--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("Ambush")
ScriptCB_SetGameRules("campaign")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 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.
---------------------------------------------------------------------------
--Ambush Data-------------------------------------
ambushTeam1 = 4
ambushCount1 = 3
ambushTeam2 = 5
ambushCount2 = 3
ambushTeam3 = 6
ambushCount3 = 8
ambushTeam4 = 6
ambushCount4 = 5
CIS2 = 7
--ambushTeam3 = 6
--ambushCount3 = 5
--ambushTeam4 = 7
--ambushCount4 = 15
function ScriptPostLoad()
SetMissionEndMovie("ingame.mvs", "mygmon02")
DisableAIAutoBalance()
SetAIDifficulty(3, -5, "medium")
SetAIDifficulty(1, 2, "hard")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
ScriptCB_PlayInGameMovie("ingame.mvs", "mygmon01")
-- Set up the ambushes Triggers--
SetupAmbushTrigger("magnatrigger", "magnapath", ambushCount1, ambushTeam1)
SetupAmbushTrigger("solrush", "solrush", ambushCount4, ambushTeam4)
--SetupAmbushTrigger("corerun3", "testing", ambushCount3, ambushTeam3)
-- example SetupAmbushTrigger("region", "path", ambushCount1, ambushTeam1)
--SetupAmbushTrigger("ambush_trigger_2", "ambush_trigger_path_2", ambushCount2, ambushTeam2)
--SetupAmbushTrigger("ambush_trigger_3", "ambush_trigger_path_3", ambushCount2, ambushTeam2)
--SetupAmbushTrigger("ambush_trigger_4", "ambush_trigger_path_4", ambushCount2, ambushTeam2)
-- This is a direct call to the AMbush
--Ambush("ambush_trigger_path_4", ambushCount4, ambushTeam4)
-- TESTING Setup for DropShip--
EntityFlyerInitAsLanded("repveh6")
EntityFlyerTakeOff("repveh5")
EntityFlyerTakeOff("repveh4")
-- SetObjectTeam("repship", 2)
-- MapAddEntityMarker("repveh6", "hud_objective_icon", 3.0, 1, "YELLOW", true)
-- SetProperty("repveh6", "MaxHealth", 1e+37)
-- SetProperty("repveh6", "CurHealth", 1e+37)
-- PlayAnimation("dropshipnew")
--EntityFlyerInitAsLanding("repveh6")
-- General level Setup--
KillObject("CP2")
KillObject("CP4")
KillObject("norun")
DisableBarriers("dropship")
BlockPlanningGraphArcs("incore")
PlayAnimation("gunshipfly2")
-- SetProperty("repveh6", "IsVisible", 0)
SetProperty("core", "MaxHealth", 1e+37)
SetProperty("core", "CurHealth", 1e+37)
SetProperty("cforce_shield_01", "MaxHealth", 1e+37)
SetProperty("cforce_shield_01", "CurHealth", 1e+37)
SetProperty("cforce_shield_02", "MaxHealth", 1e+37)
SetProperty("cforce_shield_02", "CurHealth", 1e+37)
SetProperty("cforce_shield_03", "MaxHealth", 1e+37)
SetProperty("cforce_shield_03", "CurHealth", 1e+37)
SetProperty("cforce_shield_04", "MaxHealth", 1e+37)
SetProperty("cforce_shield_04", "CurHealth", 1e+37)
SetProperty("cforce_shield_05", "MaxHealth", 1e+37)
SetProperty("cforce_shield_05", "CurHealth", 1e+37)
SetProperty("cforce_shield_06", "MaxHealth", 1e+37)
SetProperty("cforce_shield_06", "CurHealth", 1e+37)
SetProperty("cforce_shield_07", "MaxHealth", 1e+37)
SetProperty("cforce_shield_07", "CurHealth", 1e+37)
SetProperty("force_shield_01", "MaxHealth", 1e+37)
SetProperty("force_shield_01", "CurHealth", 1e+37)
SetProperty("force_shield_02", "MaxHealth", 1e+37)
SetProperty("force_shield_02", "CurHealth", 1e+37)
SetProperty("force_shield_03", "MaxHealth", 1e+37)
SetProperty("force_shield_03", "CurHealth", 1e+37)
SetProperty("generator_01", "MaxHealth", 1e+37)
SetProperty("generator_01", "CurHealth", 1e+37)
SetProperty("backgen1", "MaxHealth", 1e+37)
SetProperty("backgen1", "CurHealth", 1e+37)
SetProperty("backgen2", "MaxHealth", 1e+37)
SetProperty("backgen2", "CurHealth", 1e+37)
SetProperty("autoturret1", "MaxHealth", 1e+37)
SetProperty("autoturret1", "CurHealth", 1e+37)
SetProperty("autoturret2", "MaxHealth", 1e+37)
SetProperty("autoturret2", "CurHealth", 1e+37)
SetProperty("enemyspawn", "IsVisible", 0)
SetProperty("turretcp", "IsVisible", 0)
SetProperty("tankspawn", "IsVisible", 0)
SetClassProperty ("rep_inf_501_rifleman","MaxHealth",50)
SetClassProperty ("rep_inf_501_rocketeer","MaxHealth",50)
SetClassProperty ("rep_inf_501_engineer","MaxHealth",50)
SetClassProperty ("rep_inf_501_sniper","MaxHealth",50)
SetClassProperty ("rep_inf_501_officer","MaxHealth",50)
SetClassProperty ("rep_inf_ep3_jettrooper","MaxHealth",50)
SetClassProperty ("cis_inf_rifleman","MaxHealth",50)
SetClassProperty ("cis_inf_rocketeer","MaxHealth",100)
SetClassProperty ("cis_inf_sniper","MaxHealth",50)
SetClassProperty ("cis_inf_officer","MaxHealth",50)
SetClassProperty ("cis_inf_droideka","MaxHealth",100)
SetClassProperty ("cis_inf_magnaguard","MaxHealth",200)
ScriptCB_SetSpawnDisplayGain(0.2, 0.5)
-- AI Can't damage Objects -- (Which is bull, if you ask me -Havoc 526)
--SetAIDamageThreshold("autoturret1", 0.1)
--SetAIDamageThreshold("autoturret2", 0.1)
--SetAIDamageThreshold("autoturret3", 0.1)
--SetAIDamageThreshold("autoturret4", 0.1)
--SetAIDamageThreshold("backgen1", 0.1)
--SetAIDamageThreshold("generator_01", 0.1)
--SetAIDamageThreshold("backgen2", 0.1)
--SetAIDamageThreshold("core", 0.1)
-- Activate Regions --
ActivateRegion("enemytrigger1")
ActivateRegion("enemytrigger2")
-- Activate Amush Regions --
ActivateRegion("magnatrigger")
ActivateRegion("solrush")
CP4DisableCapture = OnFinishCaptureName(
function (postPtr)
SetProperty("CP4", "CaptureRegion", "distraction")
ReleaseFinishCapture(CP4DisableCapture)
end,
"CP4"
)
--Setup Timer--
timePop = CreateTimer("timePop")
SetTimerValue(timePop, 3.0)
-- ON FIRST SPAWN --
onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ScriptCB_PlayInGameMusic("rep_myg_amb_obj1_2_explore")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
StartTimer(timePop)
OnTimerElapse(
function(timer)
StartObjectives()
ScriptCB_EnableCommandPostVO(0)
ScriptCB_SndPlaySound("MYG_obj_01")
ScriptCB_SndPlaySound("MYG_obj_02")
DestroyTimer(timer)
end,
timePop
)
end
end)
EnemyStart = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
EnemyTrigger1()
--ReleaseEnterRegion(MusicTriggerTechRoom)
DeactivateRegion("enemytrigger1")
end
end,
"enemytrigger1"
)
EnemyStart2 = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
EnemyTrigger2()
--ReleaseEnterRegion(MusicTriggerTechRoom)
DeactivateRegion("enemytrigger2")
end
end,
"enemytrigger2"
)
TankSpawnNew = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
TankSpawn()
--ReleaseEnterRegion(MusicTriggerTechRoom)
DeactivateRegion("killtank")
end
end,
"killtank"
)
LeftShieldBattle = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
LeftShield()
--ReleaseEnterRegion(MusicTriggerTechRoom)
DeactivateRegion("leftshield")
end
end,
"leftshield"
)
LeftShieldBattle2 = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
LeftShield2()
--ReleaseEnterRegion(MusicTriggerTechRoom)
DeactivateRegion("lshield2")
end
end,
"lshield2"
)
LeftBackCall = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
LeftBack()
--ReleaseEnterRegion(MusicTriggerTechRoom)
DeactivateRegion("lback")
end
end,
"lback"
)
RightShieldBattle = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
RightShield()
--ReleaseEnterRegion(MusicTriggerTechRoom)
DeactivateRegion("rightshield")
end
end,
"rightshield"
)
RightShieldBattle2 = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
RightShield2()
--ReleaseEnterRegion(MusicTriggerTechRoom)
DeactivateRegion("rightshield2")
end
end,
"rightshield2"
)
BackCPBattle = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
BackTrigger()
--ReleaseEnterRegion(MusicTriggerTechRoom)
DeactivateRegion("backtrigger")
end
end,
"backtrigger"
)
CoreReminder2 = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
CoreReminder()
--ReleaseEnterRegion(MusicTriggerTechRoom)
DeactivateRegion("corereminder")
end
end,
"corereminder"
)
CoreRun = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
CoreRunHome()
ActivateRegion("corerun2")
ActivateRegion("corerun3")
-- ActivateRegion("flyertrigger")
--ReleaseEnterRegion(MusicTriggerTechRoom)
end
end,
"corereturn"
)
CoreRun2 = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
CoreRunHome2()
--ReleaseEnterRegion(MusicTriggerTechRoom)
DeactivateRegion("corerun2")
end
end,
"corerun2"
)
CoreRun3 = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
CoreRunHome3()
--ReleaseEnterRegion(MusicTriggerTechRoom)
DeactivateRegion("corerun3")
end
end,
"corerun3"
)
ShieldFun = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
ShieldFunRun()
--ReleaseEnterRegion(MusicTriggerTechRoom)
DeactivateRegion("shieldfun")
end
end,
"shieldfun"
)
FlyerTrigger = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
FlyerTrigger1()
--ReleaseEnterRegion(MusicTriggerTechRoom)
DeactivateRegion("flyertrigger")
end
end,
"flyertrigger"
)
RealFlyer = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
PlayAnimation("dropshipnew")
-- ShowMessageText("level.myg1.obj.c7", 1)
--ReleaseEnterRegion(MusicTriggerTechRoom)
DeactivateRegion("realflyer")
end
end,
"realflyer"
)
FlyerTrigger = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
NoRunCP()
-- ScriptCB_SndPlaySound("MYG_inf_01")
--ReleaseEnterRegion(MusicTriggerTechRoom)
end
end,
"magnatrigger"
)
--UnlockHeroForTeam(2)
-- Single Player Scripting Stuff --
--goto1 = Objective:New{teamATT = ATT, teamDEF = DEF, text = "level.uta1.objectives.temp.1"}
--goto1Complete = OnEnterRegion(
--function(region, character)
-- if IsCharacterHuman (character) then
-- ShowMessageText("level.myg1.obj.c2c", 1)
-- goto1:Complete(ATT)
-- ReleaseEnterRegion(goto1Complete)
-- end
-- end,
-- "goto1"
-- )
-- Objective 1 --
Objective1CP = CommandPost:New{name = "CP9OBJ"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.myg1.obj.c1", popupText = "level.myg1.obj.pop.c1"}
Objective1:AddCommandPost(Objective1CP)
Objective1.OnStart = function(self)
AICanCaptureCP("CP9OBJ", ATT, true)
Objective1.defGoal1 = AddAIGoal(ATT, "Defend", 3000, "CP9OBJ")
Objective1.defendGoal1 = AddAIGoal(CIS2, "Defend", 3000, "CP9OBJ")
end
Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
--DeactivateRegion("cp9objcontrol")
SetProperty("CP9OBJ", "CaptureRegion", "distraction")
SetProperty("CP9OBJ", "SpawnPath", "cp9objpath2")
SetProperty("CP9OBJ", "Value_DEF_CIS", "0")
SetProperty("turretcp", "SpawnPath", "")
SetObjectTeam("tankspawn", 2)
ActivateRegion("killtank")
if self.winningTeam == DEF then
ScriptCB_SndPlaySound("MYG_obj_15")
else
ScriptCB_SndPlaySound("MYG_obj_03")
end
DeleteAIGoal(Objective1.defGoal1)
DeleteAIGoal(Objective1.defendGoal1)
SetProperty("CP9OBJ", "AISpawnWeight", "1000")
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 40)
end
-- Objective 2 --
--setup objective 2 - Assault--
MainframeString = "level.myg1.obj.c2-"
Mainframe01 = Target:New{name = "autoturret1"}
Mainframe02 = Target:New{name = "autoturret2"}
-- Mainframe03 = Target:New{name = "objturret3"}
-- Mainframe04 = Target:New{name = "objturret4"}
Objective2 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF, text = "level.myg1.obj.c2", popupText = "level.myg1.obj.pop.c2"}
Objective2:AddTarget(Mainframe01)
Objective2:AddTarget(Mainframe02)
-- Objective2:AddTarget(Mainframe03)
-- Objective2:AddTarget(Mainframe04)
Objective2.OnSingleTargetDestroyed = function(self, target)
local numTargets = self:GetNumSingleTargets()
if numTargets > 0 then
ShowMessageText(MainframeString .. (numTargets + 1), 1)
ScriptCB_SndPlaySound("MYG_obj_04")
end
end
Objective2.OnStart = function(self)
SetObjectTeam("CP9OBJ", 1)
SetProperty("autoturret1", "MaxHealth", 1000)
SetProperty("autoturret1", "CurHealth", 1000)
SetProperty("autoturret2", "MaxHealth", 1000)
SetProperty("autoturret2", "CurHealth", 1000)
Objective2.defendGoal1 = AddAIGoal(CIS2, "Deathmatch", 5000)
Objective2.atkGoal1 = AddAIGoal(ATT, "Destroy", 3000, "autoturret1")
Objective2.atkGoal2 = AddAIGoal(ATT, "Destroy", 3000, "autoturret2")
Objective2.defGoal1 = AddAIGoal(DEF, "Defend", 3000, "autoturret1")
Objective2.defGoal2 = AddAIGoal(DEF, "Defend", 3000, "autoturret2")
end
Objective2.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
ShowMessageText("level.myg1.obj.c2c", 1)
UnlockHeroForTeam(1)
EnableBarriers("dropship")
ActivateRegion("leftshield")
--ActivateRegion("rightshield")
ActivateRegion("rightshield2")
ActivateRegion("lshield2")
ActivateRegion("backtrigger")
ScriptCB_PlayInGameMusic("rep_myg_act_01")
SetProperty("core", "SpawnPath", "corespawn")
--ActivateRegion("shieldfun")
--Deleting Goals
DeleteAIGoal(Objective2.atkGoal1)
DeleteAIGoal(Objective2.atkGoal2)
DeleteAIGoal(Objective2.defGoal1)
DeleteAIGoal(Objective2.defGoal2)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 40)
if self.winningTeam == DEF then
ScriptCB_SndPlaySound("MYG_obj_15")
else
ScriptCB_SndPlaySound("MYG_obj_18")
end
end
NewShieldObj = Target:New{name = "generator_01"}
Objective2new = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF, text = "level.myg1.obj.c13", popupText = "level.myg1.obj.pop.c13", AIGoalWeight = 0.0}
Objective2new:AddTarget(NewShieldObj)
Objective2new.OnStart = function(self)
SetProperty("generator_01", "MaxHealth", 150)
SetProperty("generator_01", "CurHealth", 150)
end
Objective2new.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
if self.winningTeam == DEF then
ScriptCB_SndPlaySound("MYG_obj_15")
else
ScriptCB_SndPlaySound("MYG_obj_35")
end
RespawnObject("CP2")
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 40)
end
--Objective 6--
--ForceShield01 = Target:New{name = "force_shield_01"}
--ForceShield02 = Target:New{name = "force_shield_02"}
--Objective6 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF, text = "level.myg1.obj.c7"}
--Objective6:AddTarget(ForceShield01)
--Objective6:AddTarget(ForceShield02)
-- Objective 2.5 --
Objective2CP = CommandPost:New{name = "CP2"}
Objective2_1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.myg1.obj.c10", popupText = "level.myg1.obj.pop.c10"}
Objective2_1:AddCommandPost(Objective2CP)
Objective2_1.OnStart = function(self)
SetProperty("newenemyspawn", "SpawnPath", "enemyspawn2_1")
SetProperty("enemyspawn", "SpawnPath", "enemyspawn2_1")
AICanCaptureCP("CP2", ATT, true)
AICanCaptureCP("CP2", DEF, false)
RespawnObject("CP2")
Objective2_1.defGoal1 = AddAIGoal(ATT, "Defend", 3000, "CP2")
Objective2_1.defGoal2 = AddAIGoal(DEF, "Defend", 3000, "CP2")
end
Objective2_1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
ScriptCB_PlayInGameMusic("rep_myg_amb_obj5_explore")
DeleteAIGoal(Objective2_1.defGoal1)
DeleteAIGoal(Objective2_1.defGoal2)
SetProperty("CP9OBJ", "AISpawnWeight", "1000")
SetProperty("CP2", "AISpawnWeight", "5000")
SetProperty("CP2", "CaptureRegion", "distraction")
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 50)
if self.winningTeam == DEF then
ScriptCB_SndPlaySound("MYG_obj_15")
else
ScriptCB_SndPlaySound("MYG_obj_06")
end
end
-- Objective 2.7
MainframeString2 = "level.myg1.obj.c2-"
Mainframe03 = Target:New{name = "autoturret3"}
Mainframe04 = Target:New{name = "autoturret4"}
Objective2_2 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF, text = "level.myg1.obj.c11", popupText = "level.myg1.obj.pop.c11"}
Objective2_2:AddTarget(Mainframe03)
Objective2_2:AddTarget(Mainframe04)
Objective2_2.OnSingleTargetDestroyed = function(self, target)
local numTargets = self:GetNumSingleTargets()
if numTargets > 0 then
ShowMessageText(MainframeString2 .. (numTargets + 1), 1)
end
end
Objective2_2.OnStart = function(self)
SetProperty("newenemyspawn", "SpawnPath", "lback")
SetProperty("enemyspawn", "SpawnPath", "rshield2")
Objective2_2.atkGoal1 = AddAIGoal(ATT, "Destroy", 3000, "autoturret3")
Objective2_2.atkGoal2 = AddAIGoal(ATT, "Destroy", 3000, "autoturret4")
Objective2_2.defGoal1 = AddAIGoal(DEF, "Defend", 3000, "autoturret3")
Objective2_2.defGoal2 = AddAIGoal(DEF, "Defend", 3000, "autoturret4")
end
Objective2_2.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
ShowMessageText("level.myg1.obj.c2c", 1)
DeleteAIGoal(Objective2_2.atkGoal1)
DeleteAIGoal(Objective2_2.atkGoal2)
DeleteAIGoal(Objective2_2.defGoal1)
DeleteAIGoal(Objective2_2.defGoal2)
ActivateRegion("corereminder")
end
-- Objective 3 --
core = Target:New{name = "core"}
Objective3 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF, text = "level.myg1.obj.c4", popupText = "level.myg1.obj.pop.c4"}
Objective3:AddTarget(core)
Objective3.OnStart = function(self)
SetObjectTeam("CP2", 1)
SetProperty("core", "MaxHealth", 1800)
SetProperty("core", "CurHealth", 1800)
SetProperty("backgen1", "MaxHealth", 150)
SetProperty("backgen1", "CurHealth", 150)
SetProperty("backgen2", "MaxHealth", 150)
SetProperty("backgen2", "CurHealth", 150)
SetProperty("newenemyspawn", "SpawnPath", "lback")
SetProperty("enemyspawn", "SpawnPath", "rshield2")
ActivateRegion("corereminder")
Objective3.dmGoalATT1 = AddAIGoal(ATT, "Defend", 1000, "cforce_shield_04")
Objective3.dmGoalATT2 = AddAIGoal(ATT, "Defend", 1000, "cforce_shield_05")
Objective3.dmGoalATT3 = AddAIGoal(ATT, "Defend", 1000, "cforce_shield_06")
Objective3.dmGoalATT4 = AddAIGoal(ATT, "Defend", 1000, "cforce_shield_07")
Objective3.dmGoal1 = AddAIGoal(DEF, "Deathmatch", 1000)
Objective3.dmGoal2 = AddAIGoal(ambushTeam2, "Defend", 3000, "core")
end
Objective3.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
Holocron1Spawn = GetPathPoint("codespawn", 0) --gets the path point
CreateEntity("myg1_flag_crystal", Holocron1Spawn, "crystal") --spawns the disk
SetProperty("crystal", "AllowAIPickUp", 0)
-- SetProperty("crystal", "CarriedGeometryName", "myg1_flag_crystal")
-- SetProperty("crystal", "GeometryName", "myg1_flag_crystal")
DeleteAIGoal(Objective3.dmGoalATT1)
DeleteAIGoal(Objective3.dmGoalATT2)
DeleteAIGoal(Objective3.dmGoalATT3)
DeleteAIGoal(Objective3.dmGoalATT4)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 400)
if self.winningTeam == DEF then
ScriptCB_SndPlaySound("MYG_obj_15")
else
ScriptCB_SndPlaySound("MYG_obj_20")
end
end
-- Objective 4 Power Crystals --
Objective4 = ObjectiveCTF:New{teamATT = ATT, teamDEF = DEF, captureLimit = 1,
text = "level.myg1.obj.c5",
popupText = "level.myg1.obj.pop.c5",
showTeamPoints = false,
AIGoalWeight = 1000.0}
Objective4:AddFlag{name = "crystal", captureRegion = "droppoint",
capRegionMarker = "rep_icon", capRegionMarkerScale = 3.0,
mapIcon = "flag_icon", mapIconScale = 2.0}
Objective4.OnStart = function(self)
SetProperty("crystal", "AllowAIPickUp", 0)
ActivateRegion("corerun2")
ActivateRegion("corerun3")
ActivateRegion("flyertrigger")
ActivateRegion("realflyer")
Ambush("solrush2", ambushCount4, ambushTeam4)
ScriptCB_PlayInGameMusic("rep_myg_objComplete_01")
-- Music Timer --
music01Timer = CreateTimer("music01")
SetTimerValue(music01Timer, 15.0)
StartTimer(music01Timer)
OnTimerElapse(
function(timer)
ScriptCB_StopInGameMusic("rep_myg_objComplete_01")
ScriptCB_PlayInGameMusic("rep_myg_amb_immVict_01")
DestroyTimer(timer)
end,
music01Timer
)
ActivateRegion("corereturn")
ActivateRegion("corerun2")
end
Objective4.OnPickup = function(self, flag)
if IsCharacterHuman(flag.carrier) then
MapAddEntityMarker("newenemyspawn", "hud_objective_icon", 4.0, ATT, "YELLOW", true)
ScriptCB_SndPlaySound("MYG_obj_23")
SetProperty("enemyspawn", "SpawnPath", "lastspawn")
--ShowMessageText("level.myg1.obj.c2c", 1)
end
end
Objective4.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("newenemyspawn")
MapRemoveEntityMarker("repveh6")
if self.winningTeam == DEF then
ScriptCB_SndPlaySound("MYG_obj_16")
--else
--play the win sound
--ScriptCB_SndPlaySound("MYG_obj_14")
end
end
--Objective 5 Stuff
Objective5CP1 = CommandPost:New{name = "CP9OBJ"}
Objective5CP2 = CommandPost:New{name = "CP2"}
Objective5 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.myg1.obj.c14", popupText = "level.myg1.obj.pop.c14"}
Objective5:AddCommandPost(Objective5CP1)
Objective5:AddCommandPost(Objective5CP2)
Objective5.OnStart = function(self)
AICanCaptureCP("CP9OBJ", DEF, true)
AICanCaptureCP("CP2", ATT, true)
UnlockHeroForTeam(1)
-- Setup for Last OBj--
SetProperty("CP2", "Value_ATK_Republic", "800")
SetProperty("CP9OBJ", "Value_ATK_Republic", "500")
SetProperty("CP2", "Value_ATK_CIS", "800")
SetProperty("CP9OBJ", "Value_ATK_CIS", "500")
SetProperty("CP2", "Value_DEF_CIS", "800")
SetProperty("CP9OBJ", "Value_DEF_CIS", "500")
SetProperty("CP3", "AISpawnWeight", "1000")
SetProperty("CP9OBJ", "AISpawnWeight", "1500")
--SetReinforcementCount(DEF, 120)
Disable1()
Disable2()
Disable3()
Disable4()
end
Objective5.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
if self.winningTeam == DEF then
ScriptCB_SndPlaySound("MYG_obj_16")
else
--play the win sound
ScriptCB_SndPlaySound("MYG_obj_14")
end
end
-- Objective4.OnStart = function (self)
--rather than have the AI in CTF mode, just put them in Deathmatch mode for this goal
--Objective4.dmGoal1 = AddAIGoal(ATT, "Deathmatch", 100)
--Objective4.dmGoal2 = AddAIGoal(DEF, "Deathmatch", 100)
--Objective4.ctfGoal1 = AddAIGoal(ATT, "Defend", 100, "holodisk")
--Objective4.ctfGoal2 = AddAIGoal(DEF, "Defend", 100, "holodisk")
--end
--Objective4.OnComplete = function (self)
--clean up the goals that we assigned to the AI
--DeleteAIGoal(Objective4.dmGoal1)
--DeleteAIGoal(Objective4.dmGoal2)
--DeleteAIGoal(Objective4.ctfGoal1)
--DeleteAIGoal(Objective4.ctfGoal2)
--end
-- Setting up Shield functionality --
Init("01");
Init("02");
Init("03");
Init("04");
Init("05");
Init("06");
Init("07");
OnObjectRespawnName(Revived, "generator_01");
OnObjectKillName(ShieldDied, "force_shield_01");
OnObjectKillName(ShieldDied, "generator_01");
OnObjectKillName(RemoveMarker, "generator_01");
OnObjectRespawnName(Revived, "generator_02");
OnObjectKillName(ShieldDied, "force_shield_02");
OnObjectKillName(ShieldDied, "generator_02");
OnObjectRespawnName(Revived, "generator_03");
OnObjectKillName(ShieldDied, "force_shield_03");
OnObjectKillName(ShieldDied, "generator_03");
-- Collector Shields --
OnObjectKillName(CoreShield2, "cforce_shield_04");
OnObjectKillName(CoreShield2, "cforce_shield_05");
OnObjectKillName(CoreShield2, "cforce_shield_06");
OnObjectKillName(CoreShield2, "cforce_shield_07");
OnObjectKillName(CoreDied, "core");
-- Back Generators --
Generator = 2
OnObjectKillName(GeneratorKill, "backgen2");
OnObjectKillName(GeneratorKill, "backgen1");
-- OnObjectKillName(CoreShield2, "core")
OnObjectKillName(DestroyShield1, "force_shield_01");
OnObjectKillName(DestroyShield2, "force_shield_02");
OnObjectKillName(DestroyShield3, "force_shield_03");
OnObjectKillName(DestroyShield1, "generator_01");
OnObjectKillName(DestroyShield2, "generator_02");
OnObjectKillName(DestroyShield3, "generator_03");
OnObjectRespawnName(RepairShield1, "generator_01");
OnObjectRespawnName(RepairShield2, "generator_02");
OnObjectRespawnName(RepairShield3, "generator_03");
EnableSPScriptedHeroes()
-- VO for low reinforcements --
OnTicketCountChange(
function (team, count)
if team == ATT and count == 35 then
ScriptCB_SndPlaySound("rep_off_com_report_us_overwhelmed")
elseif team == DEF and count == 10 then
--play DEF is low on reinforce sound
end
end
)
end
--OBJECTIVE SEQUENCER
function StartObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 6.0}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective2new)
objectiveSequence:AddObjectiveSet(Objective2_1)
-- objectiveSequence:AddObjectiveSet(Objective2_2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5)
objectiveSequence:Start()
end
--Path Setup for Campaign--
function EnemyTrigger1()
SetProperty("enemyspawn", "SpawnPath", "enemyspawn1")
ScriptCB_SndPlaySound("MYG_inf_04")
end
function EnemyTrigger2()
SetProperty("enemyspawn", "SpawnPath", "enemyspawn2")
SetProperty("turretcp", "SpawnPath", "cpfight")
end
function LeftShield()
--ShowMessageText("level.myg1.obj.c7", 1)
SetProperty("enemyspawn", "SpawnPath", "enemyspawnl")
SetProperty("CP2", "SpawnPath", "cp2spawnpath")
SetProperty("CP4", "SpawnPath", "CP4SpawnPath")
--SetProperty("CP2", "Value_ATK_Republic", "20")
--SetProperty("CP4", "Value_ATK_Republic", "0")
--MapAddEntityMarker("force_shield_01", "hud_objective_icon", 3.0, 1, "YELLOW", true)
--ScriptCB_SndPlaySound("MYG_obj_22")
end
function ShieldFunRun()
ShowMessageText("level.myg1.obj.c7", 1)
MapAddEntityMarker("force_shield_01", "hud_objective_icon", 3.0, 1, "YELLOW", true)
MapAddEntityMarker("generator_01", "hud_objective_icon", 3.0, 1, "YELLOW", true)
ScriptCB_SndPlaySound("MYG_obj_22")
end
function LeftShield2()
SetProperty("enemyspawn", "SpawnPath", "lshield2")
ActivateRegion("lback")
end
function LeftBack()
SetProperty("enemyspawn", "SpawnPath", "lback")
end
function RightShield()
ShowMessageText("level.myg1.obj.c7", 1)
SetProperty("enemyspawn", "SpawnPath", "enemyspawnr")
SetProperty("CP2", "SpawnPath", "cp2spawnpath")
SetProperty("CP4", "SpawnPath", "CP4SpawnPath")
--SetProperty("CP2", "Value_ATK_Republic", "0")
--SetProperty("CP4", "Value_ATK_Republic", "20")
MapAddEntityMarker("force_shield_03", "hud_objective_icon", 3.0, 1, "YELLOW", true)
ScriptCB_SndPlaySound("MYG_obj_22")
DeactivateRegion("leftshield")
ActivateRegion("lback")
end
function RightShield2()
SetProperty("enemyspawn", "SpawnPath", "rshield2")
end
function TankSpawn()
SetObjectTeam("tankspawn", 0)
end
function BackTrigger()
SetProperty("core", "SpawnPath", "corespawn")
end
function CoreReminder()
ShowMessageText("level.myg1.obj.c8", 1)
-- ScriptCB_SndPlaySound("MYG_obj_08")
MapAddEntityMarker("backgen1", "hud_objective_icon", 3.0, 1, "YELLOW", true)
MapAddEntityMarker("backgen2", "hud_objective_icon", 3.0, 1, "YELLOW", true)
Ambush("magna2", ambushCount3, ambushTeam3)
SetProperty("enemyspawn", "SpawnPath", "rshield2")
SetProperty("newenemyspawn", "SpawnPath", "rshield2")
ScriptCB_SndPlaySound("MYG_obj_34")
end
function CoreRunHome()
--ShowMessageText("level.myg1.obj.c8", 1)
SetProperty("enemyspawn", "SpawnPath", "corerun1")
--ScriptCB_SndPlaySound("MYG_obj_20")
end
function CoreRunHome2()
--ShowMessageText("level.myg1.obj.c8", 1)
SetProperty("enemyspawn", "SpawnPath", "corerun2")
end
function CoreRunHome3()
SetProperty("enemyspawn", "SpawnPath", "corerun3")
Ambush("droideka2", ambushCount2, ambushTeam2)
Ambush("testing", ambushCount4, ambushTeam4)
MapRemoveEntityMarker("enemyspawn2")
-- SetProperty("repveh6", "MaxHealth", 1e+37)
-- SetProperty("repveh6", "CurHealth", 1e+37)
-- SetProperty("repveh6", "IsVisible", 1)
end
function CoreShield2()
-- ShowMessageText("level.myg1.obj.c9", 1)
-- ScriptCB_SndPlaySound("MYG_obj_09")
MapRemoveEntityMarker("backgen1")
MapRemoveEntityMarker("backgen2")
PlayAnimation("cshield_down_04")
PlayAnimation("cshield_down_05")
PlayAnimation("cshield_down_06")
PlayAnimation("cshield_down_07")
Ambush("droideka", ambushCount2, ambushTeam2)
SetProperty("enemyspawn2", "SpawnPath", "lastspawn")
UnblockPlanningGraphArcs("incore")
SetObjectTeam("tankspawn", 2)
end
function RemoveMarker()
MapRemoveEntityMarker("force_shield_01")
end
function GeneratorKill()
Generator = Generator - 1
if Generator == 0 then
CoreShield2()
ShowMessageText("level.myg1.obj.c9", 1)
ScriptCB_SndPlaySound("MYG_obj_09")
else
end
end
function FlyerTrigger1()
SetObjectTeam("repship", 1)
MapAddEntityMarker("repveh6", "hud_objective_icon", 3.0, 1, "YELLOW", true)
SetProperty("repveh6", "MaxHealth", 1e+37)
SetProperty("repveh6", "CurHealth", 1e+37)
--PlayAnimation("dropshipnew")
ScriptCB_SndPlaySound("MYG_inf_07")
end
function NoRunCP()
RespawnObject("norun")
end
--Start Shield Work
function Init(numberStr)
shieldName = "force_shield_" .. numberStr;
genName = "generator_" .. numberStr;
upAnim = "shield_up_" .. numberStr;
downAnim = "shield_down_" .. numberStr;
PlayShieldUp(shieldName, genName, upAnim, downAnim);
BlockPlanningGraphArcs("shield_" .. numberStr);
EnableBarriers("shield_" .. numberStr);
end
function ShieldDied(actor)
fullName = GetEntityName(actor);
numberStr = string.sub(fullName, -2, -1);
shieldName = "force_shield_" .. numberStr;
genName = "generator_" .. numberStr;
upAnim = "shield_up_" .. numberStr;
downAnim = "shield_down_" .. numberStr;
PlayShieldDown(shieldName, genName, upAnim, downAnim);
UnblockPlanningGraphArcs("shield_" .. numberStr);
DisableBarriers("shield_" .. numberStr);
end
--Rewarding player Mission Victory for Destorying the Core (mostly for MP) --
function CoreDied(actor)
-- ShowMessageText("level.myg1.obj.c8", 1)
MapRemoveEntityMarker("backgen1")
MapRemoveEntityMarker("backgen2")
PlayAnimation("cshield_down_04")
PlayAnimation("cshield_down_05")
PlayAnimation("cshield_down_06")
PlayAnimation("cshield_down_07")
DisableBarriers("coresh1")
SetProperty("backgen1", "MaxHealth", 1e+37)
SetProperty("backgen1", "CurHealth", 1e+37)
SetProperty("backgen2", "MaxHealth", 1e+37)
SetProperty("backgen2", "CurHealth", 1e+37)
-- KillObject("backgen2")
-- KillObject("backgen1")
end
function Revived(actor)
fullName = GetEntityName(actor);
numberStr = string.sub(fullName, -2, -1);
shieldName = "force_shield_" .. numberStr;
genName = "generator_" .. numberStr;
upAnim = "shield_up_" .. numberStr;
downAnim = "shield_down_" .. numberStr;
PlayShieldUp(shieldName, genName, upAnim, downAnim);
BlockPlanningGraphArcs("shield_" .. numberStr);
EnableBarriers("shield_" .. numberStr);
end
-- Drop Shield
function PlayShieldDown(shieldObj, genObj, upAnim, downAnim)
RespawnObject(shieldObj);
KillObject(genObj);
PauseAnimation(upAnim);
RewindAnimation(downAnim);
PlayAnimation(downAnim);
end
-- Put Shield Backup
function PlayShieldUp(shieldObj, genObj, upAnim, downAnim)
RespawnObject(shieldObj);
RespawnObject(genObj);
PauseAnimation(downAnim);
RewindAnimation(upAnim);
PlayAnimation(upAnim);
end
function ScriptInit()
StealArtistHeap(1500*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(4200000)
ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:ingame.lvl")
-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
ReadDataFile("sound\\myg.lvl;myg1cw")
ReadDataFile("dc:sound\\ABC.lvl;ABCcw")
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_gunship_dome",
"uta_fly_ride_gunship",
"uta_fly_ride_gunshipmyg")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_walk_oneman_atst",
"rep_hover_fightertank",
"rep_hero_kiyadimundi")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_hover_aat",
"cis_inf_droideka",
"cis_inf_magnaguard")
ReadDataFile("dc:SIDE\\501.lvl",
"rep_inf_501_rifleman",
"rep_inf_501_rocketeer",
"rep_inf_501_sniper",
"rep_inf_501_officer",
"rep_inf_501_engineer",
"rep_inf_501_jettrooper")
ReadDataFile("dc:SIDE\\21m.lvl",
"cis_inf_rifleman")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_gunship_dome")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_recoilless_lg",
"tur_bldg_recoilless_myg_auto")
SetupTeams{
rep={
team = REP,
units = 22,
--reinforcements = 160,
reinforcements = 200,
soldier = { "rep_inf_501_rifleman",7,25},
assault = { "rep_inf_501_rocketeer",1,4},
engineer = { "rep_inf_501_engineer",1,4},
sniper = { "rep_inf_501_sniper",1,4},
officer = {"rep_inf_501_officer",1,4},
special = { "rep_inf_ep3_jettrooper",1,4},
},
cis={
team = CIS,
units = 12,
reinforcements = 400,
soldier = {"cis_inf_rifleman",7},
assault = {"cis_inf_rocketeer",5},
},
}
SetupTeams{
cis={
team = CIS2,
units = 8,
reinforcements = 120,
soldier = {"cis_inf_rifleman",6},
assault = {"cis_inf_officer",2},
}
}
--Pools of extra characters for Ambushes.
AddUnitClass(ambushTeam1, "cis_inf_officer")
SetUnitCount(ambushTeam1, ambushCount1)
SetTeamAsEnemy(ambushTeam1, REP)
AddAIGoal(ambushTeam1, "Deathmatch", 100)
AddUnitClass(ambushTeam2, "cis_inf_droideka")
SetUnitCount(ambushTeam2, ambushCount2)
SetTeamAsEnemy(ambushTeam2, REP)
AddAIGoal(ambushTeam2, "Deathmatch", 100)
AddUnitClass(ambushTeam3, "cis_inf_magnaguard")
SetUnitCount(ambushTeam3, ambushCount3)
SetTeamAsEnemy(ambushTeam3, REP)
AddAIGoal(ambushTeam3, "Deathmatch", 100)
AddUnitClass(ambushTeam4, "cis_inf_rifleman")
SetUnitCount(ambushTeam4, ambushCount4)
SetTeamAsEnemy(ambushTeam4, REP)
AddAIGoal(ambushTeam4, "Deathmatch", 100)
-- Setting up my Friends and Enemies --
SetTeamAsEnemy(CIS2, REP)
SetTeamAsEnemy(REP, CIS2)
SetTeamAsEnemy(ambushTeam1, REP)
SetTeamAsEnemy(REP, ambushTeam1)
SetTeamAsEnemy(ambushTeam2, REP)
SetTeamAsEnemy(REP, ambushTeam2)
SetTeamAsEnemy(ambushTeam3, REP)
SetTeamAsEnemy(REP, ambushTeam3)
SetTeamAsEnemy(ambushTeam4, REP)
SetTeamAsEnemy(REP, ambushTeam4)
SetTeamAsEnemy(REP, CIS2)
SetTeamAsFriend(ambushTeam1, CIS)
SetTeamAsFriend(ambushTeam1, CIS2)
SetTeamAsFriend(ambushTeam1, ambushTeam2)
SetTeamAsFriend(ambushTeam1, ambushTeam3)
SetTeamAsFriend(ambushTeam1, ambushTeam4)
SetTeamAsFriend(ambushTeam2, CIS)
SetTeamAsFriend(ambushTeam2, CIS2)
SetTeamAsFriend(ambushTeam2, ambushTeam1)
SetTeamAsFriend(ambushTeam2, ambushTeam3)
SetTeamAsFriend(ambushTeam2, ambushTeam4)
SetTeamAsFriend(ambushTeam3, CIS)
SetTeamAsFriend(ambushTeam3, CIS2)
SetTeamAsFriend(ambushTeam3, ambushTeam1)
SetTeamAsFriend(ambushTeam3, ambushTeam2)
SetTeamAsFriend(ambushTeam3, ambushTeam4)
SetTeamAsFriend(ambushTeam4, CIS)
SetTeamAsFriend(ambushTeam4, CIS2)
SetTeamAsFriend(ambushTeam4, ambushTeam1)
SetTeamAsFriend(ambushTeam4, ambushTeam2)
SetTeamAsFriend(ambushTeam4, ambushTeam3)
SetTeamAsFriend(CIS2, CIS)
SetTeamAsFriend(CIS, CIS2)
SetTeamAsFriend(CIS2, ambushTeam1)
SetTeamAsFriend(CIS, ambushTeam1)
SetTeamAsFriend(CIS2, ambushTeam2)
SetTeamAsFriend(CIS, ambushTeam2)
SetTeamAsFriend(CIS2, ambushTeam3)
SetTeamAsFriend(CIS, ambushTeam3)
SetTeamAsFriend(CIS2, ambushTeam4)
SetTeamAsFriend(CIS, ambushTeam4)
--AddUnitClass(ambushTeam2, "jed_knight_01")
-- SetUnitCount(ambushTeam2, ambushCount2)
--SetTeamAsEnemy(ambushTeam2, REP)
--ClearAIGoals(ambushTeam2)
--AddAIGoal(ambushTeam2, "Deathmatch", 100)
--AddUnitClass(ambushTeam3, "jed_knight_01")
-- SetUnitCount(ambushTeam3, ambushCount3)
--SetTeamAsEnemy(ambushTeam3, REP)
--ClearAIGoals(ambushTeam3)
--AddAIGoal(ambushTeam3, "Deathmatch", 100)
--AddUnitClass(ambushTeam4, "jed_knight_01")
-- SetUnitCount(ambushTeam4, ambushCount4)
--SetTeamAsEnemy(ambushTeam4, REP)
--ClearAIGoals(ambushTeam4)
--AddAIGoal(ambushTeam4, "Deathmatch", 100)
-- Hero Setup Section --
SetHeroClass(REP, "rep_hero_kiyadimundi")
--SetHeroClass(CIS, "cis_hero_countdooku")
-- Setup for Swapping Units--
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
AddWalkerType(2, 0)
AddWalkerType(1, 4) -- ATRTa (special case: 0 leg pairs)
local weaponCnt= 240
SetMemoryPoolSize("Aimer", 70)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 230)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 24)
SetMemoryPoolSize("EntityFlyer", 3)
SetMemoryPoolSize("EntityHover", 6)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 76)
SetMemoryPoolSize("FlagItem", 1)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("MountedTurret", 16)
SetMemoryPoolSize("Navigator", 45)
SetMemoryPoolSize("Obstacle", 500)
SetMemoryPoolSize("PathFollower", 45)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 60)
SetMemoryPoolSize("UnitController", 60)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:BF3\\myg1.lvl", "myg1_assult")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(250)
SetMaxPlayerFlyHeight(20)
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "myg_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "cis_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\myg.lvl", "myg_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_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(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
-- SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
-- SetAmbientMusic(REP, 0.99, "rep_myg_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1,"rep_myg_amb_end", 2,1)
-- SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
-- SetAmbientMusic(CIS, 0.99, "cis_myg_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1,"cis_myg_amb_end", 2,1)
SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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 Shizzle--
-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end