Page 1 of 1

Endor floating icon fix

Posted: Mon Aug 11, 2014 10:06 am
by Anakin
Hi,

i just noticed that my floating icon fix works for all maps. But not for Endor. Maybe someone has an idea why. If there is no solution at the end of the week Endor will be removed from the side mod.

end1r_con.lua
Hidden/Spoiler:
[code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

ReadDataFile("dc:common.lvl")
ReadDataFile("common.lvl")
REP = 1
CIS = 2
CLONES = 4
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
cp1 = CommandPost:New{name = "CP1"}
cp2 = CommandPost:New{name = "CP2"}
cp4 = CommandPost:New{name = "CP4"}
cp5 = CommandPost:New{name = "CP5"}
cp6 = CommandPost:New{name = "CP6"}
cp10 = CommandPost:New{name = "CP10"}

--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(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp10)

conquest:Start()
SetUberMode(1)
EnableSPHeroRules()

SetProperty("CP1", "AllyPath", "Path1")
SetProperty("CP2", "AllyPath", "Path2")
SetProperty("CP4", "AllyPath", "Path4")
SetProperty("CP5", "AllyPath", "Path5")
SetProperty("CP6", "AllyPath", "Path6")
SetProperty("CP10", "AllyPath", "CP10SpawnPath")
end

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("dc:Load\\RCM_Load.lvl")

StealArtistHeap(1150*1024)

-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(2460000)

SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 3000)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 2500)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo

local screenWidth, screenHeight = ScriptCB_GetScreenInfo()

-- if screenHeight == 1080 and screenWidth == 1920 then
ReadDataFile("dc:HUD\\hud1920x1080.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:HUD\\hudBmpKill.lvl")
-- else
-- ReadDataFile("dc:HUD\\hud1024x768.lvl")
-- ReadDataFile("ingame.lvl")
-- end

SetWorldExtents(1277.3)


ReadDataFile("dc:sound\\rcm.lvl;comSnd")
ReadDataFile("dc:sound\\stock_weap.lvl;yav1cw")
ReadDataFile("sound\\end.lvl;end1gcw")
SetTeamAggressiveness(REP, 1.0)
SetTeamAggressiveness(CIS, 0.7)

SetMaxFlyHeight(43)
SetMaxPlayerFlyHeight(43)

-- ReadDataFile("SIDE\\imp.lvl",
-- "imp_hover_speederbike",
-- "imp_walk_atst_jungle")

-- ReadDataFile("SIDE\\tur.lvl",
-- "tur_bldg_laser")
--
-- ReadDataFile("SIDE\\ewk.lvl",
-- "ewk_inf_basic")

ReadDataFile("dc:SIDE\\rrl.lvl",
"rrl_inf_ep2_rifleman",
"rrl_inf_ep2_commander",
"rrl_inf_ep2_jettrooper")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_commando_01_rifleman",
"rep_inf_commando_02_roketeer",
"rep_inf_commando_03_sniper",
"rep_inf_commando_04_engineer",
"rep_inf_commando_05_electronic",
"rep_inf_commando_06_sergeant",
"rep_inf_commando_07_havoc",
"rep_inf_commando_08_elite")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_b1_rifleman",
"cis_inf_b1_rocketeer",
"cis_inf_b1_sniper",
"cis_inf_sbd",
"cis_inf_magnaguard",
"cis_inf_droideka")

ReadDataFile("dc:SIDE\\mdo.lvl",
"mdo_inf_assassin",
"mdo_inf_officer")

ReadDataFile("dc:SIDE\\tnd.lvl",
"tnd_inf_slaver",
"tnd_inf_mercenary")

ReadDataFile("dc:SIDE\\geo.lvl",
"geo_inf_geonosian",
"geo_inf_geonosian_elite")

TrandoOrMandoOrGeo = math.random(1,9)

if TrandoOrMandoOrGeo < 4 then

SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = 150,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
assault = { "rep_inf_commando_02_roketeer",1,4},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
officer = { "rep_inf_commando_05_electronic",1,4},
special = { "rep_inf_commando_06_sergeant",1,4},
commander={ "rep_inf_commando_07_havoc", 1, 4},
general = { "rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"mdo_inf_assassin",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"mdo_inf_officer",1, 2},
commander={"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end

if TrandoOrMandoOrGeo > 3 and TrandoOrMandoOrGeo < 7 then

SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = 150,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
assault = { "rep_inf_commando_02_roketeer",1,4},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
officer = { "rep_inf_commando_05_electronic",1,4},
special = { "rep_inf_commando_06_sergeant",1,4},
commander={ "rep_inf_commando_07_havoc", 1, 4},
general = { "rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"tnd_inf_mercenary",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"tnd_inf_slaver",1, 2},
commander={"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}

end

if TrandoOrMandoOrGeo > 6 then

SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = 150,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
assault = { "rep_inf_commando_02_roketeer",1,4},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
officer = { "rep_inf_commando_05_electronic",1,4},
special = { "rep_inf_commando_06_sergeant",1,4},
commander={ "rep_inf_commando_07_havoc", 1, 4},
general = { "rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"geo_inf_geonosian",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"geo_inf_geonosian_elite",1, 2},
commander={"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}

end



---[[ Ewoks
SetTeamName(3, "locals")
AddUnitClass(3, "rrl_inf_ep2_rifleman", 11)
AddUnitClass(3, "rrl_inf_ep2_jettrooper", 5)
AddUnitClass(3, "rrl_inf_ep2_commander",3)
-- AddUnitClass(3, "ewk_inf_trooper", 3)
-- AddUnitClass(3, "ewk_inf_repair", 3)
SetUnitCount(3, 6)

SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(3,DEF)
SetTeamAsFriend(3, 4)
SetTeamAsFriend(ATT, 3)
SetTeamAsEnemy(DEF, 3)
SetTeamAsFriend(4, 3)
--]]

-- Clones -------------------------
SetTeamName (4, "clone")
AddUnitClass (4, "rrl_inf_ep2_rifleman", 11)
AddUnitClass (4, "rrl_inf_ep2_jettrooper", 5)
AddUnitClass(4, "rrl_inf_ep2_commander",3)
SetUnitCount (4, 15)
AddAIGoal(CLONES, "Deathmatch", 100)
SetTeamAsFriend(4,REP)
SetTeamAsEnemy(4,CIS)
SetTeamAsFriend(REP,4)
SetTeamAsEnemy(CIS,4)
-----------------------------------

--temp until you rescript this mission
AddAIGoal(1,"Conquest",100);
AddAIGoal(2,"Conquest",100);
AddAIGoal(3,"Conquest",100);
--temp until you rescript this mission

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- droidekas(special case: 0 leg pairs)
AddWalkerType(1, 3) -- ATSTs (1 leg pair)
AddWalkerType(2, 0) -- spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- attes with 3 leg pairs each

local weaponCnt = 300
SetMemoryPoolSize("ActiveRegion", 4)
SetMemoryPoolSize("Aimer", 27)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 9) -- 3xATST + rocket upgrade
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 23)
SetMemoryPoolSize("EntityCloth", 50)
SetMemoryPoolSize("EntityMine", 8)
SetMemoryPoolSize("EntitySoundStatic", 95)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 6)
SetMemoryPoolSize("Navigator", 80)
SetMemoryPoolSize("Obstacle", 745)
SetMemoryPoolSize("PathFollower", 80)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("SoundSpaceRegion", 6)
SetMemoryPoolSize("TentacleSimulator", 14)
SetMemoryPoolSize("TreeGridStack", 600)
SetMemoryPoolSize("UnitAgent", 80)
SetMemoryPoolSize("UnitController", 80)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 580)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("end\\end1.lvl", "end1_conquest")
SetDenseEnvironment("true")
AddDeathRegion("deathregion")
SetStayInTurrets(1)

-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\end.lvl", "end1gcw")
OpenAudioStream("sound\\end.lvl", "end1gcw")
OpenAudioStream("sound\\end.lvl", "end1gcw_emt")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

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

SetAmbientMusic(ALL, 1.0, "all_end_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_end_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_end_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_end_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_end_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_end_amb_end", 2,1)

SetVictoryMusic(ALL, "all_end_amb_victory")
SetDefeatMusic(ALL, "all_end_amb_defeat")
SetVictoryMusic(IMP, "imp_end_amb_victory")
SetDefeatMusic(IMP, "imp_end_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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")

SetAttackingTeam(ATT)

--Endor
--Shield Bunker
AddCameraShot(0.997654, 0.066982, 0.014139, -0.000949, 155.137131, 0.911505, -138.077072)
--Village
AddCameraShot(0.729761, 0.019262, 0.683194, -0.018033, -98.584869, 0.295284, 263.239288)
--Village
AddCameraShot(0.694277, 0.005100, 0.719671, -0.005287, -11.105947, -2.753207, 67.982201)

-- if screenHeight == 1080 and screenWidth == 1920 then
ReadDataFile("dc:SIDE\\1920x1080.lvl")
ReadDataFile("dc:HUD\\hudTxtKill.lvl")
-- else
-- ReadDataFile("dc:SIDE\\1024x768.lvl")
-- end

end

[/code]
tat2r_con.lua
Hidden/Spoiler:
[code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

ReadDataFile("dc:common.lvl")
ReadDataFile("common.lvl")

-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
DES = 3
CLONES = 4
-- These variables do not change
ATT = 1
DEF = 2

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"}

cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}


--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, 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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)


conquest:Start()
AddAIGoal(1, "conquest", 1000)
AddAIGoal(2, "conquest", 1000)
AddAIGoal(3, "conquest", 1000)
EnableSPHeroRules()
SetUberMode(1)

SetProperty("cp1", "AllyPath", "CP1_SpawnPath")
SetProperty("cp2", "AllyPath", "CP2_SpawnPath")
SetProperty("cp3", "AllyPath", "CP3_SpawnPath")
SetProperty("cp6", "AllyPath", "CP6_SpawnPath")
SetProperty("cp7", "AllyPath", "CP9SpawnPath")
SetProperty("cp8", "AllyPath", "CP8SpawnPath")
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\\RCM_Load.lvl")

-- Designers, these two lines *MUST* be first!
StealArtistHeap(256*1024)
SetPS2ModelMemory(2097152 + 65536 * 10)

SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 3000)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 2500)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo


SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

local screenWidth, screenHeight = ScriptCB_GetScreenInfo()

if screenHeight == 1080 and screenWidth == 1920 then
ReadDataFile("dc:HUD\\hud1920x1080.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:HUD\\hudBmpKill.lvl")
else
ReadDataFile("dc:HUD\\hud1024x768.lvl")
ReadDataFile("ingame.lvl")
end

ReadDataFile("dc:sound\\rcm.lvl;comSnd")
ReadDataFile("sound\\tat.lvl;tat2cw")


ReadDataFile("SIDE\\cis.lvl",
"cis_hover_aat")

ReadDataFile("SIDE\\des.lvl",
"tat_inf_jawa")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_commando_01_rifleman",
"rep_inf_commando_02_roketeer",
"rep_inf_commando_03_sniper",
"rep_inf_commando_04_engineer",
"rep_inf_commando_05_electronic",
"rep_inf_commando_06_sergeant",
"rep_inf_commando_07_havoc",
"rep_inf_commando_08_elite")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_b1_rifleman",
"cis_inf_b1_rocketeer",
"cis_inf_b1_sniper",
"cis_inf_sbd",
"cis_inf_magnaguard",
"cis_inf_droideka")

ReadDataFile("dc:SIDE\\mdo.lvl",
"mdo_inf_assassin",
"mdo_inf_officer")

ReadDataFile("dc:SIDE\\rrl.lvl",
"rrl_inf_ep2_rifleman",
"rrl_inf_ep2_commander",
"rrl_inf_ep2_jettrooper")

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

ReadDataFile("dc:SIDE\\tnd.lvl",
"tnd_inf_slaver",
"tnd_inf_mercenary")

ReadDataFile("dc:SIDE\\geo.lvl",
"geo_inf_geonosian",
"geo_inf_geonosian_elite")

SetAttackingTeam(ATT)

TrandoOrMandoOrGeo = math.random(1,9)

if TrandoOrMandoOrGeo < 4 then

SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = 150,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
assault = { "rep_inf_commando_02_roketeer",1,4},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
officer = { "rep_inf_commando_05_electronic",1,4},
special = { "rep_inf_commando_06_sergeant",1,4},
commander={ "rep_inf_commando_07_havoc", 1, 4},
general = { "rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"mdo_inf_assassin",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"mdo_inf_officer",1, 2},
commander={"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end

if TrandoOrMandoOrGeo > 3 and TrandoOrMandoOrGeo < 7 then

SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = 150,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
assault = { "rep_inf_commando_02_roketeer",1,4},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
officer = { "rep_inf_commando_05_electronic",1,4},
special = { "rep_inf_commando_06_sergeant",1,4},
commander={ "rep_inf_commando_07_havoc", 1, 4},
general = { "rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"tnd_inf_mercenary",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"tnd_inf_slaver",1, 2},
commander={"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}

end

if TrandoOrMandoOrGeo > 6 then

SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = 150,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
assault = { "rep_inf_commando_02_roketeer",1,4},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
officer = { "rep_inf_commando_05_electronic",1,4},
special = { "rep_inf_commando_06_sergeant",1,4},
commander={ "rep_inf_commando_07_havoc", 1, 4},
general = { "rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"geo_inf_geonosian",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"geo_inf_geonosian_elite",1, 2},
commander={"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}

end

-- Jawas --------------------------
SetTeamName (3, "locals")
AddUnitClass (3, "tat_inf_jawa", 7)
SetUnitCount (3, 7)
SetTeamAsFriend(3,ATT)
SetTeamAsFriend(3,DEF)
SetTeamAsFriend(3,CLONES)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(CLONES,3)
-----------------------------------

-- Clones -------------------------
SetTeamName (4, "clone")
AddUnitClass (4, "rrl_inf_ep2_rifleman", 11)
AddUnitClass (4, "rrl_inf_ep2_jettrooper", 5)
AddUnitClass(4, "rrl_inf_ep2_commander",3)
SetUnitCount (4, 15)
AddAIGoal(CLONES, "Deathmatch", 100)
SetTeamAsFriend(4,REP)
SetTeamAsEnemy(4,CIS)
SetTeamAsFriend(REP,4)
SetTeamAsEnemy(CIS,4)
-----------------------------------



-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 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 = 300
SetMemoryPoolSize("Aimer", 23)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 325)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 60)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 43)
SetMemoryPoolSize("MountedTurret", 15)
SetMemoryPoolSize("Navigator", 70)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("PathFollower", 70)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 325)
SetMemoryPoolSize("UnitAgent", 70)
SetMemoryPoolSize("UnitController", 70)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 580)


SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat2.lvl", "tat2_con")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_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\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")

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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

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

SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_tat_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_tat_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_tat_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tat_amb_victory")
SetDefeatMusic (REP, "rep_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_tat_amb_victory")
SetDefeatMusic (CIS, "cis_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


SetAttackingTeam(ATT)

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
--tell the game to load our loading image

if screenHeight == 1080 and screenWidth == 1920 then
ReadDataFile("dc:SIDE\\1920x1080.lvl")
ReadDataFile("dc:HUD\\hudTxtKill.lvl")
else
ReadDataFile("dc:SIDE\\1024x768.lvl")
end

end



[/code]