Survival mode script
Posted: Sun Dec 21, 2008 6:46 pm
by bobfinkl
Well I've been trying to add new content to my map Galidraan but my new script just refuses to work, I'm making a survival mode and I've gotten the first objective to work fine but after that the second objective doesn't appear and the map continues until your team runs out of reinforcements.
Here is my lua:
And here are the most suspicious lines in my bfront2.log
Here is my lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("Ambush")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_SetGameRules("Campaign")
-- Rebels Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
function ScriptPostLoad()
ScriptCB_SetGameRules("Campaign")
KillObject("cp1")
KillObject("cp4")
KillObject("cp3")
KillObject("tank")
KillObject("tank1")
SetProperty("cp2", "CaptureRegion", "")
SetProperty("cp6", "CaptureRegion", "")
SetProperty("cp7", "CaptureRegion", "")
SetProperty("cp5", "Team", 1)
SetProperty("cp8", "Team", 1)
SetProperty("cp2", "Team", 2)
SetProperty("cp6", "Team", 2)
SetProperty("cp7", "Team", 2)
KillObject("transport")
MapRemoveEntityMarker("cp2")
MapRemoveEntityMarker("cp6")
MapRemoveEntityMarker("cp7")
AddAIGoal(ATT, "Defend", 500, "cp8")
AddAIGoal(ATT, "Deathmatch", 200)
AddAIGoal(DEF, "Defend", 800, "cp5")
AddAIGoal(DEF, "Defend", 500, "cp8")
AddAIGoal(DEF, "Deathmatch", 200)
onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
objectives_timer = CreateTimer("objectives_timer")
SetTimerValue(objectives_timer, 2)
StartTimer(objectives_timer)
begin_objectives = OnTimerElapse(
function(timer)
StartObjectives ()
ScriptCB_EnableCommandPostVO(0)
end,
objectives_timer
)
end
end
)
--Head towards bunker objective #1
Objective1CP = CommandPost:New{"cp5"}
Objective1 = ObjectiveConquest:New{TeamATT = ATT, -- objective made
text = "level.hoth.s.1", popupText = "level.gad.s.pop.1", -- show objective on screen
timeLimit = 10, timeLimitWinningTeam = 1, AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)
Objective1.OnComplete = function(self)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 10)
end
Objective2CP = CommandPost:New{"cp5"}
Objective2 = ObjectiveConquest:New{TeamATT = ATT, -- objective made
text = "level.hoth.s.1", popupText = "level.gad.s.pop.1", -- show objective on screen
timeLimit = 60, timeLimitWinningTeam = 1, AIGoalWeight = 0}
Objective2:AddCommandPost(Objective2CP)
Objective2.OnComplete = function(self)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 10)
end
Objective3 = Objective:New{teamATT = ATT, teamDEF = DEF, text = "level.gad.s.3",
timeLimit = 70, timeLimitWinningTeam = ATT}
Objective3.OnComplete = function(self)
DEF_UnitCount = GetUnitCount(DEF)
SetUnitCount(DEF, DEF_UnitCount + 10)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 5)
end
Objective4 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.gad.s.4",
timeLimit = 80, timeLimitWinningTeam = ATT}
Objective4.OnComplete = function(self)
DEF_UnitCount = GetUnitCount(DEF)
SetUnitCount(DEF, DEF_UnitCount + 10)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 5)
end
BlockPlanningGraphArcs("balance")
DisableBarriers("nobunker1")
DisableBarriers("nobunker2")
DisableBarriers("nobunker3")
SetUberMode(1)
EnableSPHeroRules()
end
function StartObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 2.0 }
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:Start()
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("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
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\\nab.lvl;nab2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_snow",
"all_inf_rocketeer_snow",
"all_inf_sniper_snow",
"all_inf_engineer_snow",
"all_inf_officer_snow",
"all_inf_wookiee_snow",
"all_hero_chewbacca")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman_snow",
"imp_inf_rocketeer_snow",
"imp_inf_engineer_snow",
"imp_inf_sniper_snow",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_hover_fightertank" )
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_chaingun_tripod")
SetupTeams{
all = {
team = ALL,
units = 30,
reinforcements = 150,
soldier = { "all_inf_rifleman_snow",9, 35},
assault = { "all_inf_rocketeer_snow",1,14},
engineer = { "all_inf_engineer_snow",1,14},
sniper = { "all_inf_sniper_snow",1,14},
officer = { "all_inf_officer_snow",1,4},
special = { "all_inf_wookiee_snow",1,4},
},
imp = {
team = IMP,
units = 30,
reinforcements = -1,
soldier = { "imp_inf_rifleman_snow",9, 35},
assault = { "imp_inf_rocketeer_snow",1,14},
engineer = { "imp_inf_engineer_snow",1,14},
sniper = { "imp_inf_sniper_snow",1,14},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}
SetHeroClass(ALL, "all_hero_chewbacca")
SetHeroClass(IMP, "imp_hero_darthvader")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 2024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 41)
SetMemoryPoolSize("EntityFlyer", 2)
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:GAD\\GAD.lvl", "GAD_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2_emt")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_nab_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_nab_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_nab_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_nab_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_nab_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_nab_amb_end", 2,1)
SetVictoryMusic(ALL, "all_nab_amb_victory")
SetDefeatMusic (ALL, "all_nab_amb_defeat")
SetVictoryMusic(IMP, "imp_nab_amb_victory")
SetDefeatMusic (IMP, "imp_nab_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
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("Ambush")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_SetGameRules("Campaign")
-- Rebels Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
function ScriptPostLoad()
ScriptCB_SetGameRules("Campaign")
KillObject("cp1")
KillObject("cp4")
KillObject("cp3")
KillObject("tank")
KillObject("tank1")
SetProperty("cp2", "CaptureRegion", "")
SetProperty("cp6", "CaptureRegion", "")
SetProperty("cp7", "CaptureRegion", "")
SetProperty("cp5", "Team", 1)
SetProperty("cp8", "Team", 1)
SetProperty("cp2", "Team", 2)
SetProperty("cp6", "Team", 2)
SetProperty("cp7", "Team", 2)
KillObject("transport")
MapRemoveEntityMarker("cp2")
MapRemoveEntityMarker("cp6")
MapRemoveEntityMarker("cp7")
AddAIGoal(ATT, "Defend", 500, "cp8")
AddAIGoal(ATT, "Deathmatch", 200)
AddAIGoal(DEF, "Defend", 800, "cp5")
AddAIGoal(DEF, "Defend", 500, "cp8")
AddAIGoal(DEF, "Deathmatch", 200)
onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
objectives_timer = CreateTimer("objectives_timer")
SetTimerValue(objectives_timer, 2)
StartTimer(objectives_timer)
begin_objectives = OnTimerElapse(
function(timer)
StartObjectives ()
ScriptCB_EnableCommandPostVO(0)
end,
objectives_timer
)
end
end
)
--Head towards bunker objective #1
Objective1CP = CommandPost:New{"cp5"}
Objective1 = ObjectiveConquest:New{TeamATT = ATT, -- objective made
text = "level.hoth.s.1", popupText = "level.gad.s.pop.1", -- show objective on screen
timeLimit = 10, timeLimitWinningTeam = 1, AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)
Objective1.OnComplete = function(self)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 10)
end
Objective2CP = CommandPost:New{"cp5"}
Objective2 = ObjectiveConquest:New{TeamATT = ATT, -- objective made
text = "level.hoth.s.1", popupText = "level.gad.s.pop.1", -- show objective on screen
timeLimit = 60, timeLimitWinningTeam = 1, AIGoalWeight = 0}
Objective2:AddCommandPost(Objective2CP)
Objective2.OnComplete = function(self)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 10)
end
Objective3 = Objective:New{teamATT = ATT, teamDEF = DEF, text = "level.gad.s.3",
timeLimit = 70, timeLimitWinningTeam = ATT}
Objective3.OnComplete = function(self)
DEF_UnitCount = GetUnitCount(DEF)
SetUnitCount(DEF, DEF_UnitCount + 10)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 5)
end
Objective4 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.gad.s.4",
timeLimit = 80, timeLimitWinningTeam = ATT}
Objective4.OnComplete = function(self)
DEF_UnitCount = GetUnitCount(DEF)
SetUnitCount(DEF, DEF_UnitCount + 10)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 5)
end
BlockPlanningGraphArcs("balance")
DisableBarriers("nobunker1")
DisableBarriers("nobunker2")
DisableBarriers("nobunker3")
SetUberMode(1)
EnableSPHeroRules()
end
function StartObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 2.0 }
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:Start()
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("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
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\\nab.lvl;nab2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_snow",
"all_inf_rocketeer_snow",
"all_inf_sniper_snow",
"all_inf_engineer_snow",
"all_inf_officer_snow",
"all_inf_wookiee_snow",
"all_hero_chewbacca")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman_snow",
"imp_inf_rocketeer_snow",
"imp_inf_engineer_snow",
"imp_inf_sniper_snow",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_hover_fightertank" )
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_chaingun_tripod")
SetupTeams{
all = {
team = ALL,
units = 30,
reinforcements = 150,
soldier = { "all_inf_rifleman_snow",9, 35},
assault = { "all_inf_rocketeer_snow",1,14},
engineer = { "all_inf_engineer_snow",1,14},
sniper = { "all_inf_sniper_snow",1,14},
officer = { "all_inf_officer_snow",1,4},
special = { "all_inf_wookiee_snow",1,4},
},
imp = {
team = IMP,
units = 30,
reinforcements = -1,
soldier = { "imp_inf_rifleman_snow",9, 35},
assault = { "imp_inf_rocketeer_snow",1,14},
engineer = { "imp_inf_engineer_snow",1,14},
sniper = { "imp_inf_sniper_snow",1,14},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}
SetHeroClass(ALL, "all_hero_chewbacca")
SetHeroClass(IMP, "imp_hero_darthvader")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 2024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 41)
SetMemoryPoolSize("EntityFlyer", 2)
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:GAD\\GAD.lvl", "GAD_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2_emt")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_nab_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_nab_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_nab_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_nab_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_nab_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_nab_amb_end", 2,1)
SetVictoryMusic(ALL, "all_nab_amb_victory")
SetDefeatMusic (ALL, "all_nab_amb_defeat")
SetVictoryMusic(IMP, "imp_nab_amb_victory")
SetDefeatMusic (IMP, "imp_nab_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
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
Hidden/Spoiler:
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"
uf_updateClassIndex(): Added class: all_inf_rifleman_snow
uf_updateClassIndex(): Added class: all_inf_rocketeer_snow
uf_updateClassIndex(): Added class: all_inf_sniper_snow
uf_updateClassIndex(): Added class: all_inf_engineer_snow
uf_updateClassIndex(): Added class: all_inf_officer_snow
uf_updateClassIndex(): Added class: all_inf_wookiee_snow
uf_updateClassIndex(): Added class: imp_inf_rifleman_snow
uf_updateClassIndex(): Added class: imp_inf_rocketeer_snow
uf_updateClassIndex(): Added class: imp_inf_sniper_snow
uf_updateClassIndex(): Added class: imp_inf_engineer_snow
uf_updateClassIndex(): Added class: imp_inf_officer
uf_updateClassIndex(): Added class: imp_inf_dark_trooper
uf_updateClassIndex(): Added class: all_hero_chewbacca
uf_updateClassIndex(): Added class: imp_hero_darthvader
utility_functions2: ReadDataFile(): This map's code, mode: gad gad_conquest
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "tank" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "tank1" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "transport" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(3776)
Command Post "noname" not found
Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on a nil value
stack traceback:
(none): in function `AddCommandPost'
(none): in function `ScriptPostLoad'
Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [SOLDIER] radius [0.49] in node [Hub26]
Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [SOLDIER] radius [0.49] in node [Hub45]
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(2523)
Timer "victoryTimer" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(2523)
Timer "delayTimer" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(2523)
Timer "loseTimer" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "noname" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "noname" not found
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"
uf_updateClassIndex(): Added class: all_inf_rifleman_snow
uf_updateClassIndex(): Added class: all_inf_rocketeer_snow
uf_updateClassIndex(): Added class: all_inf_sniper_snow
uf_updateClassIndex(): Added class: all_inf_engineer_snow
uf_updateClassIndex(): Added class: all_inf_officer_snow
uf_updateClassIndex(): Added class: all_inf_wookiee_snow
uf_updateClassIndex(): Added class: imp_inf_rifleman_snow
uf_updateClassIndex(): Added class: imp_inf_rocketeer_snow
uf_updateClassIndex(): Added class: imp_inf_sniper_snow
uf_updateClassIndex(): Added class: imp_inf_engineer_snow
uf_updateClassIndex(): Added class: imp_inf_officer
uf_updateClassIndex(): Added class: imp_inf_dark_trooper
uf_updateClassIndex(): Added class: all_hero_chewbacca
uf_updateClassIndex(): Added class: imp_hero_darthvader
utility_functions2: ReadDataFile(): This map's code, mode: gad gad_conquest
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "tank" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "tank1" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "transport" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(3776)
Command Post "noname" not found
Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on a nil value
stack traceback:
(none): in function `AddCommandPost'
(none): in function `ScriptPostLoad'
Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [SOLDIER] radius [0.49] in node [Hub26]
Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [SOLDIER] radius [0.49] in node [Hub45]
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(2523)
Timer "victoryTimer" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(2523)
Timer "delayTimer" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(2523)
Timer "loseTimer" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "noname" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "noname" not found