit
AddCameraShot(-1.0, 0.0, -0.514360, 0.0, -55.381485, 50.450953, -96.514324)
end
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- 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()
TrashStuff();
PlayAnimExtend();
PlayAnimTakExtend();
BlockPlanningGraphArcs("compactor")
OnObjectKillName(CompactorConnectionOn, "grate01")
DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")
-- handle reinforcment loss and defeat condition
OnCharacterDeathTeam(function(character, killer) AddReinforcements(1, -1) end, 1)
OnTicketCountChange(function(team, count) if count == 0 then MissionDefeat(team) end end)
OnObjectRespawnName(PlayAnimExtend, "Panel-Chasm");
OnObjectKillName(PlayAnimRetract, "Panel-Chasm");
OnObjectRespawnName(PlayAnimTakExtend, "Panel-Tak");
OnObjectKillName(PlayAnimTakRetract, "Panel-Tak");
EnableSPHeroRules()
KillObject("CP1")
KillObject("CP4")
KillObject("CP3")
KillObject("CP4")
KillObject("CP6")
SetProperty("CP5", "Team", "1")
SetProperty("CP7", "Team", "2")
SetProperty("CP1", "CaptureRegion", "nil")
SetProperty("CP2", "CaptureRegion", "nil")
SetProperty("CP3", "CaptureRegion", "nil")
SetProperty("CP4", "CaptureRegion", "nil")
SetProperty("CP5", "CaptureRegion", "nil")
SetProperty("CP7", "CaptureRegion", "nil")
SetProperty("CP1", "HUDIndexDisplay", "")
SetProperty("CP2", "HUDIndexDisplay", "")
SetProperty("CP3", "HUDIndexDisplay", "")
SetProperty("CP4", "HUDIndexDisplay", "")
SetProperty("CP5", "HUDIndexDisplay", "")
SetProperty("CP7", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)
--This sets up the actual objective. This needs to happen after cp's are defined
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", 15)
AddAIGoal(2, "Deathmatch", 15)
AddDeathRegion("DeathRegion01")
AddDeathRegion("DeathRegion02")
AddDeathRegion("DeathRegion03")
AddDeathRegion("DeathRegion04")
AddDeathRegion("DeathRegion05")
end
function CompactorConnectionOn()
UnblockPlanningGraphArcs ("compactor")
end
--START BRIDGEWORK!
-- OPEN
function PlayAnimExtend()
PauseAnimation("bridgeclose");
RewindAnimation("bridgeopen");
PlayAnimation("bridgeopen");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection122");
DisableBarriers("BridgeBarrier");
end
-- CLOSE
function PlayAnimRetract()
PauseAnimation("bridgeopen");
RewindAnimation("bridgeclose");
PlayAnimation("bridgeclose");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection122");
EnableBarriers("BridgeBarrier");
end
--START BRIDGEWORK TAK!!!
-- OPEN
function PlayAnimTakExtend()
PauseAnimation("TakBridgeOpen");
RewindAnimation("TakBridgeClose");
PlayAnimation("TakBridgeClose");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection128");
DisableBarriers("Barrier222");
end
-- CLOSE
function PlayAnimTakRetract()
PauseAnimation("TakBridgeClose");
RewindAnimation("TakBridgeOpen");
PlayAnimation("TakBridgeOpen");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection128");
EnableBarriers("Barrier222");
end
function TrashStuff()
trash_open = 1
trash_closed = 0
trash_timer = CreateTimer("trash_timer")
SetTimerValue(trash_timer, 7)
StartTimer(trash_timer)
trash_death = OnTimerElapse(
function(timer)
if trash_open == 1 then
AddDeathRegion("deathregion")
SetTimerValue(trash_timer, 5)
StartTimer(trash_timer)
trash_closed = 1
trash_open = 0
print("death region added")
elseif trash_closed == 1 then
RemoveRegion("deathregion")
SetTimerValue(trash_timer, 15)
StartTimer(trash_timer)
print("death region removed")
trash_closed = 0
trash_open = 1
end
end,
trash_timer
)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
-- Empire Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
ReadDataFile("sound\\dea.lvl;dea1gcw")
SetMaxFlyHeight(72)
SetMaxPlayerFlyHeight (72)
AISnipeSuitabilityDist(30)
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_obiwan")
SetupTeams{
hero = {
team = ALL,
units = 1,
reinforcements = -1,
soldier = { "rep_hero_obiwan",1,1},
},
}
SetupTeams{
villain = {
team = IMP,
units = 1,
reinforcements = -1,
soldier = { "imp_hero_darthvader", 1,1},
},
}
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
-- Local Stats
--SetTeamName (3, "locals")
--AddUnitClass (3, "ewk_inf_trooper", 4)
--AddUnitClass (3, "ewk_inf_repair", 6)
--SetUnitCount (3, 14)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(3,DEF)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dea\\dea1.lvl", "dea1_Conquest")
SetDenseEnvironment("true")
--SetStayInTurrets(1)
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
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)
AddCameraShot(-0.404895, 0.000992, -0.514360, -0.002240, -121.539894, 62.536297, -257.699493)
--Homestead
AddCameraShot(0.040922, -0.004049, -0.994299, -0.098381, -103.729523, 55.546598, -225.360893)
--Sarlac Pit
AddCameraShot(-1.0, 0.0, -0.514360, 0.0, -55.381485, 50.450953, -96.514324)
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- 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()
TrashStuff();
PlayAnimExtend();
PlayAnimTakExtend();
BlockPlanningGraphArcs("compactor")
OnObjectKillName(CompactorConnectionOn, "grate01")
DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")
-- handle reinforcment loss and defeat condition
OnCharacterDeathTeam(function(character, killer) AddReinforcements(1, -1) end, 1)
OnTicketCountChange(function(team, count) if count == 0 then MissionDefeat(team) end end)
OnObjectRespawnName(PlayAnimExtend, "Panel-Chasm");
OnObjectKillName(PlayAnimRetract, "Panel-Chasm");
OnObjectRespawnName(PlayAnimTakExtend, "Panel-Tak");
OnObjectKillName(PlayAnimTakRetract, "Panel-Tak");
EnableSPHeroRules()
KillObject("CP1")
KillObject("CP4")
KillObject("CP3")
KillObject("CP4")
KillObject("CP6")
SetProperty("CP5", "Team", "1")
SetProperty("CP7", "Team", "2")
SetProperty("CP1", "CaptureRegion", "nil")
SetProperty("CP2", "CaptureRegion", "nil")
SetProperty("CP3", "CaptureRegion", "nil")
SetProperty("CP4", "CaptureRegion", "nil")
SetProperty("CP5", "CaptureRegion", "nil")
SetProperty("CP7", "CaptureRegion", "nil")
SetProperty("CP1", "HUDIndexDisplay", "")
SetProperty("CP2", "HUDIndexDisplay", "")
SetProperty("CP3", "HUDIndexDisplay", "")
SetProperty("CP4", "HUDIndexDisplay", "")
SetProperty("CP5", "HUDIndexDisplay", "")
SetProperty("CP7", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)
--This sets up the actual objective. This needs to happen after cp's are defined
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", 15)
AddAIGoal(2, "Deathmatch", 15)
AddDeathRegion("DeathRegion01")
AddDeathRegion("DeathRegion02")
AddDeathRegion("DeathRegion03")
AddDeathRegion("DeathRegion04")
AddDeathRegion("DeathRegion05")
end
function CompactorConnectionOn()
UnblockPlanningGraphArcs ("compactor")
end
--START BRIDGEWORK!
-- OPEN
function PlayAnimExtend()
PauseAnimation("bridgeclose");
RewindAnimation("bridgeopen");
PlayAnimation("bridgeopen");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection122");
DisableBarriers("BridgeBarrier");
end
-- CLOSE
function PlayAnimRetract()
PauseAnimation("bridgeopen");
RewindAnimation("bridgeclose");
PlayAnimation("bridgeclose");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection122");
EnableBarriers("BridgeBarrier");
end
--START BRIDGEWORK TAK!!!
-- OPEN
function PlayAnimTakExtend()
PauseAnimation("TakBridgeOpen");
RewindAnimation("TakBridgeClose");
PlayAnimation("TakBridgeClose");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection128");
DisableBarriers("Barrier222");
end
-- CLOSE
function PlayAnimTakRetract()
PauseAnimation("TakBridgeClose");
RewindAnimation("TakBridgeOpen");
PlayAnimation("TakBridgeOpen");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection128");
EnableBarriers("Barrier222");
end
function TrashStuff()
trash_open = 1
trash_closed = 0
trash_timer = CreateTimer("trash_timer")
SetTimerValue(trash_timer, 7)
StartTimer(trash_timer)
trash_death = OnTimerElapse(
function(timer)
if trash_open == 1 then
AddDeathRegion("deathregion")
SetTimerValue(trash_timer, 5)
StartTimer(trash_timer)
trash_closed = 1
trash_open = 0
print("death region added")
elseif trash_closed == 1 then
RemoveRegion("deathregion")
SetTimerValue(trash_timer, 15)
StartTimer(trash_timer)
print("death region removed")
trash_closed = 0
trash_open = 1
end
end,
trash_timer
)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
-- Empire Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
ReadDataFile("sound\\dea.lvl;dea1gcw")
SetMaxFlyHeight(72)
SetMaxPlayerFlyHeight (72)
AISnipeSuitabilityDist(30)
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_obiwan")
SetupTeams{
hero = {
team = ALL,
units = 1,
reinforcements = -1,
soldier = { "rep_hero_obiwan",1,1},
},
}
SetupTeams{
villain = {
team = IMP,
units = 1,
reinforcements = -1,
soldier = { "imp_hero_darthvader", 1,1},
},
}
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
-- Local Stats
--SetTeamName (3, "locals")
--AddUnitClass (3, "ewk_inf_trooper", 4)
--AddUnitClass (3, "ewk_inf_repair", 6)
--SetUnitCount (3, 14)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(3,DEF)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dea\\dea1.lvl", "dea1_Conquest")
SetDenseEnvironment("true")
--SetStayInTurrets(1)
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
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)
AddCameraShot(-0.404895, 0.000992, -0.514360, -0.002240, -121.539894, 62.536297, -257.699493)
--Homestead
AddCameraShot(0.040922, -0.004049, -0.994299, -0.098381, -103.729523, 55.546598, -225.360893)
--Sarlac Pit
AddCameraShot(-1.0, 0.0, -0.514360, 0.0, -55.381485, 50.450953, -96.514324)
end
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveOneFlagCTF")
ScriptCB_DoFile("setup_teams")
-- These variables do not change
ATT = 1
DEF = 2
-- Alliance Attacking (attacker is always #1)
ALL = ATT
IMP = DEF
---------------------------------------------------------------------------
-- 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()
TrashStuff();
--lock hangar doors
SetProperty("Dr-LeftMain", "IsLocked", 1)
SetProperty("dea1_prop_door_blast0", "IsLocked", 1)
SoundEvent_SetupTeams( IMP, 'imp', ALL, 'all' )
PlayAnimExtend();
PlayAnimTakExtend();
BlockPlanningGraphArcs("Connection41")
BlockPlanningGraphArcs("Connection115")
BlockPlanningGraphArcs("compactor")
OnObjectKillName(CompactorConnectionOn, "grate01")
DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")
OnObjectRespawnName(PlayAnimExtend, "Panel-Chasm");
OnObjectKillName(PlayAnimRetract, "Panel-Chasm");
OnObjectRespawnName(PlayAnimTakExtend, "Panel-Tak");
OnObjectKillName(PlayAnimTakRetract, "Panel-Tak");
-- SetProperty("flag", "GeometryName", "com_icon_neutral_flag")
-- SetProperty("flag", "CarriedGeometryName", "com_icon_neutral_flag_carried")
ctf = ObjectiveOneFlagCTF:New{teamATT = 1, teamDEF = 2,
textATT = "game.modes.1flag", textDEF = "game.modes.1flag2",
captureLimit = 5, flag = "flag", flagIcon = "flag_icon",
flagIconScale = 3.0, homeRegion = "Flag_Home",
captureRegionATT = "Team2Cap", captureRegionDEF = "Team1Cap",
capRegionMarkerATT = "hud_objective_icon_circle", capRegionMarkerDEF = "hud_objective_icon_circle",
capRegionMarkerScaleATT = 3.0, capRegionMarkerScaleDEF = 3.0, multiplayerRules = true, hideCPs = true}
ctf:Start()
EnableSPHeroRules()
end
function CompactorConnectionOn()
UnblockPlanningGraphArcs ("compactor")
end
--START BRIDGEWORK!
-- OPEN
function PlayAnimExtend()
PauseAnimation("bridgeclose");
RewindAnimation("bridgeopen");
PlayAnimation("bridgeopen");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection122");
DisableBarriers("BridgeBarrier");
end
-- CLOSE
function PlayAnimRetract()
PauseAnimation("bridgeopen");
RewindAnimation("bridgeclose");
PlayAnimation("bridgeclose");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection122");
EnableBarriers("BridgeBarrier");
end
--START BRIDGEWORK TAK!!!
-- OPEN
function PlayAnimTakExtend()
PauseAnimation("TakBridgeOpen");
RewindAnimation("TakBridgeClose");
PlayAnimation("TakBridgeClose");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection128");
DisableBarriers("Barrier222");
end
-- CLOSE
function PlayAnimTakRetract()
PauseAnimation("TakBridgeClose");
RewindAnimation("TakBridgeOpen");
PlayAnimation("TakBridgeOpen");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection128");
EnableBarriers("Barrier222");
end
function TrashStuff()
trash_open = 1
trash_closed = 0
trash_timer = CreateTimer("trash_timer")
SetTimerValue(trash_timer, 7)
StartTimer(trash_timer)
trash_death = OnTimerElapse(
function(timer)
if trash_open == 1 then
AddDeathRegion("deathregion")
SetTimerValue(trash_timer, 5)
StartTimer(trash_timer)
trash_closed = 1
trash_open = 0
print("death region added")
elseif trash_closed == 1 then
RemoveRegion("deathregion")
SetTimerValue(trash_timer, 15)
StartTimer(trash_timer)
print("death region removed")
trash_closed = 0
trash_open = 1
end
end,
trash_timer
)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\dea.lvl;dea1gcw")
SetMaxFlyHeight(72)
SetMaxPlayerFlyHeight (72)
AISnipeSuitabilityDist(30)
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_storm",
"all_inf_hansolo_storm",
"all_hero_chewbacca",
"all_hero_leia",
"all_hero_luke_pilot")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_obiwan")
ReadDataFile("SIDE\\luk.lvl",
"all_hero_luke_jedi")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_marine",
"imp_inf_engineer",
"imp_inf_pilot",
"imp_inf_officer",
"imp_hero_darthvader")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_emperor")
SetupTeams{
all={
team = ALL,
units = 5,
reinforcements = -1,
soldier = {"all_hero_luke_storm",1, 1},
assault = {"all_hero_hansolo_storm",1, 1},
engineer = {"all_hero_chewbacca",1, 1},
sniper = {"all_hero_leia",1, 1},
officer = {"rep_hero_obiwan",1, 1},
},
imp={
team = IMP,
units = 32,
reinforcements = -1,
soldier = {"imp_inf_rifleman",7, 25},
assault = {"imp_inf_marine",1, 4},
engineer = {"imp_inf_engineer",1, 4},
sniper = {"imp_inf_pilot",1, 4},
officer = {"imp_inf_officer",1, 4},
special = {"imp_hero_darthvader",1, 1},
}
}
SetHeroClass(ALL, "all_hero_luke_jedi")
SetHeroClass(IMP, "imp_hero_emperor")
-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 260
SetMemoryPoolSize ("Aimer", 2)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 300)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 21)
SetMemoryPoolSize ("EntityFlyer", 6)
SetMemoryPoolSize ("EntityLight",170)
SetMemoryPoolSize ("EntitySoundStatic", 30)
SetMemoryPoolSize ("SoundSpaceRegion", 50)
SetMemoryPoolSize ("FlagItem", 1)
SetMemoryPoolSize ("MountedTurret", 2)
SetMemoryPoolSize ("Navigator", 50)
SetMemoryPoolSize ("Obstacle", 270)
SetMemoryPoolSize ("PathFollower", 50)
SetMemoryPoolSize ("PathNode", 512)
SetMemoryPoolSize ("RedOmniLight", 130)
SetMemoryPoolSize ("ShieldEffect", 0)
SetMemoryPoolSize ("TentacleSimulator", 8)
SetMemoryPoolSize ("TreeGridStack", 200)
SetMemoryPoolSize ("UnitAgent", 50)
SetMemoryPoolSize ("UnitController", 50)
SetMemoryPoolSize ("Weapon", weaponCnt)
-- Local Stats
--SetTeamName (3, "locals")
--AddUnitClass (3, "ewk_inf_trooper", 4)
--AddUnitClass (3, "ewk_inf_repair", 6)
--SetUnitCount (3, 14)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(3,DEF)
-- Attacker Stats
-- Defender Stats
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dea\\dea1.lvl", "dea1_CTF-SingleFlag")
SetDenseEnvironment("true")
AddDeathRegion("DeathRegion01")
AddDeathRegion("DeathRegion02")
AddDeathRegion("DeathRegion03")
AddDeathRegion("DeathRegion04")
AddDeathRegion("DeathRegion05")
--SetStayInTurrets(1)
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
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\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
-- OpenAudioStream("sound\\cor.lvl", "dea1gcw_emt")
-- 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, "all_dea_amb_start", 0,1)
SetAmbientMusic(ALL, 0.9, "all_dea_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.1,"all_dea_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_dea_amb_start", 0,1)
SetAmbientMusic(IMP, 0.9, "imp_dea_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.1,"imp_dea_amb_end", 2,1)
SetVictoryMusic(ALL, "all_dea_amb_victory")
SetDefeatMusic (ALL, "all_dea_amb_defeat")
SetVictoryMusic(IMP, "imp_dea_amb_victory")
SetDefeatMusic (IMP, "imp_dea_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")
SetAttackingTeam(ATT)
AddCameraShot(-0.404895, 0.000992, -0.514360, -0.002240, -121.539894, 62.536297, -257.699493)
--Homestead
AddCameraShot(0.040922, -0.004049, -0.994299, -0.098381, -103.729523, 55.546598, -225.360893)
--Sarlac Pit
AddCameraShot(-1.0, 0.0, -0.514360, 0.0, -55.381485, 50.450953, -96.514324)
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveOneFlagCTF")
ScriptCB_DoFile("setup_teams")
-- These variables do not change
ATT = 1
DEF = 2
-- Alliance Attacking (attacker is always #1)
ALL = ATT
IMP = DEF
---------------------------------------------------------------------------
-- 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()
TrashStuff();
--lock hangar doors
SetProperty("Dr-LeftMain", "IsLocked", 1)
SetProperty("dea1_prop_door_blast0", "IsLocked", 1)
SoundEvent_SetupTeams( IMP, 'imp', ALL, 'all' )
PlayAnimExtend();
PlayAnimTakExtend();
BlockPlanningGraphArcs("Connection41")
BlockPlanningGraphArcs("Connection115")
BlockPlanningGraphArcs("compactor")
OnObjectKillName(CompactorConnectionOn, "grate01")
DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")
OnObjectRespawnName(PlayAnimExtend, "Panel-Chasm");
OnObjectKillName(PlayAnimRetract, "Panel-Chasm");
OnObjectRespawnName(PlayAnimTakExtend, "Panel-Tak");
OnObjectKillName(PlayAnimTakRetract, "Panel-Tak");
-- SetProperty("flag", "GeometryName", "com_icon_neutral_flag")
-- SetProperty("flag", "CarriedGeometryName", "com_icon_neutral_flag_carried")
ctf = ObjectiveOneFlagCTF:New{teamATT = 1, teamDEF = 2,
textATT = "game.modes.1flag", textDEF = "game.modes.1flag2",
captureLimit = 5, flag = "flag", flagIcon = "flag_icon",
flagIconScale = 3.0, homeRegion = "Flag_Home",
captureRegionATT = "Team2Cap", captureRegionDEF = "Team1Cap",
capRegionMarkerATT = "hud_objective_icon_circle", capRegionMarkerDEF = "hud_objective_icon_circle",
capRegionMarkerScaleATT = 3.0, capRegionMarkerScaleDEF = 3.0, multiplayerRules = true, hideCPs = true}
ctf:Start()
EnableSPHeroRules()
end
function CompactorConnectionOn()
UnblockPlanningGraphArcs ("compactor")
end
--START BRIDGEWORK!
-- OPEN
function PlayAnimExtend()
PauseAnimation("bridgeclose");
RewindAnimation("bridgeopen");
PlayAnimation("bridgeopen");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection122");
DisableBarriers("BridgeBarrier");
end
-- CLOSE
function PlayAnimRetract()
PauseAnimation("bridgeopen");
RewindAnimation("bridgeclose");
PlayAnimation("bridgeclose");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection122");
EnableBarriers("BridgeBarrier");
end
--START BRIDGEWORK TAK!!!
-- OPEN
function PlayAnimTakExtend()
PauseAnimation("TakBridgeOpen");
RewindAnimation("TakBridgeClose");
PlayAnimation("TakBridgeClose");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection128");
DisableBarriers("Barrier222");
end
-- CLOSE
function PlayAnimTakRetract()
PauseAnimation("TakBridgeClose");
RewindAnimation("TakBridgeOpen");
PlayAnimation("TakBridgeOpen");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection128");
EnableBarriers("Barrier222");
end
function TrashStuff()
trash_open = 1
trash_closed = 0
trash_timer = CreateTimer("trash_timer")
SetTimerValue(trash_timer, 7)
StartTimer(trash_timer)
trash_death = OnTimerElapse(
function(timer)
if trash_open == 1 then
AddDeathRegion("deathregion")
SetTimerValue(trash_timer, 5)
StartTimer(trash_timer)
trash_closed = 1
trash_open = 0
print("death region added")
elseif trash_closed == 1 then
RemoveRegion("deathregion")
SetTimerValue(trash_timer, 15)
StartTimer(trash_timer)
print("death region removed")
trash_closed = 0
trash_open = 1
end
end,
trash_timer
)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\dea.lvl;dea1gcw")
SetMaxFlyHeight(72)
SetMaxPlayerFlyHeight (72)
AISnipeSuitabilityDist(30)
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_storm",
"all_inf_hansolo_storm",
"all_hero_chewbacca",
"all_hero_leia",
"all_hero_luke_pilot")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_obiwan")
ReadDataFile("SIDE\\luk.lvl",
"all_hero_luke_jedi")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_marine",
"imp_inf_engineer",
"imp_inf_pilot",
"imp_inf_officer",
"imp_hero_darthvader")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_emperor")
SetupTeams{
all={
team = ALL,
units = 5,
reinforcements = -1,
soldier = {"all_hero_luke_storm",1, 1},
assault = {"all_hero_hansolo_storm",1, 1},
engineer = {"all_hero_chewbacca",1, 1},
sniper = {"all_hero_leia",1, 1},
officer = {"rep_hero_obiwan",1, 1},
},
imp={
team = IMP,
units = 32,
reinforcements = -1,
soldier = {"imp_inf_rifleman",7, 25},
assault = {"imp_inf_marine",1, 4},
engineer = {"imp_inf_engineer",1, 4},
sniper = {"imp_inf_pilot",1, 4},
officer = {"imp_inf_officer",1, 4},
special = {"imp_hero_darthvader",1, 1},
}
}
SetHeroClass(ALL, "all_hero_luke_jedi")
SetHeroClass(IMP, "imp_hero_emperor")
-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 260
SetMemoryPoolSize ("Aimer", 2)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 300)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 21)
SetMemoryPoolSize ("EntityFlyer", 6)
SetMemoryPoolSize ("EntityLight",170)
SetMemoryPoolSize ("EntitySoundStatic", 30)
SetMemoryPoolSize ("SoundSpaceRegion", 50)
SetMemoryPoolSize ("FlagItem", 1)
SetMemoryPoolSize ("MountedTurret", 2)
SetMemoryPoolSize ("Navigator", 50)
SetMemoryPoolSize ("Obstacle", 270)
SetMemoryPoolSize ("PathFollower", 50)
SetMemoryPoolSize ("PathNode", 512)
SetMemoryPoolSize ("RedOmniLight", 130)
SetMemoryPoolSize ("ShieldEffect", 0)
SetMemoryPoolSize ("TentacleSimulator", 8)
SetMemoryPoolSize ("TreeGridStack", 200)
SetMemoryPoolSize ("UnitAgent", 50)
SetMemoryPoolSize ("UnitController", 50)
SetMemoryPoolSize ("Weapon", weaponCnt)
-- Local Stats
--SetTeamName (3, "locals")
--AddUnitClass (3, "ewk_inf_trooper", 4)
--AddUnitClass (3, "ewk_inf_repair", 6)
--SetUnitCount (3, 14)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(3,DEF)
-- Attacker Stats
-- Defender Stats
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dea\\dea1.lvl", "dea1_CTF-SingleFlag")
SetDenseEnvironment("true")
AddDeathRegion("DeathRegion01")
AddDeathRegion("DeathRegion02")
AddDeathRegion("DeathRegion03")
AddDeathRegion("DeathRegion04")
AddDeathRegion("DeathRegion05")
--SetStayInTurrets(1)
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
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\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
-- OpenAudioStream("sound\\cor.lvl", "dea1gcw_emt")
-- 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, "all_dea_amb_start", 0,1)
SetAmbientMusic(ALL, 0.9, "all_dea_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.1,"all_dea_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_dea_amb_start", 0,1)
SetAmbientMusic(IMP, 0.9, "imp_dea_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.1,"imp_dea_amb_end", 2,1)
SetVictoryMusic(ALL, "all_dea_amb_victory")
SetDefeatMusic (ALL, "all_dea_amb_defeat")
SetVictoryMusic(IMP, "imp_dea_amb_victory")
SetDefeatMusic (IMP, "imp_dea_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")
SetAttackingTeam(ATT)
AddCameraShot(-0.404895, 0.000992, -0.514360, -0.002240, -121.539894, 62.536297, -257.699493)
--Homestead
AddCameraShot(0.040922, -0.004049, -0.994299, -0.098381, -103.729523, 55.546598, -225.360893)
--Sarlac Pit
AddCameraShot(-1.0, 0.0, -0.514360, 0.0, -55.381485, 50.450953, -96.514324)
end

