Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_SetGameRules("Campaign")
--ADD THIS AFTER THE ScriptCB_DoFile SECTION
count = 0
--END
---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, false)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")
onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)
end
end)
--objective :goto the cantina
Objective1 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.AMC.campaign.objectives.1popup", popupText = "level.AMC.campaign.objectives.1",
regionName = "cantinaregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective1:AddHint("level.AMC.hints.movement")
Objective1:AddHint("level.AMC.hints.obj_markers")
Objective1:AddHint("level.AMC.hints.review_objectives")
Objective1:AddHint("level.AMC.hints.sprint")
Objective1.OnStart = function(self)
att_obj1_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective1.OnComplete = function(self)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective: assault on the republic soldiers
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.AMC.campaign.objectives.2popup", popupText = "level.AMC.campaign.objectives.2"}
Dclass = TargetType:New{classname = "rvs_inf_rbasic", killLimit = 5}
Objective2:AddTarget(Dclass)
Objective2.OnStart = function(self)
Objective2.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "rvs_inf_rbasic")
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "rvs_inf_rbasic")
end
Objective2.OnComplete = function(self)
DeleteAIGoal(Objective2.Dclass_cpGoal1)
DeleteAIGoal(Objective2.Dclass_cpGoal2)
end
--objective :goto groshik again for task
Objective3 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.3popup", popupText = "level.AMC.campaign.objectives.3",
regionName = "cantinaregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective3:AddHint("level.geo1.hints.movement")
Objective3:AddHint("level.geo1.hints.obj_markers")
Objective3:AddHint("level.geo1.hints.review_objectives")
Objective3:AddHint("level.geo1.hints.sprint")
Objective3.OnStart = function(self)
att_obj3_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj3_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("tat2_bldg_cantina", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)
end
Objective3.OnComplete = function(self)
DeleteAIGoal(att_obj3_aigoal)
DeleteAIGoal(def_obj3_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("tat2_bldg_cantina")
end
--objective :goto speak to Neimoidian groshik
Objective4 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "'level.ABC.campaign.objectives.4popup", popupText = "level.ABC.campaign.objectives.4",
regionName = "groshik", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective4:AddHint("level.AMC.hints.movement")
Objective4:AddHint("level.AMC.hints.obj_markers")
Objective4:AddHint("level.AMC.hints.review_objectives")
Objective4:AddHint("level.AMC.hints.sprint")
Objective4.OnStart = function(self)
att_obj4_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj4_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective4.OnComplete = function(self)
DeleteAIGoal(att_obj4_aigoal)
DeleteAIGoal(def_obj4_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective: assault, kill the bloody jedi
Objective5= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.ABC.campaign.objectives.5popup", popupText = "level.ABC.campaign.objectives.5"}
Dclass = TargetType:New{classname = "jed_master_02", killLimit = 1}
Objective5:AddTarget(Dclass)
Objective5.OnStart = function(self)
Objective5.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "jed_master_02")
Objective5.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "jed_master_02")
end
Objective5.OnComplete = function(self)
DeleteAIGoal(Objective5.Dclass_cpGoal1)
DeleteAIGoal(Objective5.Dclass_cpGoal2)
end
--objective :goto back to the Neimoidian groshik for some transport out of this hell hole
Objective6 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.6popup", popupText = "level.ABC.campaign.objectives.6 ",
regionName = "groshik", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective6:AddHint("level.AMC.hints.movement")
Objective6:AddHint("level.AMC.hints.obj_markers")
Objective6:AddHint("level.AMC.hints.review_objectives")
Objective6:AddHint("level.AMC.hints.sprint")
Objective6.OnStart = function(self)
att_obj6_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj6_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective6.OnComplete = function(self)
DeleteAIGoal(att_obj6_aigoal)
DeleteAIGoal(def_obj6_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto last place, the docking bay
Objective7 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.7popup", popupText = "level.ABC.campaign.objectives.7",
regionName = "leaveregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective7:AddHint("level.AMC.hints.movement")
Objective7:AddHint("level.AMC.hints.obj_markers")
Objective7:AddHint("level.AMC.hints.review_objectives")
Objective7:AddHint("level.AMC.hints.sprint")
Objective7.OnStart = function(self)
att_obj7_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj7_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("tat2_bldg_dockingbay_01", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)
end
Objective7.OnComplete = function(self)
DeleteAIGoal(att_obj7_aigoal)
DeleteAIGoal(def_obj7_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("tat2_bldg_dockingbay_01")
end
function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 2)
StartTimer(beginobjectivestimer)
end
function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 2}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:Start()
end
--This defines the CPs. These need to happen first
cp2 = CommandPost:New{name = "cp2"}
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}
-- ADD THIS IN THE ScriptPostLoad SECTION
OnObjectDamage(
function(object, damager)
if GetObjectHealth(object) > 900000 then return end
if GetObjectLastHitWeaponClass(object) == "com_weap_inf_stasis" then
FreezeFor(object,2)
end
end
)
--END
SetClassProperty ("bane_inf_bane","MaxHealth",8000)
SetClassProperty ("all_inf_recon_twilek", "PointsToUnlock", 0)
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp4)
--ADD THIS AFTER THE ScriptPostLoad SECTION
function FreezeFor(object, timercount)
--Freeze
print("--Freeze")
count = count + 1
health = GetObjectHealth(object)
SetProperty(object, "CurHealth", 1000000)
DeactivateObject(object)
-- Wait for timercount
print("-- Wait for timercount")
CreateTimer("timer" .. count)
SetTimerValue("timer" .. count, timercount)
StartTimer("timer" .. count)
OnTimerElapse(
function(timer)
--Unfreeze
print("--Unfreeze")
ActivateObject(object)
SetProperty(object, "CurHealth", (GetObjectHealth(object) - 1000000) + health)
end,
"timer" .. count
)
DestroyTimer("timer" .. count)
end
--END
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
SetMemoryPoolSize ("SoldierAnimation",1700) -- should be number in log x 1.5 rounded to the nearest hundred.
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo
ReadDataFile("ingame.lvl")
ForceHumansOntoTeam1()
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
SetMaxFlyHeight(100)
SetMaxPlayerFlyHeight(100)
ReadDataFile("sound\\dea.lvl;dea1gcw")
ReadDataFile("SIDE\\BFX\\all.lvl",
"all_inf_recon_twilek")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_master_02",
"jed_knight_03")
ReadDataFile("dc:SIDE\\rvs.lvl",
"rvs_inf_rbasic",
"rvs_inf_sbasic",
"rvs_inf_rheavy",
"rvs_inf_sheavy",
"rvs_inf_rmelee",
"rvs_inf_smelee",
"rvs_inf_rsupport",
"rvs_inf_ssupport",
"rvs_inf_rstealth",
"rvs_inf_sstealth",
"kor_knight_02",
"kor_inf_K")
ReadDataFile("dc:SIDE\\fal.lvl",
"rep_fly_ebonhawk")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman")
ReadDataFile("dc:SIDE\\cis.lvl",
"bane_inf_bane")
--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]
--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")
SetupTeams{
hero = {
team = ALL,
units = 2,
reinforcements = 5,
soldier = { "bane_inf_bane",1,2},
},
}
SetupTeams{
villain = {
team = IMP,
units = 30,
reinforcements = -1,
soldier = { "rvs_inf_rbasic",5,6},
assault = { "rvs_inf_rheavy",5,6},
engineer= { "rvs_inf_rmelee",2,3},
sniper = { "rvs_inf_rsupport",3,5},
officer = { "rvs_inf_rstealth",1,2},
},
}
AddUnitClass(IMP, "jed_knight_03",30,51)
AddUnitClass(IMP, "rep_inf_ep2_rifleman",1,2)
AddUnitClass(IMP, "all_inf_recon_twilek",20,25)
AddUnitClass(IMP, "jed_master_02",20,25)
-- Please ignore this it's just a reminder of the unit.
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:AMC\\AMC.lvl", "AMC_eli")
SetDenseEnvironment("false")
-- Sound Stats
ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")
SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
SetAttackingTeam(ATT)
-- 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.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_SetGameRules("Campaign")
--ADD THIS AFTER THE ScriptCB_DoFile SECTION
count = 0
--END
---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, false)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")
onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)
end
end)
--objective :goto the cantina
Objective1 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.AMC.campaign.objectives.1popup", popupText = "level.AMC.campaign.objectives.1",
regionName = "cantinaregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective1:AddHint("level.AMC.hints.movement")
Objective1:AddHint("level.AMC.hints.obj_markers")
Objective1:AddHint("level.AMC.hints.review_objectives")
Objective1:AddHint("level.AMC.hints.sprint")
Objective1.OnStart = function(self)
att_obj1_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective1.OnComplete = function(self)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective: assault on the republic soldiers
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.AMC.campaign.objectives.2popup", popupText = "level.AMC.campaign.objectives.2"}
Dclass = TargetType:New{classname = "rvs_inf_rbasic", killLimit = 5}
Objective2:AddTarget(Dclass)
Objective2.OnStart = function(self)
Objective2.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "rvs_inf_rbasic")
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "rvs_inf_rbasic")
end
Objective2.OnComplete = function(self)
DeleteAIGoal(Objective2.Dclass_cpGoal1)
DeleteAIGoal(Objective2.Dclass_cpGoal2)
end
--objective :goto groshik again for task
Objective3 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.3popup", popupText = "level.AMC.campaign.objectives.3",
regionName = "cantinaregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective3:AddHint("level.geo1.hints.movement")
Objective3:AddHint("level.geo1.hints.obj_markers")
Objective3:AddHint("level.geo1.hints.review_objectives")
Objective3:AddHint("level.geo1.hints.sprint")
Objective3.OnStart = function(self)
att_obj3_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj3_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("tat2_bldg_cantina", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)
end
Objective3.OnComplete = function(self)
DeleteAIGoal(att_obj3_aigoal)
DeleteAIGoal(def_obj3_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("tat2_bldg_cantina")
end
--objective :goto speak to Neimoidian groshik
Objective4 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "'level.ABC.campaign.objectives.4popup", popupText = "level.ABC.campaign.objectives.4",
regionName = "groshik", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective4:AddHint("level.AMC.hints.movement")
Objective4:AddHint("level.AMC.hints.obj_markers")
Objective4:AddHint("level.AMC.hints.review_objectives")
Objective4:AddHint("level.AMC.hints.sprint")
Objective4.OnStart = function(self)
att_obj4_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj4_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective4.OnComplete = function(self)
DeleteAIGoal(att_obj4_aigoal)
DeleteAIGoal(def_obj4_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective: assault, kill the bloody jedi
Objective5= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.ABC.campaign.objectives.5popup", popupText = "level.ABC.campaign.objectives.5"}
Dclass = TargetType:New{classname = "jed_master_02", killLimit = 1}
Objective5:AddTarget(Dclass)
Objective5.OnStart = function(self)
Objective5.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "jed_master_02")
Objective5.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "jed_master_02")
end
Objective5.OnComplete = function(self)
DeleteAIGoal(Objective5.Dclass_cpGoal1)
DeleteAIGoal(Objective5.Dclass_cpGoal2)
end
--objective :goto back to the Neimoidian groshik for some transport out of this hell hole
Objective6 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.6popup", popupText = "level.ABC.campaign.objectives.6 ",
regionName = "groshik", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective6:AddHint("level.AMC.hints.movement")
Objective6:AddHint("level.AMC.hints.obj_markers")
Objective6:AddHint("level.AMC.hints.review_objectives")
Objective6:AddHint("level.AMC.hints.sprint")
Objective6.OnStart = function(self)
att_obj6_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj6_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective6.OnComplete = function(self)
DeleteAIGoal(att_obj6_aigoal)
DeleteAIGoal(def_obj6_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto last place, the docking bay
Objective7 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.7popup", popupText = "level.ABC.campaign.objectives.7",
regionName = "leaveregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective7:AddHint("level.AMC.hints.movement")
Objective7:AddHint("level.AMC.hints.obj_markers")
Objective7:AddHint("level.AMC.hints.review_objectives")
Objective7:AddHint("level.AMC.hints.sprint")
Objective7.OnStart = function(self)
att_obj7_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj7_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("tat2_bldg_dockingbay_01", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)
end
Objective7.OnComplete = function(self)
DeleteAIGoal(att_obj7_aigoal)
DeleteAIGoal(def_obj7_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("tat2_bldg_dockingbay_01")
end
function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 2)
StartTimer(beginobjectivestimer)
end
function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 2}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:Start()
end
--This defines the CPs. These need to happen first
cp2 = CommandPost:New{name = "cp2"}
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}
-- ADD THIS IN THE ScriptPostLoad SECTION
OnObjectDamage(
function(object, damager)
if GetObjectHealth(object) > 900000 then return end
if GetObjectLastHitWeaponClass(object) == "com_weap_inf_stasis" then
FreezeFor(object,2)
end
end
)
--END
SetClassProperty ("bane_inf_bane","MaxHealth",8000)
SetClassProperty ("all_inf_recon_twilek", "PointsToUnlock", 0)
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp4)
--ADD THIS AFTER THE ScriptPostLoad SECTION
function FreezeFor(object, timercount)
--Freeze
print("--Freeze")
count = count + 1
health = GetObjectHealth(object)
SetProperty(object, "CurHealth", 1000000)
DeactivateObject(object)
-- Wait for timercount
print("-- Wait for timercount")
CreateTimer("timer" .. count)
SetTimerValue("timer" .. count, timercount)
StartTimer("timer" .. count)
OnTimerElapse(
function(timer)
--Unfreeze
print("--Unfreeze")
ActivateObject(object)
SetProperty(object, "CurHealth", (GetObjectHealth(object) - 1000000) + health)
end,
"timer" .. count
)
DestroyTimer("timer" .. count)
end
--END
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
SetMemoryPoolSize ("SoldierAnimation",1700) -- should be number in log x 1.5 rounded to the nearest hundred.
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo
ReadDataFile("ingame.lvl")
ForceHumansOntoTeam1()
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
SetMaxFlyHeight(100)
SetMaxPlayerFlyHeight(100)
ReadDataFile("sound\\dea.lvl;dea1gcw")
ReadDataFile("SIDE\\BFX\\all.lvl",
"all_inf_recon_twilek")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_master_02",
"jed_knight_03")
ReadDataFile("dc:SIDE\\rvs.lvl",
"rvs_inf_rbasic",
"rvs_inf_sbasic",
"rvs_inf_rheavy",
"rvs_inf_sheavy",
"rvs_inf_rmelee",
"rvs_inf_smelee",
"rvs_inf_rsupport",
"rvs_inf_ssupport",
"rvs_inf_rstealth",
"rvs_inf_sstealth",
"kor_knight_02",
"kor_inf_K")
ReadDataFile("dc:SIDE\\fal.lvl",
"rep_fly_ebonhawk")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman")
ReadDataFile("dc:SIDE\\cis.lvl",
"bane_inf_bane")
--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]
--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")
SetupTeams{
hero = {
team = ALL,
units = 2,
reinforcements = 5,
soldier = { "bane_inf_bane",1,2},
},
}
SetupTeams{
villain = {
team = IMP,
units = 30,
reinforcements = -1,
soldier = { "rvs_inf_rbasic",5,6},
assault = { "rvs_inf_rheavy",5,6},
engineer= { "rvs_inf_rmelee",2,3},
sniper = { "rvs_inf_rsupport",3,5},
officer = { "rvs_inf_rstealth",1,2},
},
}
AddUnitClass(IMP, "jed_knight_03",30,51)
AddUnitClass(IMP, "rep_inf_ep2_rifleman",1,2)
AddUnitClass(IMP, "all_inf_recon_twilek",20,25)
AddUnitClass(IMP, "jed_master_02",20,25)
-- Please ignore this it's just a reminder of the unit.
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:AMC\\AMC.lvl", "AMC_eli")
SetDenseEnvironment("false")
-- Sound Stats
ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")
SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
SetAttackingTeam(ATT)
-- 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
Can someone help me please?




