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New Team Name (tutorial)

Posted: Tue Jul 21, 2009 8:58 am
by MandeRek
I thought there was a bit of confusion on this, so I decided to make it clear by writing a simple tut. I was localizing my locals from conquest mode, when I realized my hunt mode team was localized too.. Weird huh? Anyhow, here we go!

1. Open up the script of the team, and make sure the team is just a regular one (so rep, imp, all or cis)
2. In the below, Republic is attacking (first team) and the CIS is defending (second team). I want the CIS to attack, and Twi'Leks to defend. I'm not that good in scripting, so I'll just rename the Republic team to CIS to switch teams, also as example for this tut, and I'll make the Twi'Lek 2nd/defending team (see below, normal setup)
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2


blablabla
3. Make the teams, and heroes if you use them. Mine are looking like this (see step 2: REP will be named as CIS ingame)
Hidden/Spoiler:
SetupTeams{

rep = {
team = REP,
units = 32,
reinforcements = -1,

sniper = { "cis_inf_officer_hunt",8},


},
cis = {
team = CIS,
units = 32,
reinforcements = -1,
soldier = { "ryl_inf_female", 12},
engineer = {"ryl_inf_male", 13},

}
}
4. Now below that (or below the hero piece if you have it) place these lines:

Code: Select all

    SetTeamName(teamnumber, "newname")
I wanted to change the Republic team to CIS-named, remember? So it looks like:

Code: Select all

    SetTeamName(1, "CIS") --1 is the republic, see step 1. CIS is the new name
5. If you want a new name, just fill in as you want it.

Code: Select all

    SetTeamName(2, "Twilek") --2 was CIS, now team 'twilek'
*5. A new teamname requires an cp icon. You can use the asset's one (rep/cis/imp/all_icon). For a new one, make a new ingame.lvl and replace an asset's one. I'll not go into that further in this tut Place the following line under the line of the new-named team:

Code: Select all

    SetTeamIcon(2, "..._icon")
My script piece under the teamsetup now looks like this:

Code: Select all

    SetTeamName(1, "CIS")
    SetTeamName(2, "Twilek") 
    SetTeamIcon(2, "rep_icon") 
6. Time to give the name a name!.. right.. CIS is already named, we don't have to care about it. 'Twilek' though is another problem. Open up data_...\editlocalize.bat
7. Make a new SCOPE in 'level' and name it your 3 lettre-world (mine was RYL)
8. Add a new key in this scope and name it how you named the newname, so mine was 'twilek'
9. Fill in for all languages the name you want to be displayed in the team selection screen
10. Munge, and enjoy!:
Hidden/Spoiler:
Image

Re: New Team Name (tut)

Posted: Tue Jul 21, 2009 9:19 am
by Par3210
You didn't have to do all this: you can just go to editlocalize.bat and just change the CIS name to what you want it. And add the team icon you want for it too if you want to change the icon
Me wrote: SetTeamIcon(2, "..._icon")
Still, great tut anyway.

Re: New Team Name (tut)

Posted: Tue Jul 21, 2009 9:20 am
by Xavious
Par3210 wrote:You didn't have to do all this: you can just go to editlocalize.bat and just change the CIS name to what you want it. And add the team icon you want for it too if you want to change the icon
Me wrote: SetTeamIcon(2, "..._icon")
Still, great tut anyway.
You're missing the whole point. Read the original post more carefully.

Re: New Team Name (tut)

Posted: Tue Aug 18, 2009 5:11 pm
by Deviss
this tut don't work :( , i am trying add name to JEDI team, this is my odf please help :?
cor1y_xl.odf
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
JED = 2
REP = 1

-- These variables do not change
ATT = 2
DEF = 1

---------------------------------------------------------------------------
-- 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()


AddDeathRegion("death")
AddDeathRegion("death1")
AddDeathRegion("death2")
AddDeathRegion("death3")
AddDeathRegion("death4")




SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)


SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)



EnableSPHeroRules()

DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")


SetProperty("cp1", "Team", "1")
SetProperty("cp2", "Team", "1")
SetProperty("cp3", "Team", "2")
SetProperty("cp4", "Team", "2")
SetProperty("cp5", "Team", "1")
SetProperty("cp6", "Team", "2")
SetProperty("cp1", "CaptureRegion", "nil")
SetProperty("cp2", "CaptureRegion", "nil")
SetProperty("cp3", "CaptureRegion", "nil")
SetProperty("cp4", "CaptureRegion", "nil")
SetProperty("cp5", "CaptureRegion", "nil")
SetProperty("cp6", "CaptureRegion", "nil")
SetProperty("cp1", "HUDIndexDisplay", "")
SetProperty("cp2", "HUDIndexDisplay", "")
SetProperty("cp3", "HUDIndexDisplay", "")
SetProperty("cp4", "HUDIndexDisplay", "")
SetProperty("cp5", "HUDIndexDisplay", "")
SetProperty("cp6", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)

--This sets up the actual objective. This needs to happen after cp's are defined
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 200,
}
TDM:Start()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first.

SetPS2ModelMemory(4056000)

SetMapNorthAngle(180, 1)
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
AISnipeSuitabilityDist(30)



SetMemoryPoolSize("Music", 33)

ReadDataFile("ingame.lvl")
SetUberMode(1);

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\cor.lvl;cor1cw")
ReadDataFile("dc:sound\\ABC.lvl;ABCcw")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_cloakedanakin")

ReadDataFile("SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_master_01",
"jed_master_02",
"jed_master_03")

ReadDataFile("dc:SIDE\\501st.lvl",
"rep_clon1",
"rep_clon2",
"rep_clon3",
"rep_clon4",
"rep_clon5",
"rep_clon6",
"rep_clon7",
"rep_clon8",
"rep_clon9")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")

SetupTeams{
rep = {
team = REP,
units = 40,
reinforcements = 150,
soldier = { "rep_clon1",18, 20},
heavy = { "rep_clon2",3,4},
sniper = { "rep_clon3",3,4},
engineer = { "rep_clon4",3,4},
marine = { "rep_clon5",3,4},
recon = { "rep_clon6",3,4},
gunner = { "rep_clon7",3,4},
special = { "rep_clon8",3,4},
commander = { "rep_clon9",1,2},
},

jed = {
team = JED,
units = 30,
reinforcements = 150,
soldier = { "jed_knight_02",20, 30},
heavy = { "jed_knight_03",3,4},
sniper = { "jed_master_03",3,4},
}
}

SetHeroClass(REP, "rep_hero_cloakedanakin")
SetHeroClass(JED, "jed_knight_01")
SetTeamName(1, "REP")
SetTeamName(2, "JED")



-- Level Stats
ClearWalkers()
AddWalkerType(0, 20) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 210
SetMemoryPoolSize("Aimer", 22)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntitySoundStream", 10)
SetMemoryPoolSize("EntitySoundStatic", 0)
SetMemoryPoolSize("MountedTurret",12)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 375)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 140)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("cor\\cor1.lvl","cor1_CTF")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")

-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_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", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "rep_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\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, JED, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(JED, REP, "jed_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(JED, JED, "jed_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, JED, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(JED, JED, "jed_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(JED, REP, "jed_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "repleaving")
SetOutOfBoundsVoiceOver(1, "allleaving")

SetAmbientMusic(REP, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(JED, 1.0, "jed_cor_amb_start", 0,1)
SetAmbientMusic(JED, 0.8, "jed_cor_amb_middle", 1,1)
SetAmbientMusic(JED, 0.2, "jed_cor_amb_end", 2,1)

SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(JED, "jed_cor_amb_victory")
SetDefeatMusic (JED, "jed_cor_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
AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);

end

Re: New Team Name (tutorial)

Posted: Wed Aug 19, 2009 9:33 am
by [RDH]Zerted
Did you do the localize changes?

Re: New Team Name (tutorial)

Posted: Wed Aug 19, 2009 3:49 pm
by Deviss
[RDH]Zerted wrote:Did you do the localize changes?
no

Re: New Team Name (tutorial)

Posted: Wed Aug 19, 2009 7:41 pm
by [RDH]Zerted
Then you skipped steps 6 through 9...

Re: New Team Name (tutorial)

Posted: Wed Aug 19, 2009 8:23 pm
by Deviss
[RDH]Zerted wrote:Then you skipped steps 6 through 9...
ouch XD you are right i am a stupid lol so sorry

Re: New Team Name (tut)

Posted: Wed Aug 19, 2009 8:31 pm
by RepSharpshooter
DEVISS-REX wrote:this tut don't work :( , i am trying add name to JEDI team, this is my odf please help :?
cor1y_xl.odf
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
JED = 2
REP = 1

-- These variables do not change
ATT = 2
DEF = 1

---------------------------------------------------------------------------
-- 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()


AddDeathRegion("death")
AddDeathRegion("death1")
AddDeathRegion("death2")
AddDeathRegion("death3")
AddDeathRegion("death4")




SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)


SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)



EnableSPHeroRules()

DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")


SetProperty("cp1", "Team", "1")
SetProperty("cp2", "Team", "1")
SetProperty("cp3", "Team", "2")
SetProperty("cp4", "Team", "2")
SetProperty("cp5", "Team", "1")
SetProperty("cp6", "Team", "2")
SetProperty("cp1", "CaptureRegion", "nil")
SetProperty("cp2", "CaptureRegion", "nil")
SetProperty("cp3", "CaptureRegion", "nil")
SetProperty("cp4", "CaptureRegion", "nil")
SetProperty("cp5", "CaptureRegion", "nil")
SetProperty("cp6", "CaptureRegion", "nil")
SetProperty("cp1", "HUDIndexDisplay", "")
SetProperty("cp2", "HUDIndexDisplay", "")
SetProperty("cp3", "HUDIndexDisplay", "")
SetProperty("cp4", "HUDIndexDisplay", "")
SetProperty("cp5", "HUDIndexDisplay", "")
SetProperty("cp6", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)

--This sets up the actual objective. This needs to happen after cp's are defined
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 200,
}
TDM:Start()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first.

SetPS2ModelMemory(4056000)

SetMapNorthAngle(180, 1)
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
AISnipeSuitabilityDist(30)



SetMemoryPoolSize("Music", 33)

ReadDataFile("ingame.lvl")
SetUberMode(1);

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\cor.lvl;cor1cw")
ReadDataFile("dc:sound\\ABC.lvl;ABCcw")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_cloakedanakin")

ReadDataFile("SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_master_01",
"jed_master_02",
"jed_master_03")

ReadDataFile("dc:SIDE\\501st.lvl",
"rep_clon1",
"rep_clon2",
"rep_clon3",
"rep_clon4",
"rep_clon5",
"rep_clon6",
"rep_clon7",
"rep_clon8",
"rep_clon9")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")

SetupTeams{
rep = {
team = REP,
units = 40,
reinforcements = 150,
soldier = { "rep_clon1",18, 20},
heavy = { "rep_clon2",3,4},
sniper = { "rep_clon3",3,4},
engineer = { "rep_clon4",3,4},
marine = { "rep_clon5",3,4},
recon = { "rep_clon6",3,4},
gunner = { "rep_clon7",3,4},
special = { "rep_clon8",3,4},
commander = { "rep_clon9",1,2},
},

jed = {
team = JED,
units = 30,
reinforcements = 150,
soldier = { "jed_knight_02",20, 30},
heavy = { "jed_knight_03",3,4},
sniper = { "jed_master_03",3,4},
}
}

SetHeroClass(REP, "rep_hero_cloakedanakin")
SetHeroClass(JED, "jed_knight_01")
SetTeamName(1, "REP")
SetTeamName(2, "JED")



-- Level Stats
ClearWalkers()
AddWalkerType(0, 20) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 210
SetMemoryPoolSize("Aimer", 22)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntitySoundStream", 10)
SetMemoryPoolSize("EntitySoundStatic", 0)
SetMemoryPoolSize("MountedTurret",12)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 375)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 140)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("cor\\cor1.lvl","cor1_CTF")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")

-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_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", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "rep_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\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, JED, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(JED, REP, "jed_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(JED, JED, "jed_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, JED, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(JED, JED, "jed_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(JED, REP, "jed_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "repleaving")
SetOutOfBoundsVoiceOver(1, "allleaving")

SetAmbientMusic(REP, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(JED, 1.0, "jed_cor_amb_start", 0,1)
SetAmbientMusic(JED, 0.8, "jed_cor_amb_middle", 1,1)
SetAmbientMusic(JED, 0.2, "jed_cor_amb_end", 2,1)

SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(JED, "jed_cor_amb_victory")
SetDefeatMusic (JED, "jed_cor_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
AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);

end
Your lua is an odf... ? lua ≠ odf

Re: New Team Name (tut)

Posted: Wed Aug 19, 2009 8:44 pm
by Deviss
RepSharpshooter wrote:
DEVISS-REX wrote:this tut don't work :( , i am trying add name to JEDI team, this is my odf please help :?
cor1y_xl.odf
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
JED = 2
REP = 1

-- These variables do not change
ATT = 2
DEF = 1

---------------------------------------------------------------------------
-- 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()


AddDeathRegion("death")
AddDeathRegion("death1")
AddDeathRegion("death2")
AddDeathRegion("death3")
AddDeathRegion("death4")




SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)


SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)



EnableSPHeroRules()

DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")


SetProperty("cp1", "Team", "1")
SetProperty("cp2", "Team", "1")
SetProperty("cp3", "Team", "2")
SetProperty("cp4", "Team", "2")
SetProperty("cp5", "Team", "1")
SetProperty("cp6", "Team", "2")
SetProperty("cp1", "CaptureRegion", "nil")
SetProperty("cp2", "CaptureRegion", "nil")
SetProperty("cp3", "CaptureRegion", "nil")
SetProperty("cp4", "CaptureRegion", "nil")
SetProperty("cp5", "CaptureRegion", "nil")
SetProperty("cp6", "CaptureRegion", "nil")
SetProperty("cp1", "HUDIndexDisplay", "")
SetProperty("cp2", "HUDIndexDisplay", "")
SetProperty("cp3", "HUDIndexDisplay", "")
SetProperty("cp4", "HUDIndexDisplay", "")
SetProperty("cp5", "HUDIndexDisplay", "")
SetProperty("cp6", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)

--This sets up the actual objective. This needs to happen after cp's are defined
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 200,
}
TDM:Start()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first.

SetPS2ModelMemory(4056000)

SetMapNorthAngle(180, 1)
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
AISnipeSuitabilityDist(30)



SetMemoryPoolSize("Music", 33)

ReadDataFile("ingame.lvl")
SetUberMode(1);

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\cor.lvl;cor1cw")
ReadDataFile("dc:sound\\ABC.lvl;ABCcw")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_cloakedanakin")

ReadDataFile("SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_master_01",
"jed_master_02",
"jed_master_03")

ReadDataFile("dc:SIDE\\501st.lvl",
"rep_clon1",
"rep_clon2",
"rep_clon3",
"rep_clon4",
"rep_clon5",
"rep_clon6",
"rep_clon7",
"rep_clon8",
"rep_clon9")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")

SetupTeams{
rep = {
team = REP,
units = 40,
reinforcements = 150,
soldier = { "rep_clon1",18, 20},
heavy = { "rep_clon2",3,4},
sniper = { "rep_clon3",3,4},
engineer = { "rep_clon4",3,4},
marine = { "rep_clon5",3,4},
recon = { "rep_clon6",3,4},
gunner = { "rep_clon7",3,4},
special = { "rep_clon8",3,4},
commander = { "rep_clon9",1,2},
},

jed = {
team = JED,
units = 30,
reinforcements = 150,
soldier = { "jed_knight_02",20, 30},
heavy = { "jed_knight_03",3,4},
sniper = { "jed_master_03",3,4},
}
}

SetHeroClass(REP, "rep_hero_cloakedanakin")
SetHeroClass(JED, "jed_knight_01")
SetTeamName(1, "REP")
SetTeamName(2, "JED")



-- Level Stats
ClearWalkers()
AddWalkerType(0, 20) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 210
SetMemoryPoolSize("Aimer", 22)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntitySoundStream", 10)
SetMemoryPoolSize("EntitySoundStatic", 0)
SetMemoryPoolSize("MountedTurret",12)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 375)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 140)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("cor\\cor1.lvl","cor1_CTF")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")

-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_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", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "rep_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\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, JED, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(JED, REP, "jed_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(JED, JED, "jed_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, JED, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(JED, JED, "jed_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(JED, REP, "jed_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "repleaving")
SetOutOfBoundsVoiceOver(1, "allleaving")

SetAmbientMusic(REP, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(JED, 1.0, "jed_cor_amb_start", 0,1)
SetAmbientMusic(JED, 0.8, "jed_cor_amb_middle", 1,1)
SetAmbientMusic(JED, 0.2, "jed_cor_amb_end", 2,1)

SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(JED, "jed_cor_amb_victory")
SetDefeatMusic (JED, "jed_cor_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
AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);

end
Your lua is an odf... ? lua ≠ odf
no, is a lua sorry also i made that wrong lol XD, today isn't my day XD