RC Integration script problem
Posted: Sun Jul 26, 2015 5:19 am
by Anakin
Hi,
i have a problem with the RC Integration scripts. I hope you can help me with it. GAB asked me to make an integration pack that does not contain all the sides file to make the maps that use the integration smaler.
So i did it, but it does not work. It seams that the old integration doesn't work eighter. The first release of it i tested and it worked. the version 1.3 i haven't tested, because it was just an replacement of the sides lvl files and some little scripting things.
integration script:
Test Map lua:
Ok here is the error log:
https://www.dropbox.com/s/mwyjcotxvbhh3 ... 2.log?dl=0
i have a problem with the RC Integration scripts. I hope you can help me with it. GAB asked me to make an integration pack that does not contain all the sides file to make the maps that use the integration smaler.
So i did it, but it does not work. It seams that the old integration doesn't work eighter. The first release of it i tested and it worked. the version 1.3 i haven't tested, because it was just an replacement of the sides lvl files and some little scripting things.
integration script:
Hidden/Spoiler:
[code]print("RC-Integration Pack v1.3 by Anakin")
-- Setup the Side for Republic Commando Side Mod. It's necessary to add commander and general to setup_teams.lua.
-- param rfmRep sets the reinforcements for the republic sides.
-- param unitsRep sets the units on the field for the republic sides.
-- param rfmCis sets the reinforcements for the cis sides.
-- param unitsCis sets the units on the field for the cis sides.
-- cisType choose the type of cis units. 1 = Mandelorain; 2 = Trandoshaner; 3 = Geonosian; 123 = random choose 1 or 2 or 3; 12 = random choose 1 or 2; 13 = random choose 1 or 3; 23 = random choose 2 or 3.
function RepublicCommandoSides(rfmRep, unitsRep, rfmCis, unitsCis, cisType)
if unexpected_condition then error() end
print("RCM_Side_Integration: entered")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\Load\\rc_loadscreen.lvl")
local screenWidth, screenHeight = ScriptCB_GetScreenInfo()
local aspectRatio = screenWidth / screenHeight
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\common.lvl")
ReadDataFile("common.lvl")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\fpanimset.lvl")
if aspectRatio <= 1.4 then
print(" Aspect Ratio 4:3 detected")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hud43.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hudBmpKill.lvl")
elseif aspectRatio <= 1.63 and aspectRatio >= 1.5 then
print(" Aspect Ratio 16:10 detected")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hud1610.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hudBmpKill.lvl")
elseif aspectRatio <= 1.9 and aspectRatio >= 1.63 then
print(" Aspect Ratio 16:9 detected")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hud169.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hudBmpKill.lvl")
else
print(" Aspect Ratio unkown. Loading stock HUD.")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hudUnknown.lvl")
ReadDataFile("ingame.lvl")
end
print(" get sounds..")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\sound\\rcm.lvl;comSnd")
print(" get music..")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\sound\\rcm.lvl")
print(" get sides..")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\rep.lvl",
"rep_inf_commando_01_rifleman",
"rep_inf_commando_02_roketeer",
"rep_inf_commando_03_sniper",
"rep_inf_commando_04_engineer",
"rep_inf_commando_05_electronic",
"rep_inf_commando_06_sergeant",
"rep_inf_commando_07_havoc",
"rep_inf_commando_08_elite")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\cis.lvl",
"cis_inf_b1_rifleman",
"cis_inf_b1_rocketeer",
"cis_inf_b1_sniper",
"cis_inf_sbd",
"cis_inf_magnaguard",
"cis_inf_droideka")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\mdo.lvl",
"mdo_inf_assassin",
"mdo_inf_officer")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\tnd.lvl",
"tnd_inf_slaver",
"tnd_inf_mercenary")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\geo.lvl",
"geo_inf_geonosian",
"geo_inf_geonosian_elite")
print(" setting up sides..")
if cisType == 123 then
opponent = math.random(1,9)
if opponent < 4 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"mdo_inf_assassin",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"mdo_inf_officer",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if opponent > 3 and opponent < 7 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"tnd_inf_mercenary",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"tnd_inf_slaver",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if opponent > 6 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"geo_inf_geonosian",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"geo_inf_geonosian_elite",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
end
if cisType == 12 then
opponent = math.random(1,6)
if opponent < 4 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"mdo_inf_assassin",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"mdo_inf_officer",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if opponent > 3 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"tnd_inf_mercenary",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"tnd_inf_slaver",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
end
if cisType == 13 then
opponent = math.random(1,6)
if opponent < 4 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"mdo_inf_assassin",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"mdo_inf_officer",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if opponent > 3 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"geo_inf_geonosian",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"geo_inf_geonosian_elite",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
end
if cisType == 23 then
opponent = math.random(1,9)
if opponent < 4 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"tnd_inf_mercenary",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"tnd_inf_slaver",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if opponent > 3 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"geo_inf_geonosian",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"geo_inf_geonosian_elite",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
end
if cisType == 1 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"mdo_inf_assassin",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"mdo_inf_officer",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"geo_inf_geonosian",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"geo_inf_geonosian_elite",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if cisType == 2 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"tnd_inf_mercenary",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"tnd_inf_slaver",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if cisType == 3 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"geo_inf_geonosian",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"geo_inf_geonosian_elite",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
print(" get custom font..")
if aspectRatio <= 1.4 then
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\43.lvl")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hudTxtKill.lvl")
elseif aspectRatio <= 1.63 and aspectRatio >= 1.5 then
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\1610.lvl")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hudTxtKill.lvl")
elseif aspectRatio <= 1.9 and aspectRatio >= 1.63 then
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\169.lvl")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hudTxtKill.lvl")
else
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\unkown.lvl")
end
print("RCM_Side_Integration: finished")
end
-- Setup the ambiente music from RCM.
function addAmbMusic()
if unexpected_condition then error() end
print("RCM_Music_Integration: entered")
print(" loading music stream..")
OpenAudioStream("dc:RC\\sound\\rcm.lvl", "rcm_music")
print(" setting up streams..")
SetAmbientMusic(REP, 1.0, "rep_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_amb_end", 2,1)
print("RCM_Music_Integration: finished")
end[/code]
-- Setup the Side for Republic Commando Side Mod. It's necessary to add commander and general to setup_teams.lua.
-- param rfmRep sets the reinforcements for the republic sides.
-- param unitsRep sets the units on the field for the republic sides.
-- param rfmCis sets the reinforcements for the cis sides.
-- param unitsCis sets the units on the field for the cis sides.
-- cisType choose the type of cis units. 1 = Mandelorain; 2 = Trandoshaner; 3 = Geonosian; 123 = random choose 1 or 2 or 3; 12 = random choose 1 or 2; 13 = random choose 1 or 3; 23 = random choose 2 or 3.
function RepublicCommandoSides(rfmRep, unitsRep, rfmCis, unitsCis, cisType)
if unexpected_condition then error() end
print("RCM_Side_Integration: entered")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\Load\\rc_loadscreen.lvl")
local screenWidth, screenHeight = ScriptCB_GetScreenInfo()
local aspectRatio = screenWidth / screenHeight
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\common.lvl")
ReadDataFile("common.lvl")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\fpanimset.lvl")
if aspectRatio <= 1.4 then
print(" Aspect Ratio 4:3 detected")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hud43.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hudBmpKill.lvl")
elseif aspectRatio <= 1.63 and aspectRatio >= 1.5 then
print(" Aspect Ratio 16:10 detected")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hud1610.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hudBmpKill.lvl")
elseif aspectRatio <= 1.9 and aspectRatio >= 1.63 then
print(" Aspect Ratio 16:9 detected")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hud169.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hudBmpKill.lvl")
else
print(" Aspect Ratio unkown. Loading stock HUD.")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hudUnknown.lvl")
ReadDataFile("ingame.lvl")
end
print(" get sounds..")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\sound\\rcm.lvl;comSnd")
print(" get music..")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\sound\\rcm.lvl")
print(" get sides..")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\rep.lvl",
"rep_inf_commando_01_rifleman",
"rep_inf_commando_02_roketeer",
"rep_inf_commando_03_sniper",
"rep_inf_commando_04_engineer",
"rep_inf_commando_05_electronic",
"rep_inf_commando_06_sergeant",
"rep_inf_commando_07_havoc",
"rep_inf_commando_08_elite")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\cis.lvl",
"cis_inf_b1_rifleman",
"cis_inf_b1_rocketeer",
"cis_inf_b1_sniper",
"cis_inf_sbd",
"cis_inf_magnaguard",
"cis_inf_droideka")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\mdo.lvl",
"mdo_inf_assassin",
"mdo_inf_officer")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\tnd.lvl",
"tnd_inf_slaver",
"tnd_inf_mercenary")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\geo.lvl",
"geo_inf_geonosian",
"geo_inf_geonosian_elite")
print(" setting up sides..")
if cisType == 123 then
opponent = math.random(1,9)
if opponent < 4 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"mdo_inf_assassin",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"mdo_inf_officer",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if opponent > 3 and opponent < 7 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"tnd_inf_mercenary",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"tnd_inf_slaver",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if opponent > 6 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"geo_inf_geonosian",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"geo_inf_geonosian_elite",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
end
if cisType == 12 then
opponent = math.random(1,6)
if opponent < 4 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"mdo_inf_assassin",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"mdo_inf_officer",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if opponent > 3 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"tnd_inf_mercenary",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"tnd_inf_slaver",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
end
if cisType == 13 then
opponent = math.random(1,6)
if opponent < 4 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"mdo_inf_assassin",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"mdo_inf_officer",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if opponent > 3 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"geo_inf_geonosian",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"geo_inf_geonosian_elite",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
end
if cisType == 23 then
opponent = math.random(1,9)
if opponent < 4 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"tnd_inf_mercenary",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"tnd_inf_slaver",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if opponent > 3 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"geo_inf_geonosian",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"geo_inf_geonosian_elite",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
end
if cisType == 1 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"mdo_inf_assassin",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"mdo_inf_officer",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"geo_inf_geonosian",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"geo_inf_geonosian_elite",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if cisType == 2 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"tnd_inf_mercenary",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"tnd_inf_slaver",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if cisType == 3 then
SetupTeams{
rep = {
team = REP,
units = unitsRep,
reinforcements = rfmRep,
soldier = {"rep_inf_commando_01_rifleman",9, 25},
assault = {"rep_inf_commando_02_roketeer",1,4},
sniper = {"rep_inf_commando_03_sniper",1,4},
engineer = {"rep_inf_commando_04_engineer",1,4},
officer = {"rep_inf_commando_05_electronic",1,4},
special = {"rep_inf_commando_06_sergeant",1,4},
commander = {"rep_inf_commando_07_havoc", 1, 4},
general = {"rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = unitsCis,
reinforcements = rfmCis,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer = {"geo_inf_geonosian",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"geo_inf_geonosian_elite",1, 2},
commander = {"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
print(" get custom font..")
if aspectRatio <= 1.4 then
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\43.lvl")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hudTxtKill.lvl")
elseif aspectRatio <= 1.63 and aspectRatio >= 1.5 then
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\1610.lvl")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hudTxtKill.lvl")
elseif aspectRatio <= 1.9 and aspectRatio >= 1.63 then
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\169.lvl")
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\HUD\\hudTxtKill.lvl")
else
ReadDataFile("dc:..\\..\\..\\RCM\\data\\_LVL_PC\\SIDE\\unkown.lvl")
end
print("RCM_Side_Integration: finished")
end
-- Setup the ambiente music from RCM.
function addAmbMusic()
if unexpected_condition then error() end
print("RCM_Music_Integration: entered")
print(" loading music stream..")
OpenAudioStream("dc:RC\\sound\\rcm.lvl", "rcm_music")
print(" setting up streams..")
SetAmbientMusic(REP, 1.0, "rep_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_amb_end", 2,1)
print("RCM_Music_Integration: finished")
end[/code]
Test Map lua:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ReadDataFile("dc:addrc.lvl")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("RepublicCommandoSides")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--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:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
--ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
RepublicCommandoSides(150, 20, 150, 20, 123)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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 = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TRC\\TRC.lvl", "TRC_conquest")
ReadDataFile("dc:TRC\\TRC.lvl", "TRC_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ReadDataFile("dc:addrc.lvl")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("RepublicCommandoSides")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--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:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
--ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
RepublicCommandoSides(150, 20, 150, 20, 123)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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 = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TRC\\TRC.lvl", "TRC_conquest")
ReadDataFile("dc:TRC\\TRC.lvl", "TRC_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
[/code]
Ok here is the error log:
https://www.dropbox.com/s/mwyjcotxvbhh3 ... 2.log?dl=0