LUA Team Arguement
Posted: Sat Dec 17, 2011 2:56 am
by Dakota
ok i'm working on adding an era to geonosis. the problem is that my units are on the all and imp teams but the map is CW. i can't figure out whats wrong really, could you help me out.
heres the error
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #1 to `SetTeamName' (number expected, got nil)
stack traceback:
[C]: in function `SetTeamName'
(none): in function `SetupTeams'
(none): in function `ScriptInit'
here are the luas
conquest lua
ctf lua
heres the error
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #1 to `SetTeamName' (number expected, got nil)
stack traceback:
[C]: in function `SetTeamName'
(none): in function `SetupTeams'
(none): in function `ScriptInit'
here are the luas
conquest lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
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()
AddAIGoal(3, "Deathmatch", 100)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:Start()
EnableSPHeroRules()
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")
-- IMP Attacking (attacker is always #1)
local IMP = 1
local ALL = 2
-- These variables do not change
local ATT = 1
local DEF = 2
SetTeamAggressiveness(ALL, 1.0)
SetTeamAggressiveness(IMP, 1.0)
SetMemoryPoolSize("Music", 40)
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
"rep_walk_atte")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
--"cis_hover_stap",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_short",
"all_inf_medium",
"disk",
"drone",
"all_fly_maf",
"all_fly_droidgunship",
"hoverboat",
"all_hover_combatspeeder",
"all_hover_mtt",
"all_fly_geofighter",
"all_fly_droidfighter_sc",
"all_fly_greviousfighter",
"imp_fly_gunship_sc",
"imp_hover_speederbike",
"imp_walk_atst_jungle",
"all_inf_long",
"all_inf_antiveh",
"all_inf_support",
"all_inf_scout",
"all_inf_builder",
"all_inf_heavy",
"all_inf_jettrooper",
"all_inf_trapper")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_short",
"imp_inf_medium",
"disk",
"drone",
"all_fly_maf",
"all_fly_droidgunship",
"hoverboat",
"all_hover_combatspeeder",
"all_hover_mtt",
"all_fly_geofighter",
"all_fly_droidfighter_sc",
"all_fly_greviousfighter",
"imp_fly_gunship_sc",
"imp_hover_speederbike",
"imp_walk_atst_jungle",
"imp_inf_long",
"imp_inf_antiveh",
"imp_inf_support",
"imp_inf_scout",
"imp_inf_builder",
"imp_inf_heavy",
"imp_inf_jettrooper",
"imp_inf_trapper")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntityPortableTurret", 250)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)
SetSpawnDelay(10.0, 0.25)
SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = 150,
soldier = { "all_inf_short",3, 6},
assault = { "all_inf_medium",3,6},
engineer = { "all_inf_long",2,4},
sniper = { "all_inf_antiveh",1,4},
officer = { "all_inf_support",1,4},
special = { "all_inf_scout",1,4},
},
imp = {
team = IMP,
units = 32,
reinforcements = 150,
soldier = { "imp_inf_short",3, 6},
assault = { "imp_inf_medium",3,6},
engineer = { "imp_inf_long",2,4},
sniper = { "imp_inf_antiveh",1,4},
officer = { "imp_inf_support",1,4},
special = { "imp_inf_scout",1,4},
},
}
AddUnitClass(ALL, "all_inf_heavy",1,4)
AddUnitClass(ALL, "all_inf_trapper",1,4)
AddUnitClass(IMP, "imp_inf_heavy",1,4)
AddUnitClass(IMP, "imp_inf_trapper",1,4)
AddUnitClass(ALL, "all_inf_jettrooper",1,4)
AddUnitClass(IMP, "imp_inf_jettrooper",1,4)
AddUnitClass(ALL, "all_inf_builder",1,4)
AddUnitClass(IMP, "imp_inf_builder",1,4)
-- Attacker Stats
--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
-- Defender Stats
--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)
-- Local Stats
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "imp_inf_jedimale",1)
--AddUnitClass(4, "imp_inf_jedimaleb",1)
--AddUnitClass(4, "imp_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)
ReadDataFile("GEO\\geo1.lvl", "geo1_conquest")
SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)
-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "all_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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_import_us_overwhelmed", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_import_enemy_losing", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_import_enemy_losing", 1)
SetBleedingVoiceOver(ALL, ALL, "all_off_com_import_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "impleaving")
SetOutOfBoundsVoiceOver(2, "allleaving")
SetAmbientMusic(IMP, 1.0, "imp_GEO_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_GEO_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_GEO_amb_end", 2,1)
SetAmbientMusic(ALL, 1.0, "all_GEO_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_GEO_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_GEO_amb_end", 2,1)
SetVictoryMusic(IMP, "imp_geo_amb_victory")
SetDefeatMusic (IMP, "imp_geo_amb_defeat")
SetVictoryMusic(ALL, "all_geo_amb_victory")
SetDefeatMusic (ALL, "all_geo_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")
--ActivateBonus(ALL, "SNEAK_ATTACK")
--ActivateBonus(IMP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
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()
AddAIGoal(3, "Deathmatch", 100)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:Start()
EnableSPHeroRules()
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")
-- IMP Attacking (attacker is always #1)
local IMP = 1
local ALL = 2
-- These variables do not change
local ATT = 1
local DEF = 2
SetTeamAggressiveness(ALL, 1.0)
SetTeamAggressiveness(IMP, 1.0)
SetMemoryPoolSize("Music", 40)
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
"rep_walk_atte")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
--"cis_hover_stap",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_short",
"all_inf_medium",
"disk",
"drone",
"all_fly_maf",
"all_fly_droidgunship",
"hoverboat",
"all_hover_combatspeeder",
"all_hover_mtt",
"all_fly_geofighter",
"all_fly_droidfighter_sc",
"all_fly_greviousfighter",
"imp_fly_gunship_sc",
"imp_hover_speederbike",
"imp_walk_atst_jungle",
"all_inf_long",
"all_inf_antiveh",
"all_inf_support",
"all_inf_scout",
"all_inf_builder",
"all_inf_heavy",
"all_inf_jettrooper",
"all_inf_trapper")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_short",
"imp_inf_medium",
"disk",
"drone",
"all_fly_maf",
"all_fly_droidgunship",
"hoverboat",
"all_hover_combatspeeder",
"all_hover_mtt",
"all_fly_geofighter",
"all_fly_droidfighter_sc",
"all_fly_greviousfighter",
"imp_fly_gunship_sc",
"imp_hover_speederbike",
"imp_walk_atst_jungle",
"imp_inf_long",
"imp_inf_antiveh",
"imp_inf_support",
"imp_inf_scout",
"imp_inf_builder",
"imp_inf_heavy",
"imp_inf_jettrooper",
"imp_inf_trapper")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntityPortableTurret", 250)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)
SetSpawnDelay(10.0, 0.25)
SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = 150,
soldier = { "all_inf_short",3, 6},
assault = { "all_inf_medium",3,6},
engineer = { "all_inf_long",2,4},
sniper = { "all_inf_antiveh",1,4},
officer = { "all_inf_support",1,4},
special = { "all_inf_scout",1,4},
},
imp = {
team = IMP,
units = 32,
reinforcements = 150,
soldier = { "imp_inf_short",3, 6},
assault = { "imp_inf_medium",3,6},
engineer = { "imp_inf_long",2,4},
sniper = { "imp_inf_antiveh",1,4},
officer = { "imp_inf_support",1,4},
special = { "imp_inf_scout",1,4},
},
}
AddUnitClass(ALL, "all_inf_heavy",1,4)
AddUnitClass(ALL, "all_inf_trapper",1,4)
AddUnitClass(IMP, "imp_inf_heavy",1,4)
AddUnitClass(IMP, "imp_inf_trapper",1,4)
AddUnitClass(ALL, "all_inf_jettrooper",1,4)
AddUnitClass(IMP, "imp_inf_jettrooper",1,4)
AddUnitClass(ALL, "all_inf_builder",1,4)
AddUnitClass(IMP, "imp_inf_builder",1,4)
-- Attacker Stats
--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
-- Defender Stats
--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)
-- Local Stats
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "imp_inf_jedimale",1)
--AddUnitClass(4, "imp_inf_jedimaleb",1)
--AddUnitClass(4, "imp_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)
ReadDataFile("GEO\\geo1.lvl", "geo1_conquest")
SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)
-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "all_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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_import_us_overwhelmed", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_import_enemy_losing", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_import_enemy_losing", 1)
SetBleedingVoiceOver(ALL, ALL, "all_off_com_import_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "impleaving")
SetOutOfBoundsVoiceOver(2, "allleaving")
SetAmbientMusic(IMP, 1.0, "imp_GEO_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_GEO_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_GEO_amb_end", 2,1)
SetAmbientMusic(ALL, 1.0, "all_GEO_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_GEO_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_GEO_amb_end", 2,1)
SetVictoryMusic(IMP, "imp_geo_amb_victory")
SetDefeatMusic (IMP, "imp_geo_amb_defeat")
SetVictoryMusic(ALL, "all_geo_amb_victory")
SetDefeatMusic (ALL, "all_geo_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")
--ActivateBonus(ALL, "SNEAK_ATTACK")
--ActivateBonus(IMP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("setup_teams")
-- IMP Attacking (attacker is always #1)
IMP = 1
ALL = 2
---------------------------------------------------------------------------
-- 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()
SetProperty("flag1", "GeometryName", "com_icon_impublic_flag")
SetProperty("flag1", "CarriedGeometryName", "com_icon_impublic_flag_carried")
SetProperty("flag2", "GeometryName", "com_icon_all_flag")
SetProperty("flag2", "CarriedGeometryName", "com_icon_all_flag_carried")
--This makes sure the flag is colorized when it has been dropped on the ground
SetClassProperty("com_item_flag", "DroppedColorize", 1)
--This is all the actual ctf objective setup
ctf = ObjectiveCTF:New{teamATT = IMP, teamDEF = ALL, captureLimit = 5, textATT = "game.modes.ctf", textDEF = "game.modes.ctf2", hideCPs = true, multiplayerRules = true}
ctf:AddFlag{name = "flag1", homeRegion = "flag1_home", captureRegion = "flag2_home",
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,
icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}
ctf:AddFlag{name = "flag2", homeRegion = "flag2_home", captureRegion = "flag1_home",
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,
icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}
SoundEvent_SetupTeams( IMP, 'imp', ALL, 'all' )
ctf:Start()
EnableSPHeroRules()
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3350000)
ReadDataFile("ingame.lvl")
-- These variables do not change
local ATT = IMP
local DEF = ALL
SetTeamAggressiveness(ALL, 1.0)
SetTeamAggressiveness(IMP, 1.0)
SetMemoryPoolSize("Music", 36)
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_ep2_rocketeer",
"rep_inf_ep3_officer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
--"rep_walk_atte",
"rep_hover_fightertank",
"rep_inf_ep2_sniper")
--"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_engineer",
"cis_inf_officer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_walk_spider",
"cis_hover_stap")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_short",
"all_inf_medium",
"disk",
"drone",
"all_fly_maf",
"all_fly_droidgunship",
"hoverboat",
"all_hover_combatspeeder",
"all_hover_mtt",
"all_fly_geofighter",
"all_fly_droidfighter_sc",
"all_fly_greviousfighter",
"imp_fly_gunship_sc",
"imp_hover_speederbike",
"imp_walk_atst_jungle",
"all_inf_long",
"all_inf_antiveh",
"all_inf_support",
"all_inf_scout",
"all_inf_builder",
"all_inf_heavy",
"all_inf_jettrooper",
"all_inf_trapper")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_short",
"imp_inf_medium",
"disk",
"drone",
"all_fly_maf",
"all_fly_droidgunship",
"hoverboat",
"all_hover_combatspeeder",
"all_hover_mtt",
"all_fly_geofighter",
"all_fly_droidfighter_sc",
"all_fly_greviousfighter",
"imp_fly_gunship_sc",
"imp_hover_speederbike",
"imp_walk_atst_jungle",
"imp_inf_long",
"imp_inf_antiveh",
"imp_inf_support",
"imp_inf_scout",
"imp_inf_builder",
"imp_inf_heavy",
"imp_inf_jettrooper",
"imp_inf_trapper")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 2) -- 2 spider walkers with 2 leg pairs each
--AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 200
SetMemoryPoolSize("Aimer", 55)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("EntityPortableTurret", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityHover", 5)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 0)
SetMemoryPoolSize("FlagItem", 2)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 57)
SetMemoryPoolSize("Obstacle", 425)
SetMemoryPoolSize("PathFollower", 57)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 57)
SetMemoryPoolSize("UnitController", 57)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = -1,
soldier = { "all_inf_short",3, 6},
assault = { "all_inf_medium",3,6},
engineer = { "all_inf_long",2,4},
sniper = { "all_inf_antiveh",1,4},
officer = { "all_inf_support",1,4},
special = { "all_inf_scout",1,4},
},
imp = {
team = IMP,
units = 32,
reinforcements = -1,
soldier = { "imp_inf_short",3, 6},
assault = { "imp_inf_medium",3,6},
engineer = { "imp_inf_long",2,4},
sniper = { "imp_inf_antiveh",1,4},
officer = { "imp_inf_support",1,4},
special = { "imp_inf_scout",1,4},
},
}
AddUnitClass(ALL, "all_inf_heavy",1,4)
AddUnitClass(ALL, "all_inf_trapper",1,4)
AddUnitClass(IMP, "imp_inf_heavy",1,4)
AddUnitClass(IMP, "imp_inf_trapper",1,4)
AddUnitClass(ALL, "all_inf_jettrooper",1,4)
AddUnitClass(IMP, "imp_inf_jettrooper",1,4)
AddUnitClass(ALL, "all_inf_builder",1,4)
AddUnitClass(IMP, "imp_inf_builder",1,4)
-- Attacker Stats
--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
-- Defender Stats
--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)
-- Local Stats
SetTeamName(3, "locals")
AddUnitClass(3, "geo_inf_geonosian", 7)
SetUnitCount(3, 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "imp_inf_jedimale",1)
--AddUnitClass(4, "imp_inf_jedimaleb",1)
--AddUnitClass(4, "imp_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)
ReadDataFile("GEO\\geo1.lvl", "geo1_ctf")
SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)
-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "all_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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
-- SetBleedingVoiceOver(IMP, IMP, "imp_off_com_import_us_overwhelmed", 1)
-- SetBleedingVoiceOver(IMP, ALL, "imp_off_com_import_enemy_losing", 1)
-- SetBleedingVoiceOver(ALL, IMP, "all_off_com_import_enemy_losing", 1)
-- SetBleedingVoiceOver(ALL, ALL, "all_off_com_import_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(1, "impleaving")
SetOutOfBoundsVoiceOver(2, "allleaving")
SetAmbientMusic(IMP, 1.0, "imp_GEO_amb_start", 0,1)
SetAmbientMusic(IMP, 0.9, "imp_GEO_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.1,"imp_GEO_amb_end", 2,1)
SetAmbientMusic(ALL, 1.0, "all_GEO_amb_start", 0,1)
SetAmbientMusic(ALL, 0.9, "all_GEO_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.1,"all_GEO_amb_end", 2,1)
SetVictoryMusic(IMP, "imp_geo_amb_victory")
SetDefeatMusic (IMP, "imp_geo_amb_defeat")
SetVictoryMusic(ALL, "all_geo_amb_victory")
SetDefeatMusic (ALL, "all_geo_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")
--ActivateBonus(ALL, "SNEAK_ATTACK")
--ActivateBonus(IMP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("setup_teams")
-- IMP Attacking (attacker is always #1)
IMP = 1
ALL = 2
---------------------------------------------------------------------------
-- 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()
SetProperty("flag1", "GeometryName", "com_icon_impublic_flag")
SetProperty("flag1", "CarriedGeometryName", "com_icon_impublic_flag_carried")
SetProperty("flag2", "GeometryName", "com_icon_all_flag")
SetProperty("flag2", "CarriedGeometryName", "com_icon_all_flag_carried")
--This makes sure the flag is colorized when it has been dropped on the ground
SetClassProperty("com_item_flag", "DroppedColorize", 1)
--This is all the actual ctf objective setup
ctf = ObjectiveCTF:New{teamATT = IMP, teamDEF = ALL, captureLimit = 5, textATT = "game.modes.ctf", textDEF = "game.modes.ctf2", hideCPs = true, multiplayerRules = true}
ctf:AddFlag{name = "flag1", homeRegion = "flag1_home", captureRegion = "flag2_home",
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,
icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}
ctf:AddFlag{name = "flag2", homeRegion = "flag2_home", captureRegion = "flag1_home",
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,
icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}
SoundEvent_SetupTeams( IMP, 'imp', ALL, 'all' )
ctf:Start()
EnableSPHeroRules()
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3350000)
ReadDataFile("ingame.lvl")
-- These variables do not change
local ATT = IMP
local DEF = ALL
SetTeamAggressiveness(ALL, 1.0)
SetTeamAggressiveness(IMP, 1.0)
SetMemoryPoolSize("Music", 36)
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_ep2_rocketeer",
"rep_inf_ep3_officer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
--"rep_walk_atte",
"rep_hover_fightertank",
"rep_inf_ep2_sniper")
--"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_engineer",
"cis_inf_officer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_walk_spider",
"cis_hover_stap")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_short",
"all_inf_medium",
"disk",
"drone",
"all_fly_maf",
"all_fly_droidgunship",
"hoverboat",
"all_hover_combatspeeder",
"all_hover_mtt",
"all_fly_geofighter",
"all_fly_droidfighter_sc",
"all_fly_greviousfighter",
"imp_fly_gunship_sc",
"imp_hover_speederbike",
"imp_walk_atst_jungle",
"all_inf_long",
"all_inf_antiveh",
"all_inf_support",
"all_inf_scout",
"all_inf_builder",
"all_inf_heavy",
"all_inf_jettrooper",
"all_inf_trapper")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_short",
"imp_inf_medium",
"disk",
"drone",
"all_fly_maf",
"all_fly_droidgunship",
"hoverboat",
"all_hover_combatspeeder",
"all_hover_mtt",
"all_fly_geofighter",
"all_fly_droidfighter_sc",
"all_fly_greviousfighter",
"imp_fly_gunship_sc",
"imp_hover_speederbike",
"imp_walk_atst_jungle",
"imp_inf_long",
"imp_inf_antiveh",
"imp_inf_support",
"imp_inf_scout",
"imp_inf_builder",
"imp_inf_heavy",
"imp_inf_jettrooper",
"imp_inf_trapper")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 2) -- 2 spider walkers with 2 leg pairs each
--AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 200
SetMemoryPoolSize("Aimer", 55)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("EntityPortableTurret", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityHover", 5)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 0)
SetMemoryPoolSize("FlagItem", 2)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 57)
SetMemoryPoolSize("Obstacle", 425)
SetMemoryPoolSize("PathFollower", 57)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 57)
SetMemoryPoolSize("UnitController", 57)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = -1,
soldier = { "all_inf_short",3, 6},
assault = { "all_inf_medium",3,6},
engineer = { "all_inf_long",2,4},
sniper = { "all_inf_antiveh",1,4},
officer = { "all_inf_support",1,4},
special = { "all_inf_scout",1,4},
},
imp = {
team = IMP,
units = 32,
reinforcements = -1,
soldier = { "imp_inf_short",3, 6},
assault = { "imp_inf_medium",3,6},
engineer = { "imp_inf_long",2,4},
sniper = { "imp_inf_antiveh",1,4},
officer = { "imp_inf_support",1,4},
special = { "imp_inf_scout",1,4},
},
}
AddUnitClass(ALL, "all_inf_heavy",1,4)
AddUnitClass(ALL, "all_inf_trapper",1,4)
AddUnitClass(IMP, "imp_inf_heavy",1,4)
AddUnitClass(IMP, "imp_inf_trapper",1,4)
AddUnitClass(ALL, "all_inf_jettrooper",1,4)
AddUnitClass(IMP, "imp_inf_jettrooper",1,4)
AddUnitClass(ALL, "all_inf_builder",1,4)
AddUnitClass(IMP, "imp_inf_builder",1,4)
-- Attacker Stats
--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
-- Defender Stats
--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)
-- Local Stats
SetTeamName(3, "locals")
AddUnitClass(3, "geo_inf_geonosian", 7)
SetUnitCount(3, 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "imp_inf_jedimale",1)
--AddUnitClass(4, "imp_inf_jedimaleb",1)
--AddUnitClass(4, "imp_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)
ReadDataFile("GEO\\geo1.lvl", "geo1_ctf")
SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)
-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "all_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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
-- SetBleedingVoiceOver(IMP, IMP, "imp_off_com_import_us_overwhelmed", 1)
-- SetBleedingVoiceOver(IMP, ALL, "imp_off_com_import_enemy_losing", 1)
-- SetBleedingVoiceOver(ALL, IMP, "all_off_com_import_enemy_losing", 1)
-- SetBleedingVoiceOver(ALL, ALL, "all_off_com_import_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(1, "impleaving")
SetOutOfBoundsVoiceOver(2, "allleaving")
SetAmbientMusic(IMP, 1.0, "imp_GEO_amb_start", 0,1)
SetAmbientMusic(IMP, 0.9, "imp_GEO_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.1,"imp_GEO_amb_end", 2,1)
SetAmbientMusic(ALL, 1.0, "all_GEO_amb_start", 0,1)
SetAmbientMusic(ALL, 0.9, "all_GEO_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.1,"all_GEO_amb_end", 2,1)
SetVictoryMusic(IMP, "imp_geo_amb_victory")
SetDefeatMusic (IMP, "imp_geo_amb_defeat")
SetVictoryMusic(ALL, "all_geo_amb_victory")
SetDefeatMusic (ALL, "all_geo_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")
--ActivateBonus(ALL, "SNEAK_ATTACK")
--ActivateBonus(IMP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end