--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
function ScriptPostLoad()
ForceHumansOntoTeam1()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = false, isCelebrityDeathmatch = true}
TDM:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end
function ScriptInit()
SetUberMode(1);
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(115)
SetMaxPlayerFlyHeight(115)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("dc:sound\\lc1.lvl;lc1cw")
ReadDataFile("dc:sound\\lc1.lvl;lc1gcw")
ReadDataFile("dc:sound\\lc1.lvl;lc1p")
ReadDataFile("dc:sound\\efx.lvl;efxcw")
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\niko.lvl",
"niko_inf_bellic",
"tommy_inf_ver",
"claude_inf_speed",
"helicopter",
"veh_chopter",
"police_chopter")
ReadDataFile("dc:SIDE\\cop.lvl",
"cop_officer",
"cop_striker",
"car1",
"car2",
"car3",
"car4",
"taxi",
"police",
"cop_officer2" )
ReadDataFile("dc:SIDE\\pas.lvl",
"pas_1",
"pas_2",
"pas_3",
"pas_4",
"pas_5",
"pas_6",
"pas_7",
"bus" )
ReadDataFile("dc:SIDE\\gangsta.lvl",
"gangsta",
"boss",
"gang" )
SetupTeams{
all = {
team = ALL,
units = 0,
reinforcements = -1,
soldier = { "niko_inf_bellic",0, 0},
assault = { "tommy_inf_ver",0,0},
engineer = { "claude_inf_speed",0,0},
sniper = { "",0,0},
officer = { "",0,0},
special = { "",0,0},
},
imp = {
team = IMP,
units = 55,
reinforcements = -1,
soldier = { "cop_officer",15, 25},
assault = { "cop_striker",10,20},
engineer = { "cop_officer2",5,10},
sniper = { "",0,0},
officer = { "",0,0},
special = { "",0,0},
},
}
SetTeamName (3, "passants")
AddUnitClass (3, "pas_1",20,30)
AddUnitClass (3, "pas_2",20,30)
AddUnitClass (3, "pas_3",20,30)
AddUnitClass (3, "pas_4",20,30)
AddUnitClass (3, "pas_5",15,20)
AddUnitClass (3, "pas_6",15,20)
AddUnitClass (3, "pas_7",15,20)
SetUnitCount (3, 180)
AddAIGoal(3, "Deathmatch", 100)
SetTeamName (4, "gangsta")
AddUnitClass (4, "gangsta",6,8)
AddUnitClass (4, "boss",1,2)
AddUnitClass (4, "gang",8,10)
SetUnitCount (4, 20)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(4,ATT)
SetTeamAsEnemy(DEF,4)
SetTeamAsEnemy(4,DEF)
SetTeamAsFriend(3,4)
SetTeamAsFriend(4,3)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 16)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:LC1\\LC1.lvl", "LC1_hunt")
SetDenseEnvironment("false")
-- Sound Stats
OpenAudioStream("dc:sound\\efx.lvl", "efxcw_music")
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")
SetAmbientMusic(ALL, 1.0, "rep_kam_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "rep_kam_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"rep_kam_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "cis_kam_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "cis_kam_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"cis_kam_amb_end", 2,1);
SetVictoryMusic(ALL, "rep_kam_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "cis_kam_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")
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
end