Page 1 of 1

AIHeroSupport/huntmode problems/lightsaberquestion Help?!

Posted: Sun Aug 19, 2007 4:20 pm
by Master Fionwë
Okay, three things.

1. I added the AI thing into my script, now they don't even show up in that mode. Here's the lua:

Code: Select all

[quote]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

---------------------------------------------------------------------------
-- 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()
	AddAIGoal(3, "Deathmatch", 100)
	AddAIGoal(4, "conquest", 100)
	AddAIGoal(5, "Deathmatch", 100)
	AddAIGoal(6, "conquest", 100)
    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, text = "level.geo1.objectives.conquest", 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(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!
    -----
    
    herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 3000, gameMode = "conquest",}
    herosupport:SetHeroClass(REP, "rep_hero_keira")
    herosupport:SetHeroClass(CIS, "cis_hero_countdooku")
    herosupport:AddSpawnCP("cp10","cp10_spawn")
    herosupport:AddSpawnCP("cp5","cp5_spawn")
    herosupport:Start()
    
    ---------------------------------

    SetUberMode(1);  
  
    EnableSPHeroRules()
    
    AddDeathRegion("deathregion")
    AddDeathRegion("deathregion2")
    AddDeathRegion("deathregion3")
    AddDeathRegion("deathregion4")
    AddDeathRegion("deathregion5")
    
 end
function ScriptInit()
    ReadDataFile("dc:Load\\common.lvl")

    StealArtistHeap(800*1024)
    -- Designers, these two lines *MUST* be first.
    SetPS2ModelMemory(3500000)
    ReadDataFile("ingame.lvl")


    SetMemoryPoolSize ("Combo",100)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",1200)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",1300) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",1300)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",1000)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",10000)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",100)     -- should be ~1x #combo
  
  
    --  REP Attacking (attacker is always #1)
    local REP = 1
    local CIS = 2
    --  These variables do not change
    local ATT = 1
    local DEF = 2

    SetTeamAggressiveness(CIS, 1.0)
    SetTeamAggressiveness(REP, 1.0)

    SetMemoryPoolSize("Music", 45)

    ReadDataFile("sound\\geo.lvl;geo1cw")
    ReadDataFile("dc:SIDE\\rep.lvl",
                             --"rep_bldg_forwardcenter",
                             "rep_fly_assault_dome",
                             "rep_fly_command",
                             "rep_fly_commandship",
                             "rep_fly_gunship",
                             "rep_fly_gunship_dome",
                             "rep_fly_jedifighter_sc",
                             "rep_inf_ep2_commander",
                             "rep_inf_ep3_arctrooper",
                             "rep_inf_ep3_pilot",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_jettrooper",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep3_engineer",
                             "rep_hero_macewindu",
                             "rep_hero_aalya",
                             "rep_hero_kiyadimundi",
                             "rep_hero_obiwan",
                             "rep_hero_anakin",
                             "rep_hero_shaakti",
                             "rep_hero_keira",
                             "rep_hero_luminara",
                             "rep_hero_plokoon",
                             "rep_hover_barcspeeder",
                             "rep_walk_sphat",
                             "rep_walk_atte")
                             
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_fly_gunship_dome",
                             "rep_fly_jedifighter_dome",
                             "rep_hover_fightertank",
                             "rep_inf_ep2_rifleman",
                             "rep_inf_ep2_jettrooper",
                             "rep_inf_ep2_sniper")

    ReadDataFile("dc:SIDE\\cis.lvl",
                             "cis_fly_droidfighter_dome",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_sniper",
                             "cis_inf_marine",
                             "cis_inf_engineer",
                             "cis_inf_officer",
                             "cis_hero_acusa",
                             "cis_hero_countdooku",
                             "cis_hero_IG",
                             "cis_inf_droideka",
                             "cis_tread_hailfire",
                             "cis_walk_dwarfspider",
                             "cis_walk_spider")
    ReadDataFile("dc:SIDE\\geo.lvl",
                             "geo_fly_geofighter_sc",
                             "geo_inf_acklay",
                             "geo_inf_geonosian")
         
	ReadDataFile("SIDE\\jed.lvl",
                             "jed_knight_02")
 
	ReadDataFile("dc:SIDE\\tur.lvl",
                             "tur_bldg_geoturret")

    --  Level Stats

    ClearWalkers()
    SetMemoryPoolSize("EntityWalker", 15)
    AddWalkerType(0, 40) -- 40 droidekas (special case: 0 leg pairs)
    AddWalkerType(2, 13) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 2) -- 2 attes with 3 leg pairs each
    local weaponcnt = 240
    SetMemoryPoolSize("Aimer", 280)
    SetMemoryPoolSize("AmmoCounter", 2265)
    SetMemoryPoolSize("AcklayData", 55)
    SetMemoryPoolSize("BaseHint", 480)
    SetMemoryPoolSize("ClothData",100)
    SetMemoryPoolSize("CommandFlyer", 1)
    SetMemoryPoolSize("CommandWalker", 2)
    SetMemoryPoolSize("EnergyBar", 2265)
    SetMemoryPoolSize("EntityCloth",90)
    SetMemoryPoolSize("EntityFlyer", 16)
    SetMemoryPoolSize("EntityHover", 10)
    SetMemoryPoolSize("EntityLight", 50)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
    SetMemoryPoolSize("MountedTurret", 57)
    SetMemoryPoolSize("Navigator", 495)
    SetMemoryPoolSize("Obstacle", 720)
    SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2275)
    SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1850)
    SetMemoryPoolSize("ParticleTransformer::PositionTr", 1450)
    SetMemoryPoolSize("ParticleEmitter", 512)
    SetMemoryPoolSize("ParticleEmitterInfoData", 512)
    SetMemoryPoolSize("PassengerSlot", 18)
    SetMemoryPoolSize("PathFollower", 490)
    SetMemoryPoolSize("PathNode", 100)
    SetMemoryPoolSize("RedShadingState", 25)
    SetMemoryPoolSize("TreeGridStack", 940)
    SetMemoryPoolSize("UnitAgent", 550)
    SetMemoryPoolSize("UnitController", 550)
    SetMemoryPoolSize("WalkerBlend", 65)
    SetMemoryPoolSize("WalkerBlendUnit", 190)
    SetMemoryPoolSize("WalkerLegPair", 45)
    SetMemoryPoolSize("Weapon", 2265)
    SetMemoryPoolSize("WeaponDispenser", 100)
    SetMemoryPoolSize("SoldierAnimation", 2000)

    SetSpawnDelay(5.0, 0.25)

SetupTeams{
             
        rep = {
            team = REP,
            units = 60,
            reinforcements = 500,
            soldier  = { "rep_inf_ep3_rocketeer",5, 7},
            pilot  = { "rep_inf_ep3_sniper",5, 7},
            assault  = {"rep_inf_ep3_engineer",5, 7},
            sniper   = {  "rep_inf_ep3_pilot",4, 6},
            marine  = { "rep_inf_ep3_officer",4, 6},
            engineer   = { "rep_inf_ep3_jettrooper",5, 6},
            officer = {"rep_inf_ep2_commander",3, 6},
            special  = {  "rep_inf_ep3_arctrooper",1, 3},
            AddUnitClass(1,  "rep_inf_ep3_rifleman",10, 20)
        },
        cis = {
            team = CIS,
            units = 100,
            reinforcements = 650,
            soldier  = { "cis_inf_rifleman",15, 25},
            pilot  = { "cis_inf_rocketeer",7, 12},
            assault  = { "cis_inf_sniper",7, 12},
            sniper = { "cis_inf_engineer",7, 12},
            marine   = { "cis_inf_officer",6, 9},
            engineer = { "cis_inf_droideka",6, 8},
            officer = {"geo_inf_geonosian",3, 5},
            special = { "cis_hero_IG",0, 1},
            AddUnitClass(2,  "cis_inf_marine",15, 25)
        }
     }
   

    --  Local Stats
    SetTeamName(3, "local")
    SetUnitCount(3, 80)
    AddUnitClass(3, "geo_inf_geonosian", 75)
    AddUnitClass(3, "geo_inf_acklay", 5)
    SetTeamAsFriend(3, DEF)


    --  Local Stats
    SetTeamName(4, "jedi")
    SetUnitCount(4, 100)
    AddUnitClass(4, "rep_inf_ep2_rifleman",92)
    AddUnitClass(4, "rep_hero_aalya",1)
    AddUnitClass(4, "rep_hero_anakin",1)
    AddUnitClass(4, "rep_hero_kiyadimundi",1)
    AddUnitClass(4, "rep_hero_luminara",1)
    AddUnitClass(4, "rep_hero_macewindu",1)
    AddUnitClass(4, "rep_hero_obiwan",1)
    AddUnitClass(4, "rep_hero_plokoon",1)
    AddUnitClass(4, "rep_hero_shaakti",1)
    SetTeamAsFriend(4, ATT)

    --  Local Stats
    SetTeamName(5, "locals")
    SetUnitCount(5, 5)
    AddUnitClass(5, "geo_inf_acklay", 5)

    --  Local Stats
    SetTeamName(6, "droids")
    SetUnitCount(6, 100)
    AddUnitClass(6, "cis_inf_droideka", 20)
    AddUnitClass(6, "cis_inf_rifleman", 40)
    AddUnitClass(6, "cis_inf_marine", 40)
    SetTeamAsFriend(6, DEF)


    SetTeamAsFriend(ATT, 4)
    SetTeamAsFriend(4, ATT)
    SetTeamAsFriend(DEF, 3)
    SetTeamAsFriend(3, DEF)
    SetTeamAsFriend(3, 6)
    SetTeamAsFriend(6, 3)
    SetTeamAsFriend(DEF, 6)
    SetTeamAsFriend(6, DEF)
    SetTeamAsEnemy(ATT, DEF)
    SetTeamAsEnemy(ATT, 3)
    SetTeamAsEnemy(ATT, 5)
    SetTeamAsEnemy(ATT, 6)
    SetTeamAsEnemy(DEF, ATT)
    SetTeamAsEnemy(DEF, 4)
    SetTeamAsEnemy(DEF, 5)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsEnemy(3, 4)
    SetTeamAsEnemy(3, 5)
    SetTeamAsEnemy(4, DEF)
    SetTeamAsEnemy(4, 3)
    SetTeamAsEnemy(4, 5)
    SetTeamAsEnemy(4, 6)
    SetTeamAsEnemy(5, ATT)
    SetTeamAsEnemy(5, DEF)
    SetTeamAsEnemy(5, 3)
    SetTeamAsEnemy(5, 4)
    SetTeamAsEnemy(5, 6)
    SetTeamAsEnemy(6, ATT)
    SetTeamAsEnemy(6, 4)
    SetTeamAsEnemy(6, 5)

    ReadDataFile("dc:BOG\\geo1.lvl", "geo1_conquest")

    SetDenseEnvironment("false")
    SetMinFlyHeight(-100)
    SetMaxFlyHeight(200)
    SetMaxPlayerFlyHeight(225)



    --  Birdies
    --SetNumBirdTypes(1)
    --SetBirdType(0.0,10.0,"dragon")
    --SetBirdFlockMinHeight(90.0)

    --  Sound
    
    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\\geo.lvl",  "geo1cw")
    OpenAudioStream("sound\\geo.lvl",  "geo1cw")

    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_GEO_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_geo_amb_victory")
    SetDefeatMusic (REP, "rep_geo_amb_defeat")
    SetVictoryMusic(CIS, "cis_geo_amb_victory")
    SetDefeatMusic (CIS, "cis_geo_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")


    --ActivateBonus(CIS, "SNEAK_ATTACK")
    --ActivateBonus(REP, "SNEAK_ATTACK")

    SetAttackingTeam(ATT)

    --Opening Satalite Shot
    --Geo
    --Mountain
    AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
    --Wrecked Ship
    AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
    --War Room  
    AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end[/quote]
2. I added in a hunt mode, and changed it to something different, but the third team doesn't spawn. Again, lua:

Code: Select all

[quote]--
-- 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
    JED = 2
    --  These variables do not change
    ATT = 1
    DEF = 2



function ScriptPostLoad()
   --force all the human players onto the attacking side
	
    
       hunt = ObjectiveTDM:New{teamATT = 1, teamDEF = 2, team3 = 3, pointsPerKillATT = 1, pointsPerKillDEF = 1, 
		       pointsPerKill3 = 1, 
                   uberScoreLimit = 250, 
                   textATT = "game.modes.hunt", 
                   textDEF = "game.modes.hunt2", 
			 text3 = "game.modes.hunt3", 
			 multiplayerRules = true, isUberMode = true}             

hunt:Start()

SetUberMode(1);  

    
    hunt.OnStart = function(self)
    	AddAIGoal(ATT, "Deathmatch", 1000)
    	AddAIGoal(DEF, "Deathmatch", 1000)
    	AddAIGoal(3, "Deathmatch", 1000)
    end
    
    AddDeathRegion("deathregion")
	AddDeathRegion("deathregion2")
	AddDeathRegion("deathregion3")
	AddDeathRegion("deathregion4")
	AddDeathRegion("deathregion5")
	
 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()
    -- Designers, these two lines *MUST* be first.
    SetPS2ModelMemory(4100000)
    ReadDataFile("ingame.lvl")
    
    SetMemoryPoolSize ("Combo",100)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",1200)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",1300) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",1300)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",1000)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",10000)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",100)     -- should be ~1x #combo
  
    SetMemoryPoolSize("Music", 36)

    SetTeamAggressiveness(JED, 1.0)
    SetTeamAggressiveness(REP, 1.0)

   ReadDataFile("sound\\geo.lvl;geo1cw")
    ReadDataFile("dc:SIDE\\rep.lvl",
                             --"rep_bldg_forwardcenter",
                             "rep_fly_assault_dome",
                             --"rep_fly_gunship",
                             "rep_fly_gunship_dome",
                             "rep_fly_jedifighter_dome",
                             "rep_fly_jedifighter_sc",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_arctrooper",
                             "rep_hero_macewindu",
                             "rep_hero_aalya",
                             "rep_hero_keira",
                             "rep_hero_kiyadimundi",
                             "rep_hero_obiwan",
                             "rep_hero_anakin",
                             "rep_hero_shaakti",
                             "rep_hero_yoda",
                             "rep_hero_plokoon",
                             "rep_hero_luminara")                             
    
    ReadDataFile("dc:SIDE\\geo.lvl",
                             "geo_inf_geonosian",
                             "geo_inf_acklay")
  
	ReadDataFile("SIDE\\jed.lvl",
                             "jed_knight_03",
                             "jed_master_02")

	ReadDataFile("dc:SIDE\\tur.lvl",
                             "tur_bldg_geoturret")                             

    --  Level Stats

    ClearWalkers()
    SetMemoryPoolSize("EntityWalker", 8)
    AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
    AddWalkerType(2, 2) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 2) -- 2 attes with 3 leg pairs each
    SetMemoryPoolSize("Aimer", 120)
    SetMemoryPoolSize("AcklayData", 180)
    SetMemoryPoolSize("BaseHint", 470)
    SetMemoryPoolSize("CommandWalker", 0)
    SetMemoryPoolSize("EntityFlyer", 4)
    SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityLight", 50)
    SetMemoryPoolSize("MountedTurret", 12)
    SetMemoryPoolSize("Obstacle", 700)
    SetMemoryPoolSize("PassengerSlot", 2)
    SetMemoryPoolSize("PathNode", 100)
    SetMemoryPoolSize("TreeGridStack", 830)
    SetMemoryPoolSize("SoldierAnimation", 1500)


    SetSpawnDelay(10.0, 0.25)

    SetupTeams{
             
        rep = {
            team = REP,
            units = 34,
            reinforcements = -1,
            soldier   = { "jed_knight_03",30},
		pilot     = { "rep_hero_obiwan",1},
            assault   = { "rep_hero_anakin",1},
            engineer  = {  "rep_hero_luminara",1},
            officer   = { "rep_hero_shaakti",1},
            special   = {  "rep_hero_keira",1},
        },
        jed = {
            team = JED,
            units = 35,
            reinforcements = -1,
            soldier  = { "jed_master_02",30},
            assault  = { "rep_hero_yoda",1},
		sniper    = {"rep_hero_kiyadimundi",1},
            engineer   = { "rep_hero_aalya",1},
            officer  = { "rep_hero_macewindu",1},
            special    = {"rep_hero_plokoon",1},
            
        }
     }
   
	 --  Local Stats
    	     SetTeamName(3, "local")
    	     SetUnitCount(3, 160)
    	     AddUnitClass(3, "geo_inf_geonosian", 80)
    	     AddUnitClass(3, "geo_inf_acklay", 80)


    SetTeamAsFriend(ATT, DEF)
    SetTeamAsFriend(DEF, ATT)
    SetTeamAsEnemy(ATT, 3)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsEnemy(DEF, 3)
    SetTeamAsEnemy(3, DEF)



    ReadDataFile("dc:BOG\\geo1.lvl", "geo1_hunt")

    SetDenseEnvironment("false")
    SetMinFlyHeight(-65)
    SetMaxFlyHeight(150)
    SetMaxPlayerFlyHeight(250)



    --  Birdies
    --SetNumBirdTypes(1)
    --SetBirdType(0.0,10.0,"dragon")
    --SetBirdFlockMinHeight(90.0)

    --  Sound
    
    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\\geo.lvl",  "geo1cw")
    OpenAudioStream("sound\\geo.lvl",  "geo1cw")

    -- 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, "cis_off_defeat_im", .1, 1)
    -- SetLowReinforcementsVoiceOver(JED, REP, "cis_off_victory_im", .1, 1)    

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

    SetAmbientMusic(REP, 1.0, "rep_geo_amb_hunt",  0,1)
    -- SetAmbientMusic(REP, 0.99, "rep_GEO_amb_middle", 1,1)
    -- SetAmbientMusic(REP, 0.1,"rep_GEO_amb_end",    2,1)
    SetAmbientMusic(JED, 1.0, "cis_geo_amb_hunt",  0,1)
    -- SetAmbientMusic(JED, 0.99, "cis_GEO_amb_middle", 1,1)
    -- SetAmbientMusic(JED, 0.1,"cis_GEO_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_geo_amb_victory")
    SetDefeatMusic (REP, "rep_geo_amb_defeat")
    SetVictoryMusic(JED, "cis_geo_amb_victory")
    SetDefeatMusic (JED, "cis_geo_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")


    --ActivateBonus(JED, "SNEAK_ATTACK")
    --ActivateBonus(REP, "SNEAK_ATTACK")

    SetAttackingTeam(ATT)

    --Opening Satalite Shot
    --Geo
    --Mountain
    AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
    --Wrecked Ship
    AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
    --War Room  
    AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end[/quote]
3. Is it possible to have a jedi with three blades? A double in one hand, and the aayla lightsaber in the other. I've got it set up, and it doesn't crash, the two double blades appear, but the left hand one doesn't.

Thanks in advance to all who can help. Also, this is for my geo map, if it weren't for these first two things, the next version of the map would have been up this afternoon.