Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_attack2c(_upper)
I am not verry good with animation but I tried my best anyway. Still I couldn't fix it. Here is the odf of the Magnaguard:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "cis_inf_magnaguard.msh"
AnimationName = "magnaguard"
[Properties]
PointsToUnlock = 20
FleeLikeAHero = 0
NoEnterVehicles = 1
ForceMode = 1
HealthType = "droid"
MaxHealth = 1500.0
EnergyDrainSprint = 0.0 // energy spent per second of sprinting
EnergyCostJump = 0.0 // energy cost to jump
EnergyCostRoll = 0.0 // energy cost to roll
WEAPONSECTION = 1
WeaponName = "cis_weap_Electrostaff"
WeaponAmmo = 0
JumpHeight = 3.5
ControlSpeed = "sprint 1 1 1"
MaxSpeed = 10.5
MaxStrafeSpeed = 6.5
MaxTurnSpeed = 6.0
RecoverFromTumble = "1"
VOUnitType = 093
ChunkFrequency = 0.2
ExplosionName = "cis_inf_droid_exp"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_inf_magnaguard_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_inf_magnaguard_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_inf_magnaguard_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0
CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "cis_inf_magnaguard_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0
// the foot height where footstep sounds are played
MinFootHeight = 0.3
VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"
VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "cis_inf_soldier"
VOSound = "cis_command_follow SC_Follow"
VOSound = "cis_command_stopFollow SC_StopFollow"
VOSound = "cis_command_stopVehicle SC_VehicleWaitUp"
VOSound = "cis_command_getIn SC_GetIn"
VOSound = "cis_command_getOut SC_GetOut"
VOSound = "cis_response_follow SC_FollowResponse"
VOSound = "cis_response_stopFollow SC_StopFollowResponse"
VOSound = "cis_response_stopVehicle SC_VehicleWaitUpResponse"
VOSound = "cis_response_getIn SC_GetInResponse"
VOSound = "cis_response_getOut SC_GetOutResponse"
GeometryName = "cis_inf_caped_magnaguard"
GeometryLowRes = "cis_inf_magnaguard_low1"
SkeletonName = "magnaguard"
SkeletonLowRes = "magnaguardlz"
SkeletonRootScale = "1.24"
// no head offset for this guy, unlike all other droids
CollisionHeadOffset = "0.0 0.0 0.0"
//FirstPerson = "CIS\cisoff;cis_1st_magnaguard"
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4"
TiltValue = "10.0"
CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "10.0"
CameraBlendTime = "0.75"
CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"
CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 5.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"
ClassParent = "com_jedi_default"
GeometryName = "cis_inf_magnaguard.msh"
AnimationName = "magnaguard"
[Properties]
PointsToUnlock = 20
FleeLikeAHero = 0
NoEnterVehicles = 1
ForceMode = 1
HealthType = "droid"
MaxHealth = 1500.0
EnergyDrainSprint = 0.0 // energy spent per second of sprinting
EnergyCostJump = 0.0 // energy cost to jump
EnergyCostRoll = 0.0 // energy cost to roll
WEAPONSECTION = 1
WeaponName = "cis_weap_Electrostaff"
WeaponAmmo = 0
JumpHeight = 3.5
ControlSpeed = "sprint 1 1 1"
MaxSpeed = 10.5
MaxStrafeSpeed = 6.5
MaxTurnSpeed = 6.0
RecoverFromTumble = "1"
VOUnitType = 093
ChunkFrequency = 0.2
ExplosionName = "cis_inf_droid_exp"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_inf_magnaguard_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_inf_magnaguard_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_inf_magnaguard_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0
CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "cis_inf_magnaguard_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0
// the foot height where footstep sounds are played
MinFootHeight = 0.3
VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"
VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "cis_inf_soldier"
VOSound = "cis_command_follow SC_Follow"
VOSound = "cis_command_stopFollow SC_StopFollow"
VOSound = "cis_command_stopVehicle SC_VehicleWaitUp"
VOSound = "cis_command_getIn SC_GetIn"
VOSound = "cis_command_getOut SC_GetOut"
VOSound = "cis_response_follow SC_FollowResponse"
VOSound = "cis_response_stopFollow SC_StopFollowResponse"
VOSound = "cis_response_stopVehicle SC_VehicleWaitUpResponse"
VOSound = "cis_response_getIn SC_GetInResponse"
VOSound = "cis_response_getOut SC_GetOutResponse"
GeometryName = "cis_inf_caped_magnaguard"
GeometryLowRes = "cis_inf_magnaguard_low1"
SkeletonName = "magnaguard"
SkeletonLowRes = "magnaguardlz"
SkeletonRootScale = "1.24"
// no head offset for this guy, unlike all other droids
CollisionHeadOffset = "0.0 0.0 0.0"
//FirstPerson = "CIS\cisoff;cis_1st_magnaguard"
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4"
TiltValue = "10.0"
CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "10.0"
CameraBlendTime = "0.75"
CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"
CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 5.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"
[Properties]
GeometryName = "kor_weap_inf_doublesabre"
ComboAnimationBank = "human_sabre melee cis_inf_magnaguard"
NumDamageEdges = "3"
FirePointName = "hp_fire1"
LightSaberLength = "0.4"
LightSaberWidth = "0.06"
LightSaberTexture = "electro"
LightSaberTrailColor = ""
LightSaberTrailColor = "189 7 255 128"
FirePointName = "hp_fire2"
LightSaberLength = "0.4"
LightSaberWidth = "0.06"
LightSaberTexture = "electro"
LightSaberTrailColor = ""
LightSaberTrailColor = "189 7 255 128"
AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"
DamageEdgeLength = "0.5"
DamageEdgeWidth = "0.1"
ShieldScale = 10.0
DroidScale = 5.0
TargetVehicle = 1
AITargetVehicle = 1
//AttachDynamic = “1”
//AttachEffect = "electroeffect"
//AttachToHardpoint = "hp_fire1 [0.01] [0.05]"
//AttachEffect = "electroeffect"
//AttachToHardpoint = "hp_fire2 [0.01] [0.05]"
SoundProperty = "force_lightning_impact"
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"
[Properties]
GeometryName = "kor_weap_inf_doublesabre"
ComboAnimationBank = "human_sabre melee cis_inf_magnaguard"
NumDamageEdges = "3"
FirePointName = "hp_fire1"
LightSaberLength = "0.4"
LightSaberWidth = "0.06"
LightSaberTexture = "electro"
LightSaberTrailColor = ""
LightSaberTrailColor = "189 7 255 128"
FirePointName = "hp_fire2"
LightSaberLength = "0.4"
LightSaberWidth = "0.06"
LightSaberTexture = "electro"
LightSaberTrailColor = ""
LightSaberTrailColor = "189 7 255 128"
AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"
DamageEdgeLength = "0.5"
DamageEdgeWidth = "0.1"
ShieldScale = 10.0
DroidScale = 5.0
TargetVehicle = 1
AITargetVehicle = 1
//AttachDynamic = “1”
//AttachEffect = "electroeffect"
//AttachToHardpoint = "hp_fire1 [0.01] [0.05]"
//AttachEffect = "electroeffect"
//AttachToHardpoint = "hp_fire2 [0.01] [0.05]"
SoundProperty = "force_lightning_impact"
Hidden/Spoiler:
OffhandAnimation("stand_useforce", "FIRE")
{
Loop("FinalFrame");
AimType("Torso");
BlendInTime(0.15);
BlendOutTime(0.15);
}
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");
// Throw stuff....
ThrowAnimation("stand_throw");
State("CATCH_SABRE")
{
Posture("Stand");
// Sound("saber_catch");
Animation("stand_catch")
{
AimType("None");
BlendOutTime(0.2);
}
InputLock("All", "!Thrust");
AlignedToThrust();
}
State("IDLE")
{
Duration(0.0); // infinite duration
EnergyRestoreRate(); // (0.0, "FromSoldier")
InputLock(0.15, "Sprint", "Jump", "Crouch");
Transition("BACK_ATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Button("Fire", "Press");
Thrust(">", 0.25);
ThrustAngle(135, 225);
}
}
Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Button("Fire", "Press");
}
}
Transition("DASHATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint");
Button("Fire", "Press");
}
}
Transition("JUMPATTACK_FALL")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump", "Jet");
//The following should be true during a jetjump, jump, or fall
// unless we're more than 0.35 seconds from the apex
//NOTE: This may not allow luke to jump attack during longer falls
// or falling from a force jump when it could.
//VelocityY(">", -6.3);
Button("Fire", "Press");
}
}
}
State("BACK_ATTACK")
{
Posture("Stand");
Animation("stand_attack_backwards")
{
BlendInTime(0.15);
BlendOutTime(0.15);
}
Sound("saber_swing");
Deflect()
{
DeflectAngle(70, -70); // deflect anything from rear arc
EnergyCost(4.0);
}
InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
Edge(0);
DamageTime(5, 10, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(6.0);
}
Attack()
{
Edge(1);
DamageTime(5, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(6.0);
}
Transition("IDLE");
}
//Forward declare animations to allow BlendTimeTo references:
Animation("stand_attack1a");
Animation("stand_attack1a_end");
Animation("stand_attack1b");
Animation("stand_attack1b_end");
Animation("stand_attack1c");
State("ATTACK1")
{
Posture("Stand");
Animation("stand_attack1a_upper")
{
AimType("None");
BlendInTime(0.0);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.0);
}
Animation("stand_attack1a_lower")
{
BlendInTime(0.15);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.0);
}
Sound("saber_swing");
Deflect()
{
DeflectAngle(-70, 70); // deflect anything from forward arc
EnergyCost(4.0);
}
// AnimatedMove();
InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
Edge(0);
DamageTime(4, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(150);
Push(3.0);
}
Attack()
{
Edge(1);
DamageTime(5, 11, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(150);
Push(3.0);
}
Transition("ATTACK2")
{
If()
{
Break(12, "Frames");
TimeStart(5, "Frames");
TimeEnd(14, "Frames");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER1");
}
State("RECOVER1")
{
Posture("Stand");
Animation("stand_attack1a_end")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}
InputLock("All", "!Thrust");
AlignedToThrust();
Transition("IDLE");
}
State("ATTACK2")
{
Posture("Stand");
Animation("stand_attack1b")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1b_end", 0.0);
BlendTimeTo("stand_attack1c", 0.0);
}
Sound("saber_swing");
Deflect()
{
DeflectAngle(-70, 70); // deflect anything from forward arc
EnergyCost(4.0);
}
// AnimatedMove();
InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
Edge(1);
DamageTime(3, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Attack()
{
Edge(0);
DamageTime(4, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Transition("ATTACK3")
{
If()
{
TimeStart(4, "Frames");
TimeEnd(14, "Frames"); //, "SyncIfOvertime");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER2");
}
State("RECOVER2")
{
Posture("Stand");
Animation("stand_attack1b_end")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}
InputLock("All", "!Thrust");
AlignedToThrust();
Transition("IDLE");
}
State("ATTACK3")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("com_weap_throw", 6, "Frames");
Deflect()
{
DeflectAngle(-70, 70); // deflect anything from forward arc
EnergyCost(4.0);
}
//set a duration so we will go to state RECOVER3 before the animation ends
Duration(26, "Frames");
AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(8.0);
VelocityFromStrafe(3.0);
}
AlignedToThrust();
StrafeFactor(0.5);
TurnFactor(0.5);
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
Edge(0);
DamageTime(5, 16, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Attack()
{
Edge(1);
DamageTime(5, 16, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Attack()
{
Edge(2); // left foot
DamageTime(18, 22, "Frames");
DamageWidth(0.4);
Damage(50);
Push(10.0);
}
Transition("ATTACK3-B")
{
If()
{
Break(26, "Frames");
TimeStart(5, "Frames");
TimeEnd(0.5, "FromEnd");
Posture("Stand");
Button("Fire", "Hold");
}
}
Transition("ATTACK3_LAND");
}
State("ATTACK3_LAND")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("saber_swing");
Deflect()
{
DeflectAngle(-70, 70); // deflect anything from forward arc
EnergyCost(4.0);
}
AlignedToThrust();
TurnFactor(0.3);
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
Edge(0);
DamageTime(27, 35, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(10.0);
}
Attack()
{
Edge(1);
DamageTime(30, 35, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(10.0);
}
Transition("RECOVER3");
}
State("ATTACK3-B")
{
Posture("Stand");
Animation("stand_attack2c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("saber_triple", 6, "Frames");
Deflect()
{
DeflectAngle(-70, 70); // deflect anything from forward arc
EnergyCost(4.0);
}
AlignedToThrust();
//StrafeFactor(0.5);
//TurnFactor(0.5);
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
Edge(0);
DamageTime(2, 36, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(10.0);
}
Attack()
{
Edge(1);
DamageTime(2, 36, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(10.0);
}
Transition("IDLE");
}
State("RECOVER3")
{
Posture("Stand");
Animation("stand_attack1c");
InputLock("All", "!Thrust");
AlignedToThrust();
Transition("IDLE");
}
State("DASHATTACK")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}
Sound("saber_triple");
Deflect()
{
DeflectAngle(-160, 160); // deflect anything from forward arc
EnergyCost(4.0);
}
EnergyRestoreRate(0);
AnimatedMove()
{
VelocityZ(15.0);
VelocityFromThrust(5.0);
If()
{
Break(27, "Frames");
}
}
TurnFactor(0.3);
InputLock("All", "!Thrust");
Attack()
{
Edge(0);
DamageTime(2, 26, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Attack()
{
Edge(1);
DamageTime(2, 26, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Transition("IDLE");
{
If()
{
Break(30, "Frames");
ButtonsPressed("Any");
}
}
}
// forward declare jumpattack_land, since jumpattack_fall refers to it:
Animation("jumpattack_land");
State("JUMPATTACK_FALL")
{
Posture("Jump");
Animation("jumpattack_fall")
{
Loop("FinalFrame");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.80);
// BlendTimeTo("jumpattack_land", 0.15);
}
Sound("saber_double");
Gravity(2.0);
GravityVelocityTarget(-20.0); // accelerate us to 20m/s down at 2 g's
AnimatedMove();
InputLock("All", "!Thrust"); // lock all buttons for duration of state
EnergyRestoreRate(0);
Attack()
{
AttackId("JUMPATTACK_E0");
Edge(0);
DamageTime(0.33, 1.0, "FromAnim");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Attack()
{
AttackId("JUMPATTACK_E1");
Edge(1);
DamageTime(0.33, 1.0, "FromAnim");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Transition("JUMPATTACK_LAND")
{
If()
{
Break();
Posture("Stand");
}
}
Transition("IDLE")
{
If()
{
Break();
Posture("Any", "!Stand", "!Jump", "!Jet");
}
}
Transition("JUMPATTACK_END")
}
State("JUMPATTACK_END")
{
Posture("Jump");
Animation("jumpattack_end")
{
AimType("None");
SyncType("jumpattack_land", "ByTime");
BlendInTime(0.15);
BlendOutTime(0.80);
// BlendTimeTo("jumpattack_land", 0.15);
}
Sound("saber_swing");
Gravity(2.0);
GravityVelocityTarget(-20.0); // accelerate us to 20m/s down at 2 g's
Duration(15, "Frames");
AnimatedMove();
InputLock("All", "!Thrust"); // lock all buttons for duration of state
EnergyRestoreRate(0);
Attack()
{
AttackId("JUMPATTACK_E0");
Edge(0);
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Attack()
{
AttackId("JUMPATTACK_E1");
Edge(1);
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Transition("JUMPATTACK_LAND")
{
If()
{
Break();
Posture("Stand");
}
}
Transition("IDLE")
{
If()
{
Break();
Posture("Any", "!Stand", "!Jump", "!Jet");
}
}
Transition("IDLE");
}
State("JUMPATTACK_LAND")
{
Posture("Stand");
Animation("jumpattack_land")
{
AimType("FullBody");
SyncType("jumpattack_land", "ByTime");
BlendInTime(0.00);
BlendOutTime(0.20);
}
AnimatedMove();
InputLock("All");
EnergyRestoreRate(0);
Attack()
{
AttackId("JUMPATTACK_E0");
Edge(0);
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Attack()
{
AttackId("JUMPATTACK_E1");
Edge(1);
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Transition("IDLE")
{
If()
{
Break(0.4);
ButtonsPressed("Any");
}
Or()
{
Break(0.4);
Thrust(">", 0.54);
}
}
}
{
Loop("FinalFrame");
AimType("Torso");
BlendInTime(0.15);
BlendOutTime(0.15);
}
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");
// Throw stuff....
ThrowAnimation("stand_throw");
State("CATCH_SABRE")
{
Posture("Stand");
// Sound("saber_catch");
Animation("stand_catch")
{
AimType("None");
BlendOutTime(0.2);
}
InputLock("All", "!Thrust");
AlignedToThrust();
}
State("IDLE")
{
Duration(0.0); // infinite duration
EnergyRestoreRate(); // (0.0, "FromSoldier")
InputLock(0.15, "Sprint", "Jump", "Crouch");
Transition("BACK_ATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Button("Fire", "Press");
Thrust(">", 0.25);
ThrustAngle(135, 225);
}
}
Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Button("Fire", "Press");
}
}
Transition("DASHATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint");
Button("Fire", "Press");
}
}
Transition("JUMPATTACK_FALL")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump", "Jet");
//The following should be true during a jetjump, jump, or fall
// unless we're more than 0.35 seconds from the apex
//NOTE: This may not allow luke to jump attack during longer falls
// or falling from a force jump when it could.
//VelocityY(">", -6.3);
Button("Fire", "Press");
}
}
}
State("BACK_ATTACK")
{
Posture("Stand");
Animation("stand_attack_backwards")
{
BlendInTime(0.15);
BlendOutTime(0.15);
}
Sound("saber_swing");
Deflect()
{
DeflectAngle(70, -70); // deflect anything from rear arc
EnergyCost(4.0);
}
InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
Edge(0);
DamageTime(5, 10, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(6.0);
}
Attack()
{
Edge(1);
DamageTime(5, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(6.0);
}
Transition("IDLE");
}
//Forward declare animations to allow BlendTimeTo references:
Animation("stand_attack1a");
Animation("stand_attack1a_end");
Animation("stand_attack1b");
Animation("stand_attack1b_end");
Animation("stand_attack1c");
State("ATTACK1")
{
Posture("Stand");
Animation("stand_attack1a_upper")
{
AimType("None");
BlendInTime(0.0);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.0);
}
Animation("stand_attack1a_lower")
{
BlendInTime(0.15);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.0);
}
Sound("saber_swing");
Deflect()
{
DeflectAngle(-70, 70); // deflect anything from forward arc
EnergyCost(4.0);
}
// AnimatedMove();
InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
Edge(0);
DamageTime(4, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(150);
Push(3.0);
}
Attack()
{
Edge(1);
DamageTime(5, 11, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(150);
Push(3.0);
}
Transition("ATTACK2")
{
If()
{
Break(12, "Frames");
TimeStart(5, "Frames");
TimeEnd(14, "Frames");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER1");
}
State("RECOVER1")
{
Posture("Stand");
Animation("stand_attack1a_end")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}
InputLock("All", "!Thrust");
AlignedToThrust();
Transition("IDLE");
}
State("ATTACK2")
{
Posture("Stand");
Animation("stand_attack1b")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1b_end", 0.0);
BlendTimeTo("stand_attack1c", 0.0);
}
Sound("saber_swing");
Deflect()
{
DeflectAngle(-70, 70); // deflect anything from forward arc
EnergyCost(4.0);
}
// AnimatedMove();
InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
Edge(1);
DamageTime(3, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Attack()
{
Edge(0);
DamageTime(4, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Transition("ATTACK3")
{
If()
{
TimeStart(4, "Frames");
TimeEnd(14, "Frames"); //, "SyncIfOvertime");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER2");
}
State("RECOVER2")
{
Posture("Stand");
Animation("stand_attack1b_end")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}
InputLock("All", "!Thrust");
AlignedToThrust();
Transition("IDLE");
}
State("ATTACK3")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("com_weap_throw", 6, "Frames");
Deflect()
{
DeflectAngle(-70, 70); // deflect anything from forward arc
EnergyCost(4.0);
}
//set a duration so we will go to state RECOVER3 before the animation ends
Duration(26, "Frames");
AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(8.0);
VelocityFromStrafe(3.0);
}
AlignedToThrust();
StrafeFactor(0.5);
TurnFactor(0.5);
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
Edge(0);
DamageTime(5, 16, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Attack()
{
Edge(1);
DamageTime(5, 16, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Attack()
{
Edge(2); // left foot
DamageTime(18, 22, "Frames");
DamageWidth(0.4);
Damage(50);
Push(10.0);
}
Transition("ATTACK3-B")
{
If()
{
Break(26, "Frames");
TimeStart(5, "Frames");
TimeEnd(0.5, "FromEnd");
Posture("Stand");
Button("Fire", "Hold");
}
}
Transition("ATTACK3_LAND");
}
State("ATTACK3_LAND")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("saber_swing");
Deflect()
{
DeflectAngle(-70, 70); // deflect anything from forward arc
EnergyCost(4.0);
}
AlignedToThrust();
TurnFactor(0.3);
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
Edge(0);
DamageTime(27, 35, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(10.0);
}
Attack()
{
Edge(1);
DamageTime(30, 35, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(10.0);
}
Transition("RECOVER3");
}
State("ATTACK3-B")
{
Posture("Stand");
Animation("stand_attack2c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("saber_triple", 6, "Frames");
Deflect()
{
DeflectAngle(-70, 70); // deflect anything from forward arc
EnergyCost(4.0);
}
AlignedToThrust();
//StrafeFactor(0.5);
//TurnFactor(0.5);
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
Edge(0);
DamageTime(2, 36, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(10.0);
}
Attack()
{
Edge(1);
DamageTime(2, 36, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(10.0);
}
Transition("IDLE");
}
State("RECOVER3")
{
Posture("Stand");
Animation("stand_attack1c");
InputLock("All", "!Thrust");
AlignedToThrust();
Transition("IDLE");
}
State("DASHATTACK")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}
Sound("saber_triple");
Deflect()
{
DeflectAngle(-160, 160); // deflect anything from forward arc
EnergyCost(4.0);
}
EnergyRestoreRate(0);
AnimatedMove()
{
VelocityZ(15.0);
VelocityFromThrust(5.0);
If()
{
Break(27, "Frames");
}
}
TurnFactor(0.3);
InputLock("All", "!Thrust");
Attack()
{
Edge(0);
DamageTime(2, 26, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Attack()
{
Edge(1);
DamageTime(2, 26, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Transition("IDLE");
{
If()
{
Break(30, "Frames");
ButtonsPressed("Any");
}
}
}
// forward declare jumpattack_land, since jumpattack_fall refers to it:
Animation("jumpattack_land");
State("JUMPATTACK_FALL")
{
Posture("Jump");
Animation("jumpattack_fall")
{
Loop("FinalFrame");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.80);
// BlendTimeTo("jumpattack_land", 0.15);
}
Sound("saber_double");
Gravity(2.0);
GravityVelocityTarget(-20.0); // accelerate us to 20m/s down at 2 g's
AnimatedMove();
InputLock("All", "!Thrust"); // lock all buttons for duration of state
EnergyRestoreRate(0);
Attack()
{
AttackId("JUMPATTACK_E0");
Edge(0);
DamageTime(0.33, 1.0, "FromAnim");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Attack()
{
AttackId("JUMPATTACK_E1");
Edge(1);
DamageTime(0.33, 1.0, "FromAnim");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Transition("JUMPATTACK_LAND")
{
If()
{
Break();
Posture("Stand");
}
}
Transition("IDLE")
{
If()
{
Break();
Posture("Any", "!Stand", "!Jump", "!Jet");
}
}
Transition("JUMPATTACK_END")
}
State("JUMPATTACK_END")
{
Posture("Jump");
Animation("jumpattack_end")
{
AimType("None");
SyncType("jumpattack_land", "ByTime");
BlendInTime(0.15);
BlendOutTime(0.80);
// BlendTimeTo("jumpattack_land", 0.15);
}
Sound("saber_swing");
Gravity(2.0);
GravityVelocityTarget(-20.0); // accelerate us to 20m/s down at 2 g's
Duration(15, "Frames");
AnimatedMove();
InputLock("All", "!Thrust"); // lock all buttons for duration of state
EnergyRestoreRate(0);
Attack()
{
AttackId("JUMPATTACK_E0");
Edge(0);
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Attack()
{
AttackId("JUMPATTACK_E1");
Edge(1);
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Transition("JUMPATTACK_LAND")
{
If()
{
Break();
Posture("Stand");
}
}
Transition("IDLE")
{
If()
{
Break();
Posture("Any", "!Stand", "!Jump", "!Jet");
}
}
Transition("IDLE");
}
State("JUMPATTACK_LAND")
{
Posture("Stand");
Animation("jumpattack_land")
{
AimType("FullBody");
SyncType("jumpattack_land", "ByTime");
BlendInTime(0.00);
BlendOutTime(0.20);
}
AnimatedMove();
InputLock("All");
EnergyRestoreRate(0);
Attack()
{
AttackId("JUMPATTACK_E0");
Edge(0);
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Attack()
{
AttackId("JUMPATTACK_E1");
Edge(1);
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Transition("IDLE")
{
If()
{
Break(0.4);
ButtonsPressed("Any");
}
Or()
{
Break(0.4);
Thrust(">", 0.54);
}
}
}
My Animation folder doesn't munge the files so I needed to take them right out of the BFX/Sides/cis/munged which are: magnaguard.anims, magnaguard.zaabin, magnaguard.zafbin, magnaguardlz.zafbin .
I also copied human_sabre.anims, human_sabre.zaabin and human_sabre.zafbin in my Sides/common/munged folder.
Here is my LUA even though I don't think the mistake is ther:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- These variables do not change
ATT = 1
DEF = 2
-- Empire Attacking (attacker is always #1)
CIS = ATT
REP = 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()
AddDeathRegion("death")
AddDeathRegion("death1")
AddDeathRegion("death2")
AddDeathRegion("death3")
AddDeathRegion("death4")
SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)
SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)
EnableSPHeroRules()
DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")
--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()
SetUberMode(1)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4056000)
SetMapNorthAngle(180, 1)
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
AISnipeSuitabilityDist(30)
SetMemoryPoolSize("Music", 33)
ReadDataFile("ingame.lvl")
ReadDataFile("dc:sound\\rcm.lvl;RCMr")
ReadDataFile("sound\\cor.lvl;cor1cw")
-- ReadDataFile("SIDE\\rep.lvl",
-- "rep_inf_ep3_rifleman")
-- ReadDataFile("dc:SIDE\\rrl.lvl",
-- "rrl_inf_ep2_rifleman",
-- "rrl_inf_ep2_jettrooper")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_commando_1st",
"rep_inf_commando_2nd",
"rep_inf_commando_3rd",
"rep_inf_commando_4th",
"rep_inf_commando_5th",
"rep_inf_commando_6th")
ReadDataFile("dc:SIDE\\kit.lvl",
"rep_hero_fisto")
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_DOME",
"rep_fly_gunship_DOME")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_DOME")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_b1_1",
"cis_inf_b1_2",
"cis_inf_b1_3",
"cis_inf_trando_merc",
"cis_inf_sbd",
"cis_inf_trando",
"cis_inf_magnaguard",
"cis_inf_droideka")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")
SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_commando_1st",9, 25},
assault = { "rep_inf_commando_2nd",1,4},
engineer = { "rep_inf_commando_4th",1,4},
sniper = { "rep_inf_commando_3rd",1,4},
officer = {"rep_inf_commando_5th",1,4},
special = { "rep_inf_commando_6th",1,4},
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = {"cis_inf_b1_1",7, 25},
assault = {"cis_inf_b1_2",1, 4},
engineer = {"cis_inf_trando_merc",1, 4},
sniper = {"cis_inf_b1_3",1, 4},
officer = {"cis_inf_droideka",1, 4},
special = {"cis_inf_trando",1, 4},
commander = {"cis_inf_sbd", 1, 4},
}
}
AddUnitClass(CIS, "cis_inf_magnaguard",1,4)
SetHeroClass(REP, "rep_hero_fisto")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 450
SetMemoryPoolSize("Aimer", 22)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntitySoundStream", 10)
SetMemoryPoolSize("EntitySoundStatic", 0)
SetMemoryPoolSize("MountedTurret",100)
SetMemoryPoolSize("PathFollower", 100)
SetMemoryPoolSize("Navigator", 100)
SetMemoryPoolSize("Obstacle", 375)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 140)
SetMemoryPoolSize("UnitAgent", 150)
SetMemoryPoolSize("UnitController", 100)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize("ColorTrans", 2500)
SetMemoryPoolSize("SizeTransf", 1800)
SetMemoryPoolSize("PositionTr", 1500)
SetMemoryPoolSize("SoldierAnimation", 580)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")
-- Sound Stats
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\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_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)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_cor_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_cor_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_cor_amb_end", 2,1)
SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(CIS, "cis_cor_amb_victory")
SetDefeatMusic (CIS, "cis_cor_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
-- Camera Stats
--Tat 1 - Dune Sea
AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- These variables do not change
ATT = 1
DEF = 2
-- Empire Attacking (attacker is always #1)
CIS = ATT
REP = 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()
AddDeathRegion("death")
AddDeathRegion("death1")
AddDeathRegion("death2")
AddDeathRegion("death3")
AddDeathRegion("death4")
SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)
SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)
EnableSPHeroRules()
DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")
--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()
SetUberMode(1)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4056000)
SetMapNorthAngle(180, 1)
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
AISnipeSuitabilityDist(30)
SetMemoryPoolSize("Music", 33)
ReadDataFile("ingame.lvl")
ReadDataFile("dc:sound\\rcm.lvl;RCMr")
ReadDataFile("sound\\cor.lvl;cor1cw")
-- ReadDataFile("SIDE\\rep.lvl",
-- "rep_inf_ep3_rifleman")
-- ReadDataFile("dc:SIDE\\rrl.lvl",
-- "rrl_inf_ep2_rifleman",
-- "rrl_inf_ep2_jettrooper")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_commando_1st",
"rep_inf_commando_2nd",
"rep_inf_commando_3rd",
"rep_inf_commando_4th",
"rep_inf_commando_5th",
"rep_inf_commando_6th")
ReadDataFile("dc:SIDE\\kit.lvl",
"rep_hero_fisto")
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_DOME",
"rep_fly_gunship_DOME")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_DOME")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_b1_1",
"cis_inf_b1_2",
"cis_inf_b1_3",
"cis_inf_trando_merc",
"cis_inf_sbd",
"cis_inf_trando",
"cis_inf_magnaguard",
"cis_inf_droideka")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")
SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_commando_1st",9, 25},
assault = { "rep_inf_commando_2nd",1,4},
engineer = { "rep_inf_commando_4th",1,4},
sniper = { "rep_inf_commando_3rd",1,4},
officer = {"rep_inf_commando_5th",1,4},
special = { "rep_inf_commando_6th",1,4},
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = {"cis_inf_b1_1",7, 25},
assault = {"cis_inf_b1_2",1, 4},
engineer = {"cis_inf_trando_merc",1, 4},
sniper = {"cis_inf_b1_3",1, 4},
officer = {"cis_inf_droideka",1, 4},
special = {"cis_inf_trando",1, 4},
commander = {"cis_inf_sbd", 1, 4},
}
}
AddUnitClass(CIS, "cis_inf_magnaguard",1,4)
SetHeroClass(REP, "rep_hero_fisto")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 450
SetMemoryPoolSize("Aimer", 22)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntitySoundStream", 10)
SetMemoryPoolSize("EntitySoundStatic", 0)
SetMemoryPoolSize("MountedTurret",100)
SetMemoryPoolSize("PathFollower", 100)
SetMemoryPoolSize("Navigator", 100)
SetMemoryPoolSize("Obstacle", 375)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 140)
SetMemoryPoolSize("UnitAgent", 150)
SetMemoryPoolSize("UnitController", 100)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize("ColorTrans", 2500)
SetMemoryPoolSize("SizeTransf", 1800)
SetMemoryPoolSize("PositionTr", 1500)
SetMemoryPoolSize("SoldierAnimation", 580)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")
-- Sound Stats
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\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_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)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_cor_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_cor_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_cor_amb_end", 2,1)
SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(CIS, "cis_cor_amb_victory")
SetDefeatMusic (CIS, "cis_cor_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
-- Camera Stats
--Tat 1 - Dune Sea
AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end



