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--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- 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()
TrashStuff();
PlayAnimExtend();
PlayAnimTakExtend();
BlockPlanningGraphArcs("compactor")
OnObjectKillName(CompactorConnectionOn, "grate01")
DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")
-- handle reinforcment loss and defeat condition
OnCharacterDeathTeam(function(character, killer) AddReinforcements(1, -1) end, 1)
OnTicketCountChange(function(team, count) if count == 0 then MissionDefeat(team) end end)
OnObjectRespawnName(PlayAnimExtend, "Panel-Chasm");
OnObjectKillName(PlayAnimRetract, "Panel-Chasm");
OnObjectRespawnName(PlayAnimTakExtend, "Panel-Tak");
OnObjectKillName(PlayAnimTakRetract, "Panel-Tak");
KillObject("CP6")
SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, true)
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)
SetProperty("CP1", "CaptureRegion", "")
SetProperty("CP2", "CaptureRegion", "")
SetProperty("CP3", "CaptureRegion", "")
SetProperty("CP4", "CaptureRegion", "")
SetProperty("CP5", "CaptureRegion", "")
-- SetProperty("CP6", "CaptureRegion", "")
SetProperty("CP7", "CaptureRegion", "")
SetProperty("CP1", "Team", 1)
SetProperty("CP4", "Team", 2)
SetProperty("CP5", "Team", 2)
-- SetProperty("CP6", "Team", 2)
SetProperty("CP7", "Team", 2)
KillObject("CP3")
KillObject("CP4")
KillObject("CP5")
KillObject("CP7")
SetClassProperty ("cis_hero_jangofett","MaxHealth",2500)
--kill 10 of their riflemen
Objective1= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.mwp.dea.bounty1", popupText = "level.mwp.dea.bounty1_popup"}
Dclass = TargetType:New{classname = "enm_inf_rifleman", killLimit = 10}
Objective1:AddTarget(Dclass)
Objective1.OnStart = function(self)
Objective1.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "CP2")
Objective1.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "CP2")
end
Objective1.OnComplete = function(self)
DeleteAIGoal(Objective1.Dclass_cpGoal1)
DeleteAIGoal(Objective1.Dclass_cpGoal2)
RespawnObject("CP3")
RespawnObject("CP4")
KillObject("CP2")
end
--kill 5 concord dawn dudes
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.mwp.dea.bounty2", popupText = "level.mwp.dea.bounty2_popup"}
Dclass = TargetType:New{classname = "enm_inf_concord1", killLimit = 5}
Objective2:AddTarget(Dclass)
Objective2.OnStart = function(self)
Objective2.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "CP4")
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "CP4")
end
Objective2.OnComplete = function(self)
DeleteAIGoal(Objective2.Dclass_cpGoal1)
DeleteAIGoal(Objective2.Dclass_cpGoal2)
RespawnObject("CP2")
end
--kill 3 of jaba's guys
Objective3= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.mwp.dea.bounty3", popupText = "level.mwp.dea.bounty3_popup"}
Dclass = TargetType:New{classname = "gam_inf_gamorreanguard", killLimit = 3}
Objective3:AddTarget(Dclass)
Objective3.OnStart = function(self)
Objective3.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "CP7")
Objective3.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "CP7")
end
Objective3.OnComplete = function(self)
DeleteAIGoal(Objective3.Dclass_cpGoal1)
DeleteAIGoal(Objective3.Dclass_cpGoal2)
end
--kill 1 leader
Objective4= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.mwp.dea.bounty4", popupText = "level.mwp.dea.bounty4_popup"}
Dclass = TargetType:New{classname = "gar_inf_temple_soldier", killLimit = 1}
Objective4:AddTarget(Dclass)
Objective4.OnStart = function(self)
Objective4.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "CP2")
Objective4.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "CP2")
end
Objective4.OnComplete = function(self)
DeleteAIGoal(Objective4.Dclass_cpGoal1)
DeleteAIGoal(Objective4.Dclass_cpGoal2)
end
--end
function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 4)
StartTimer(beginobjectivestimer)
end
function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 6}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:Start()
end
end
function CompactorConnectionOn()
UnblockPlanningGraphArcs ("compactor")
end
--START BRIDGEWORK!
-- OPEN
function PlayAnimExtend()
PauseAnimation("bridgeclose");
RewindAnimation("bridgeopen");
PlayAnimation("bridgeopen");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection122");
DisableBarriers("BridgeBarrier");
end
-- CLOSE
function PlayAnimRetract()
PauseAnimation("bridgeopen");
RewindAnimation("bridgeclose");
PlayAnimation("bridgeclose");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection122");
EnableBarriers("BridgeBarrier");
end
--START BRIDGEWORK TAK!!!
-- OPEN
function PlayAnimTakExtend()
PauseAnimation("TakBridgeOpen");
RewindAnimation("TakBridgeClose");
PlayAnimation("TakBridgeClose");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection128");
DisableBarriers("Barrier222");
end
-- CLOSE
function PlayAnimTakRetract()
PauseAnimation("TakBridgeClose");
RewindAnimation("TakBridgeOpen");
PlayAnimation("TakBridgeOpen");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection128");
EnableBarriers("Barrier222");
end
function TrashStuff()
trash_open = 1
trash_closed = 0
trash_timer = CreateTimer("trash_timer")
SetTimerValue(trash_timer, 7)
StartTimer(trash_timer)
trash_death = OnTimerElapse(
function(timer)
if trash_open == 1 then
AddDeathRegion("deathregion")
SetTimerValue(trash_timer, 5)
StartTimer(trash_timer)
trash_closed = 1
trash_open = 0
print("death region added")
elseif trash_closed == 1 then
RemoveRegion("deathregion")
SetTimerValue(trash_timer, 15)
StartTimer(trash_timer)
print("death region removed")
trash_closed = 0
trash_open = 1
end
end,
trash_timer
)
end
function ScriptInit()
StealArtistHeap(650*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4200000)
ReadDataFile("ingame.lvl")
AISnipeSuitabilityDist(30)
-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
ReadDataFile("sound\\dea.lvl;dea1cw")
ReadDataFile("dc:SIDE\\man.lvl",
"cis_hero_jangofett")
ReadDataFile("SIDE\\gam.lvl",
"gam_inf_gamorreanguard")
ReadDataFile("dc:SIDE\\enm.lvl",
"enm_inf_concord1",
"enm_inf_rifleman",
"gar_inf_temple_soldier")
SetAttackingTeam(ATT)
SetupTeams{
rep = {
team = REP,
units = 1,
reinforcements = 1,
soldier = { "cis_hero_jangofett",1, 1},
},
cis = {
team = CIS,
units = 20,
reinforcements = -1,
soldier = { "enm_inf_rifleman",1, 11},
assault = { "enm_inf_concord1",1,5},
engineer = { "gam_inf_gamorreanguard",1,3},
sniper = { "gar_inf_temple_soldier",1,1},
}
}
-- Level Stats
ClearWalkers()
AddWalkerType(0, 2)
local weaponNum = 220
SetMemoryPoolSize ("Aimer", 10)
SetMemoryPoolSize ("AmmoCounter", weaponNum)
SetMemoryPoolSize ("BaseHint", 300)
SetMemoryPoolSize ("EnergyBar", weaponNum)
SetMemoryPoolSize ("EntityFlyer", 6)
SetMemoryPoolSize ("EntityLight", 100)
SetMemoryPoolSize ("EntitySoundStatic", 30)
SetMemoryPoolSize ("MountedTurret", 2)
SetMemoryPoolSize ("Navigator", 45)
SetMemoryPoolSize ("Obstacle", 270)
SetMemoryPoolSize ("PathFollower", 45)
SetMemoryPoolSize ("PathNode", 512)
SetMemoryPoolSize ("SoundSpaceRegion", 50)
SetMemoryPoolSize ("TreeGridStack", 250)
SetMemoryPoolSize ("Weapon", weaponNum)
-- SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dea\\dea1.lvl", "dea1_Conquest")
SetDenseEnvironment("false")
SetMaxFlyHeight(72)
SetMaxPlayerFlyHeight(72)
AddDeathRegion("DeathRegion01")
AddDeathRegion("DeathRegion02")
AddDeathRegion("DeathRegion03")
AddDeathRegion("DeathRegion04")
AddDeathRegion("DeathRegion05")
-- 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\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
--OpenAudioStream("sound\\dea.lvl", "dea1_emt")
--this goes for all MWP maps-------------------------------------------------------------------------------------------------------------
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "rep_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, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "rep_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Repleaving")
--end------------------------------------------------------------------------------------------------------------------------------------
SetAmbientMusic(REP, 1.0, "rep_dea_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_dea_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_dea_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_dea_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_dea_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_dea_amb_end", 2,1)
SetVictoryMusic(REP, "rep_dea_amb_victory")
SetDefeatMusic (REP, "rep_dea_amb_defeat")
SetVictoryMusic(CIS, "cis_dea_amb_victory")
SetDefeatMusic (CIS, "cis_dea_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
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.514360, -0.002240, -121.539894, 62.536297, -257.699493)
--Homestead
AddCameraShot(0.040922, -0.004049, -0.994299, -0.098381, -103.729523, 55.546598, -225.360893)
--Sarlac Pit
AddCameraShot(-1.0, 0.0, -0.514360, 0.0, -55.381485, 50.450953, -96.514324)
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- 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()
TrashStuff();
PlayAnimExtend();
PlayAnimTakExtend();
BlockPlanningGraphArcs("compactor")
OnObjectKillName(CompactorConnectionOn, "grate01")
DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")
-- handle reinforcment loss and defeat condition
OnCharacterDeathTeam(function(character, killer) AddReinforcements(1, -1) end, 1)
OnTicketCountChange(function(team, count) if count == 0 then MissionDefeat(team) end end)
OnObjectRespawnName(PlayAnimExtend, "Panel-Chasm");
OnObjectKillName(PlayAnimRetract, "Panel-Chasm");
OnObjectRespawnName(PlayAnimTakExtend, "Panel-Tak");
OnObjectKillName(PlayAnimTakRetract, "Panel-Tak");
KillObject("CP6")
SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, true)
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)
SetProperty("CP1", "CaptureRegion", "")
SetProperty("CP2", "CaptureRegion", "")
SetProperty("CP3", "CaptureRegion", "")
SetProperty("CP4", "CaptureRegion", "")
SetProperty("CP5", "CaptureRegion", "")
-- SetProperty("CP6", "CaptureRegion", "")
SetProperty("CP7", "CaptureRegion", "")
SetProperty("CP1", "Team", 1)
SetProperty("CP4", "Team", 2)
SetProperty("CP5", "Team", 2)
-- SetProperty("CP6", "Team", 2)
SetProperty("CP7", "Team", 2)
KillObject("CP3")
KillObject("CP4")
KillObject("CP5")
KillObject("CP7")
SetClassProperty ("cis_hero_jangofett","MaxHealth",2500)
--kill 10 of their riflemen
Objective1= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.mwp.dea.bounty1", popupText = "level.mwp.dea.bounty1_popup"}
Dclass = TargetType:New{classname = "enm_inf_rifleman", killLimit = 10}
Objective1:AddTarget(Dclass)
Objective1.OnStart = function(self)
Objective1.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "CP2")
Objective1.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "CP2")
end
Objective1.OnComplete = function(self)
DeleteAIGoal(Objective1.Dclass_cpGoal1)
DeleteAIGoal(Objective1.Dclass_cpGoal2)
RespawnObject("CP3")
RespawnObject("CP4")
KillObject("CP2")
end
--kill 5 concord dawn dudes
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.mwp.dea.bounty2", popupText = "level.mwp.dea.bounty2_popup"}
Dclass = TargetType:New{classname = "enm_inf_concord1", killLimit = 5}
Objective2:AddTarget(Dclass)
Objective2.OnStart = function(self)
Objective2.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "CP4")
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "CP4")
end
Objective2.OnComplete = function(self)
DeleteAIGoal(Objective2.Dclass_cpGoal1)
DeleteAIGoal(Objective2.Dclass_cpGoal2)
RespawnObject("CP2")
end
--kill 3 of jaba's guys
Objective3= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.mwp.dea.bounty3", popupText = "level.mwp.dea.bounty3_popup"}
Dclass = TargetType:New{classname = "gam_inf_gamorreanguard", killLimit = 3}
Objective3:AddTarget(Dclass)
Objective3.OnStart = function(self)
Objective3.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "CP7")
Objective3.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "CP7")
end
Objective3.OnComplete = function(self)
DeleteAIGoal(Objective3.Dclass_cpGoal1)
DeleteAIGoal(Objective3.Dclass_cpGoal2)
end
--kill 1 leader
Objective4= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.mwp.dea.bounty4", popupText = "level.mwp.dea.bounty4_popup"}
Dclass = TargetType:New{classname = "gar_inf_temple_soldier", killLimit = 1}
Objective4:AddTarget(Dclass)
Objective4.OnStart = function(self)
Objective4.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "CP2")
Objective4.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "CP2")
end
Objective4.OnComplete = function(self)
DeleteAIGoal(Objective4.Dclass_cpGoal1)
DeleteAIGoal(Objective4.Dclass_cpGoal2)
end
--end
function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 4)
StartTimer(beginobjectivestimer)
end
function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 6}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:Start()
end
end
function CompactorConnectionOn()
UnblockPlanningGraphArcs ("compactor")
end
--START BRIDGEWORK!
-- OPEN
function PlayAnimExtend()
PauseAnimation("bridgeclose");
RewindAnimation("bridgeopen");
PlayAnimation("bridgeopen");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection122");
DisableBarriers("BridgeBarrier");
end
-- CLOSE
function PlayAnimRetract()
PauseAnimation("bridgeopen");
RewindAnimation("bridgeclose");
PlayAnimation("bridgeclose");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection122");
EnableBarriers("BridgeBarrier");
end
--START BRIDGEWORK TAK!!!
-- OPEN
function PlayAnimTakExtend()
PauseAnimation("TakBridgeOpen");
RewindAnimation("TakBridgeClose");
PlayAnimation("TakBridgeClose");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection128");
DisableBarriers("Barrier222");
end
-- CLOSE
function PlayAnimTakRetract()
PauseAnimation("TakBridgeClose");
RewindAnimation("TakBridgeOpen");
PlayAnimation("TakBridgeOpen");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection128");
EnableBarriers("Barrier222");
end
function TrashStuff()
trash_open = 1
trash_closed = 0
trash_timer = CreateTimer("trash_timer")
SetTimerValue(trash_timer, 7)
StartTimer(trash_timer)
trash_death = OnTimerElapse(
function(timer)
if trash_open == 1 then
AddDeathRegion("deathregion")
SetTimerValue(trash_timer, 5)
StartTimer(trash_timer)
trash_closed = 1
trash_open = 0
print("death region added")
elseif trash_closed == 1 then
RemoveRegion("deathregion")
SetTimerValue(trash_timer, 15)
StartTimer(trash_timer)
print("death region removed")
trash_closed = 0
trash_open = 1
end
end,
trash_timer
)
end
function ScriptInit()
StealArtistHeap(650*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4200000)
ReadDataFile("ingame.lvl")
AISnipeSuitabilityDist(30)
-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
ReadDataFile("sound\\dea.lvl;dea1cw")
ReadDataFile("dc:SIDE\\man.lvl",
"cis_hero_jangofett")
ReadDataFile("SIDE\\gam.lvl",
"gam_inf_gamorreanguard")
ReadDataFile("dc:SIDE\\enm.lvl",
"enm_inf_concord1",
"enm_inf_rifleman",
"gar_inf_temple_soldier")
SetAttackingTeam(ATT)
SetupTeams{
rep = {
team = REP,
units = 1,
reinforcements = 1,
soldier = { "cis_hero_jangofett",1, 1},
},
cis = {
team = CIS,
units = 20,
reinforcements = -1,
soldier = { "enm_inf_rifleman",1, 11},
assault = { "enm_inf_concord1",1,5},
engineer = { "gam_inf_gamorreanguard",1,3},
sniper = { "gar_inf_temple_soldier",1,1},
}
}
-- Level Stats
ClearWalkers()
AddWalkerType(0, 2)
local weaponNum = 220
SetMemoryPoolSize ("Aimer", 10)
SetMemoryPoolSize ("AmmoCounter", weaponNum)
SetMemoryPoolSize ("BaseHint", 300)
SetMemoryPoolSize ("EnergyBar", weaponNum)
SetMemoryPoolSize ("EntityFlyer", 6)
SetMemoryPoolSize ("EntityLight", 100)
SetMemoryPoolSize ("EntitySoundStatic", 30)
SetMemoryPoolSize ("MountedTurret", 2)
SetMemoryPoolSize ("Navigator", 45)
SetMemoryPoolSize ("Obstacle", 270)
SetMemoryPoolSize ("PathFollower", 45)
SetMemoryPoolSize ("PathNode", 512)
SetMemoryPoolSize ("SoundSpaceRegion", 50)
SetMemoryPoolSize ("TreeGridStack", 250)
SetMemoryPoolSize ("Weapon", weaponNum)
-- SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dea\\dea1.lvl", "dea1_Conquest")
SetDenseEnvironment("false")
SetMaxFlyHeight(72)
SetMaxPlayerFlyHeight(72)
AddDeathRegion("DeathRegion01")
AddDeathRegion("DeathRegion02")
AddDeathRegion("DeathRegion03")
AddDeathRegion("DeathRegion04")
AddDeathRegion("DeathRegion05")
-- 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\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
--OpenAudioStream("sound\\dea.lvl", "dea1_emt")
--this goes for all MWP maps-------------------------------------------------------------------------------------------------------------
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "rep_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, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "rep_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Repleaving")
--end------------------------------------------------------------------------------------------------------------------------------------
SetAmbientMusic(REP, 1.0, "rep_dea_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_dea_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_dea_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_dea_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_dea_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_dea_amb_end", 2,1)
SetVictoryMusic(REP, "rep_dea_amb_victory")
SetDefeatMusic (REP, "rep_dea_amb_defeat")
SetVictoryMusic(CIS, "cis_dea_amb_victory")
SetDefeatMusic (CIS, "cis_dea_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
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.514360, -0.002240, -121.539894, 62.536297, -257.699493)
--Homestead
AddCameraShot(0.040922, -0.004049, -0.994299, -0.098381, -103.729523, 55.546598, -225.360893)
--Sarlac Pit
AddCameraShot(-1.0, 0.0, -0.514360, 0.0, -55.381485, 50.450953, -96.514324)
end



