Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
ScriptCB_DoFile("RandomHeroREP")
ScriptCB_DoFile("RandomHeroCIS")
ScriptCB_DoFile("RandomSetupCIS")
ScriptCB_DoFile("RandomSetupMAR")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--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(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:Start()
---------------------------------
-- AIHEROSUPPORT NOTE:
-- The following lines were added!
if not ScriptCB_InMultiplayer() then
herosupport:AddSpawnCP("cp1","cp1_spawn")
herosupport:AddSpawnCP("cp2","cp2_spawn")
herosupport:AddSpawnCP("cp3","cp3_spawn")
herosupport:AddSpawnCP("cp4","cp4_spawn")
herosupport:AddSpawnCP("cp5","cp5_spawn")
herosupport:AddSpawnCP("cp6","cp6_spawn")
herosupport:AddSpawnCP("cp7","cp7_spawn")
herosupport:AddSpawnCP("cp8","cp8_spawn")
herosupport:AddSpawnCP("cp9","cp9_spawn")
herosupport:AddSpawnCP("cp10","cp10_spawn")
herosupport:AddSpawnCP("cp11","cp11_spawn")
herosupport:Start()
else
end
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- 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 ScriptInit()
ReadDataFile("dc:Load\\ric.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
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\\yav.lvl;yav1cw")
ReadDataFile("dc:sound\\bx_sound.lvl")
ReadDataFile("dc:sound\\ric.lvl;riccw")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_sniper_snow")
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_fightertank",
"rep_walk_atte")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
if not ScriptCB_InMultiplayer() then
RandomSetupCIS()
RandomSetupMAR()
SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 200,
soldier = { repsoldier,8, 24},
assault = { repassault,2, 6},
sniper = { repsniper,2, 6},
engineer = { repengineer,2, 4},
heavy = { repheavy,2, 4},
special = { repspecial,1, 2},
officer = { repofficer,1, 1},
},
cis = {
team = CIS,
units = 30,
reinforcements = 200,
soldier = { cissoldier,8, 24},
assault = { cisassault,2, 6},
sniper = { cissniper,2, 6},
engineer = { cisengineer,2, 4},
heavy = { cisheavy,2, 4},
special = { cisspecial,2, 4},
officer = { cisofficer,1, 1},
}
}
else
ReadDataFile("dc:SIDE\\modrep.lvl",
"rep_inf_rifleman",
"rep_inf_sniper",
"rep_inf_blank",
"rep_inf_support",
"rep_inf_engineer",
"rep_inf_flametrooper",
"rep_inf_rocketeer",
"rep_inf_gunner",
"rep_inf_commander",
"rep_inf_arc",
"rep_inf_driver",
"rep_inf_radio",
"rep_inf_medic",
"rep_inf_shadow",
"rep_inf_jettrooper",
"rep_hero_boss")
ReadDataFile("dc:SIDE\\mar.lvl",
"mar_inf_rifleman",
"mar_inf_sniper",
"mar_inf_support",
"mar_inf_engineer",
"mar_inf_rocketeer",
"mar_inf_gunner",
"mar_inf_commander",
"mar_inf_arc",
"mar_inf_radio",
"mar_inf_medic",
"mar_inf_jettrooper")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_bdroid",
"cis_inf_sniper",
"cis_inf_ig",
"cis_inf_merc",
"cis_inf_sbd",
"cis_inf_bx",
"cis_inf_ubd",
"cis_inf_magnaguard",
"cis_inf_rocketeer",
"cis_inf_droideka",
"cis_inf_engineer",
"cis_inf_airdroid",
"cis_inf_sarge",
"cis_inf_geonosian",
"cis_inf_OOM")
ReadDataFile("dc:SIDE\\her.lvl",
"cis_hero_ventress",
"rep_hero_kiyadimundi")
SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 200,
soldier = { "mar_inf_rifleman",8, 24},
assault = { "mar_inf_rocketeer",2, 6},
sniper = { "mar_inf_sniper",2, 6},
engineer = { "mar_inf_medic",2, 4},
heavy = {"mar_inf_gunner",2, 4},
special = { "mar_inf_jettrooper",2, 2},
officer = { "mar_inf_commander",1, 1},
},
cis = {
team = CIS,
units = 30,
reinforcements = 200,
soldier = { "cis_inf_bdroid",8, 24},
assault = { "cis_inf_rocketeer",2, 6},
sniper = { "cis_inf_sniper",2, 6},
engineer = {"cis_inf_nemodian",2, 4},
heavy = { "cis_inf_sbd",2, 4},
special = { "cis_inf_airdroid",2, 4},
officer = { "cis_inf_bx",1, 2},
}
}
end
SetClassProperty("cis_inf_bdroid", "OverrideTexture", "cis_inf_battledroid_blue")
SetClassProperty("cis_inf_sniper", "OverrideTexture", "cis_inf_battledroid_snow")
SetClassProperty("cis_inf_sniper", "FirstPerson", "cis\cis;cis_1st_bdroid_snow")
SetClassProperty("cis_inf_engineer", "OverrideTexture", "cis_inf_battledroid_blue")
SetClassProperty("cis_inf_rocketeer", "OverrideTexture", "cis_inf_battledroid_blue")
if not ScriptCB_InMultiplayer() then
--AIHeroSupport
herosupport = AIHeroSupport:New{AIATTHeroHealth = 3000, AIDEFHeroHealth = 3000, gameMode = "Conquest",}
RandomHeroREP()
RandomHeroCIS()
herosupport:SetHeroClass(REP, rephero)
herosupport:SetHeroClass(CIS, cishero)
else
SetHeroClass(CIS, "cis_inf_ventress")
SetHeroClass(REP, "rep_hero_kiyadimundi")
end
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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", 32)
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)
SetDenseEnvironment("false")
if not ScriptCB_InMultiplayer() then
RandomConquest = math.random(1,8) --Pic a number between 1 and 10
if RandomConquest <5 then --if math.random results in 2 or three (and maybe 1)
ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest")
end
if RandomConquest >4 and RandomConquest <9 then --if math.random results in 4 or 5
ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest_2")
end
else
ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest")
end
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")
--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
ScriptCB_DoFile("RandomHeroREP")
ScriptCB_DoFile("RandomHeroCIS")
ScriptCB_DoFile("RandomSetupCIS")
ScriptCB_DoFile("RandomSetupMAR")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--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(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:Start()
---------------------------------
-- AIHEROSUPPORT NOTE:
-- The following lines were added!
if not ScriptCB_InMultiplayer() then
herosupport:AddSpawnCP("cp1","cp1_spawn")
herosupport:AddSpawnCP("cp2","cp2_spawn")
herosupport:AddSpawnCP("cp3","cp3_spawn")
herosupport:AddSpawnCP("cp4","cp4_spawn")
herosupport:AddSpawnCP("cp5","cp5_spawn")
herosupport:AddSpawnCP("cp6","cp6_spawn")
herosupport:AddSpawnCP("cp7","cp7_spawn")
herosupport:AddSpawnCP("cp8","cp8_spawn")
herosupport:AddSpawnCP("cp9","cp9_spawn")
herosupport:AddSpawnCP("cp10","cp10_spawn")
herosupport:AddSpawnCP("cp11","cp11_spawn")
herosupport:Start()
else
end
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- 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 ScriptInit()
ReadDataFile("dc:Load\\ric.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
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\\yav.lvl;yav1cw")
ReadDataFile("dc:sound\\bx_sound.lvl")
ReadDataFile("dc:sound\\ric.lvl;riccw")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_sniper_snow")
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_fightertank",
"rep_walk_atte")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
if not ScriptCB_InMultiplayer() then
RandomSetupCIS()
RandomSetupMAR()
SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 200,
soldier = { repsoldier,8, 24},
assault = { repassault,2, 6},
sniper = { repsniper,2, 6},
engineer = { repengineer,2, 4},
heavy = { repheavy,2, 4},
special = { repspecial,1, 2},
officer = { repofficer,1, 1},
},
cis = {
team = CIS,
units = 30,
reinforcements = 200,
soldier = { cissoldier,8, 24},
assault = { cisassault,2, 6},
sniper = { cissniper,2, 6},
engineer = { cisengineer,2, 4},
heavy = { cisheavy,2, 4},
special = { cisspecial,2, 4},
officer = { cisofficer,1, 1},
}
}
else
ReadDataFile("dc:SIDE\\modrep.lvl",
"rep_inf_rifleman",
"rep_inf_sniper",
"rep_inf_blank",
"rep_inf_support",
"rep_inf_engineer",
"rep_inf_flametrooper",
"rep_inf_rocketeer",
"rep_inf_gunner",
"rep_inf_commander",
"rep_inf_arc",
"rep_inf_driver",
"rep_inf_radio",
"rep_inf_medic",
"rep_inf_shadow",
"rep_inf_jettrooper",
"rep_hero_boss")
ReadDataFile("dc:SIDE\\mar.lvl",
"mar_inf_rifleman",
"mar_inf_sniper",
"mar_inf_support",
"mar_inf_engineer",
"mar_inf_rocketeer",
"mar_inf_gunner",
"mar_inf_commander",
"mar_inf_arc",
"mar_inf_radio",
"mar_inf_medic",
"mar_inf_jettrooper")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_bdroid",
"cis_inf_sniper",
"cis_inf_ig",
"cis_inf_merc",
"cis_inf_sbd",
"cis_inf_bx",
"cis_inf_ubd",
"cis_inf_magnaguard",
"cis_inf_rocketeer",
"cis_inf_droideka",
"cis_inf_engineer",
"cis_inf_airdroid",
"cis_inf_sarge",
"cis_inf_geonosian",
"cis_inf_OOM")
ReadDataFile("dc:SIDE\\her.lvl",
"cis_hero_ventress",
"rep_hero_kiyadimundi")
SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 200,
soldier = { "mar_inf_rifleman",8, 24},
assault = { "mar_inf_rocketeer",2, 6},
sniper = { "mar_inf_sniper",2, 6},
engineer = { "mar_inf_medic",2, 4},
heavy = {"mar_inf_gunner",2, 4},
special = { "mar_inf_jettrooper",2, 2},
officer = { "mar_inf_commander",1, 1},
},
cis = {
team = CIS,
units = 30,
reinforcements = 200,
soldier = { "cis_inf_bdroid",8, 24},
assault = { "cis_inf_rocketeer",2, 6},
sniper = { "cis_inf_sniper",2, 6},
engineer = {"cis_inf_nemodian",2, 4},
heavy = { "cis_inf_sbd",2, 4},
special = { "cis_inf_airdroid",2, 4},
officer = { "cis_inf_bx",1, 2},
}
}
end
SetClassProperty("cis_inf_bdroid", "OverrideTexture", "cis_inf_battledroid_blue")
SetClassProperty("cis_inf_sniper", "OverrideTexture", "cis_inf_battledroid_snow")
SetClassProperty("cis_inf_sniper", "FirstPerson", "cis\cis;cis_1st_bdroid_snow")
SetClassProperty("cis_inf_engineer", "OverrideTexture", "cis_inf_battledroid_blue")
SetClassProperty("cis_inf_rocketeer", "OverrideTexture", "cis_inf_battledroid_blue")
if not ScriptCB_InMultiplayer() then
--AIHeroSupport
herosupport = AIHeroSupport:New{AIATTHeroHealth = 3000, AIDEFHeroHealth = 3000, gameMode = "Conquest",}
RandomHeroREP()
RandomHeroCIS()
herosupport:SetHeroClass(REP, rephero)
herosupport:SetHeroClass(CIS, cishero)
else
SetHeroClass(CIS, "cis_inf_ventress")
SetHeroClass(REP, "rep_hero_kiyadimundi")
end
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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", 32)
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)
SetDenseEnvironment("false")
if not ScriptCB_InMultiplayer() then
RandomConquest = math.random(1,8) --Pic a number between 1 and 10
if RandomConquest <5 then --if math.random results in 2 or three (and maybe 1)
ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest")
end
if RandomConquest >4 and RandomConquest <9 then --if math.random results in 4 or 5
ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest_2")
end
else
ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest")
end
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")
--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end



