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Rasidia: The Offensive of the 22D

Posted: Fri Sep 14, 2007 10:20 am
by REivEN
Ok this map is by me and Death Commando :)




Image

Image

Image

Can U find the Shadow Trooper ? :D


More Screenes will be added later

Will be
AT-TE- (2)
Armored Tank Droid (3)
IFT-X (2)
AAT (3)

Need to work on :

Adding extra unit's
Barriers

The Story:

A long time ago in a galaxy far away...

The Birth Of The Galactic Federation
After the battle of Corusant a special detachment of the 22D Latvian Legion
to the once peacefully planet Rasidia but when they got there Anakin was almost belonged to the Dark side but he doesn't killed Mace Windu. Windu destroyed Palpatine. And Order 66 never came :) Anakin joined the 22D to the Battle of Rasidia but there don't knew what happened on Rasidia has been made the Galactic Federation and they knew that the 22D was on Rasidia they made a huge ARMY of BattleDroids and started a bloodfight

% = 59



BETAS HAS BEEN SENT

Finnaly i added the ep2 officer to the map

Re: Rasidia: The Offensive of the 22D

Posted: Fri Sep 14, 2007 9:59 pm
by =AOX=Durge
So, your changing the story of Star Wars, so that Order 66 never came. Very cool, I like. Sign me up for betas! :)

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 4:12 am
by REivEN
Ok i will do that :)

Beta Tester's
=AOX=Durge
XxDepredationxX
Thunder

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 6:27 am
by XxDepredationxX
The whole place looks abit empty, but I love the "Anakin didn't kill Mace and no Order 66" story. Are you planing on a whole mappack on that story?

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 6:32 am
by Death_Commando
XxDepredationxX wrote:The whole place looks abit empty, but I love the "Anakin didn't kill Mace and no Order 66" story. Are you planing on a whole mappack on that story?

Hey the map isn't finished!I'm adding props right now!!!
:vader2:

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 6:33 am
by REivEN
Me and Death_Commando will make one :)
And we are updating the map :)

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 8:57 am
by XxDepredationxX
Nice, I'll be waiting for the mappack. For the moment, I would like to beta test this map please.

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 9:26 am
by Thunder
ya can i please test?

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 9:32 am
by REivEN
OF COURSE :)

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 9:33 am
by Thunder
kk thanks

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 9:38 am
by REivEN
we will send all beta testers the map later tonight :)

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 9:40 am
by Thunder
sweet hey want to see my new map Da Jawa Death Star Later

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 9:43 am
by REivEN
Why not could be great :)

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 9:50 am
by Thunder
ok right now i am particle editing some exuasts

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 9:51 am
by REivEN
An there is a problem we can't add extra unit's to the republlic side ;(

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 9:52 am
by Thunder
hhmmm show me the lua

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 9:57 am
by REivEN
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}



--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: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")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"dec_inf_clone_commando",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")



ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 60,
reinforcements = 600,
soldier = { "rep_inf_ep3_rocketeer",5, 7},
pilot = { "rep_inf_ep3_sniper",5, 7},
assault = {"rep_inf_ep3_engineer",5, 7},
sniper = { "rep_inf_ep3_jettrooper",1, 1},
marine = { "rep_inf_ep3_officer",1, 1},
engineer = { "rep_inf_ep3_jettrooper",5, 6},
officer = {"rep_inf_ep2_officer",3, 6},
special = { "dec_inf_clone_commando",1, 1},
AddUnitClass(1, "rep_inf_ep3_rifleman",20, 30)

},
cis = {
team = CIS,
units = 60,
reinforcements = 700,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- 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:RAS\\RAS.lvl", "RAS_conquest")
ReadDataFile("dc:RAS\\RAS.lvl", "RAS_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

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 9:58 am
by Thunder
wait you said the rep side so can you show me the RASc_con LUA?

*Edited by Staff - combined double post made 7 minutes apart
Hidden/Spoiler:
SetupTeams{
rep = {
team = REP,
units = 60,
reinforcements = 600,
soldier = { "rep_inf_ep3_rocketeer",5, 7},
pilot = { "rep_inf_ep3_sniper",5, 7},
assault = {"rep_inf_ep3_engineer",5, 7},
sniper = { "rep_inf_ep3_jettrooper",1, 1},
marine = { "rep_inf_ep3_officer",1, 1},
engineer = { "rep_inf_ep3_jettrooper",5, 6},
officer = {"rep_inf_ep2_officer",3, 6},
special = { "dec_inf_clone_commando",1, 1},
},
}

AddUnitClass(1, "rep_inf_ep3_rifleman",20, 30)

SetupTeams{
cis = {
team = CIS,
units = 60,
reinforcements = 700,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 10:09 am
by REivEN
i tried that already but it doesn't worked :(

Re: Rasidia: The Offensive of the 22D

Posted: Sat Sep 15, 2007 10:14 am
by Thunder
hhmmm worked for me
and is that dec_inf_clone_commando did you put all they assests of your clone commando in the side folder rep?

if not and you have them in the costom side folder dec then add

ReadDataFile("dc:SIDE\\dec.lvl",
"dec_inf_clone_commando")