Force a team to win.

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
theultimat
Lieutenant General
Lieutenant General
Posts: 679
Joined: Sun Apr 13, 2008 1:39 pm
Location: UK

Force a team to win.

Post by theultimat »

Ok, is it possible to make one team win with an lua function? If so, how would you do it? Also, can this be done WITHOUT forcing the players on to a certain team. Thanks in advance.

EDIT
BTW, there is an eight minute timer on this map.

-TheUltimat
User avatar
tsurugi13
Lieutenant Colonel
Lieutenant Colonel
Posts: 543
Joined: Mon Dec 17, 2007 6:16 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Battling the ISA menace on Helghan.

Re: Force a team to win.

Post by tsurugi13 »

I don't know much about lua coding, but there's a command in the FC to force a win, so I'd assume it's possible.
theultimat
Lieutenant General
Lieutenant General
Posts: 679
Joined: Sun Apr 13, 2008 1:39 pm
Location: UK

Re: Force a team to win.

Post by theultimat »

tsurugi13 wrote:I don't know much about lua coding, but there's a command in the FC to force a win, so I'd assume it's possible.
Sorry if this is a n00by question, but what is FC?
The_Emperor
Supreme Galactic Ruler
Posts: 2118
Joined: Sat Dec 10, 2005 6:30 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Waaaaay over there.

Re: Force a team to win.

Post by The_Emperor »

Free Cam, a mod made by Zerted, that comes with a console with some cheats and nice stuff in it, including forced winning. So it is possible. (Ok stop looking at me now I only know very very basic LUA coding)
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Force a team to win.

Post by Maveritchell »

MissionVictory(team#) is the callback. You'd probably want to tie it to OnTimerElapse(), since you said your map is a timed one. Make sure you read through the "Battlefront2_scripting_system.doc" file in your documentation.
theultimat
Lieutenant General
Lieutenant General
Posts: 679
Joined: Sun Apr 13, 2008 1:39 pm
Location: UK

Re: Force a team to win.

Post by theultimat »

Mav wrote:MissionVictory(team#)
Exactly where does this line go?
Caleb1117
2008 Most Original Avatar
Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: X-Fire: caleb1117 ಠ_ಠ

Re: Force a team to win.

Post by Caleb1117 »

Wherever, but it has to be tied to something, there needs to be a condition to the win/loss.
theultimat
Lieutenant General
Lieutenant General
Posts: 679
Joined: Sun Apr 13, 2008 1:39 pm
Location: UK

Re: Force a team to win.

Post by theultimat »

Could you post an example? Sorry, I'm new to timers and stuff like that. :oops:
Caleb1117
2008 Most Original Avatar
Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: X-Fire: caleb1117 ಠ_ಠ

Re: Force a team to win.

Post by Caleb1117 »

Well what's the condition?
Object destroyed, time runs out, a certain CP is captured, etc.

I couldn't post the example anyway though, I don't do much advanced scripting.
theultimat
Lieutenant General
Lieutenant General
Posts: 679
Joined: Sun Apr 13, 2008 1:39 pm
Location: UK

Re: Force a team to win.

Post by theultimat »

Ok, I want the game to force the ATT (1) Team to win after the timer (8 minutes) has run out. What would I edit in my LUA?

LUA:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- JED Attacking (attacker is always #1)
JED = 1;
CIS = 2;
-- These variables do not change
ATT = JED;
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"}



--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}

function ObjectiveConquest:GetGameTimeLimit()
if ( self.isCelebrityDeathmatch or self.isUberMode) then
return 480
else
return 480
end
end

--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:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)

OnTimerElapse( MissionVictory(team1))

SetUberMode(1)

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("ingame.lvl")


SetMaxFlyHeight(300)
SetMaxPlayerFlyHeight (300)

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\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_master_01",
"",
"",
"",
"",
"")
ReadDataFile("dc:SIDE\\rep.lvl",
"",
"rep_hero_macewindu",
"",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_rifleman",
"cis_hero_jangofett",
"",
"",
"cis_inf_droideka",
"",
"cis_hover_aat")
ReadDataFile("SIDE\\geo.lvl",
"geo_inf_acklay")


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

SetupTeams{
jed = {
team = JED,
units = 92,
reinforcements = 16000,
soldier = { "jed_knight_01",26, 1000},
assault = { "jed_knight_02",26, 100},
engineer = { "jed_knight_03",26, 100},
sniper = { "jed_master_01",12, 100},
officer = {"rep_hero_aalya",1, 2},
special = { "rep_hero_kiyadimundi",1, 2},

},
cis = {
team = CIS,
units = 251,
reinforcements = -1,
soldier = { "cis_inf_marine",175, 1000},
assault = { "cis_inf_rifleman",50, 1000},
engineer = { "cis_hero_jangofett",1, 1},
sniper = { "",0, 0},
officer = {"",0, 0},
special = { "cis_inf_droideka",25, 100},
}
}



SetHeroClass(CIS, "")
SetHeroClass(JED, "")

AddUnitClass(JED, "rep_hero_macewindu",1, 1)


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 8) -- 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", 320)
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)
--ReadDataFile("dc:GJA\\GJA.lvl", "GJA_conquest")
ReadDataFile("dc:GJA\\GJA.lvl", "GJA_conquest")
SetDenseEnvironment("false")




-- 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
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Force a team to win.

Post by Frisbeetarian »

It's as simple as looking at a campaign mode .lua, that's where a lot of .lua questions are answered.
Think about the Hoth campaign and how you have to finish in a certain amount of time. Here's the code for that:

Code: Select all

timeoutTimer = CreateTimer("timeout")
	SetTimerValue(timeoutTimer, 1260)
    ShowTimer(timeoutTimer)
    
    OnTimerElapse(
        function(timer)
            MissionVictory(DEF)
            ScriptCB_SndPlaySound("HOT_obj_07")
            ShowTimer(nil)
            DestroyTimer(timer)
        end,
        timeoutTimer
        )
theultimat
Lieutenant General
Lieutenant General
Posts: 679
Joined: Sun Apr 13, 2008 1:39 pm
Location: UK

Re: Force a team to win.

Post by theultimat »

Ok, but where does that go. Here's the LUA:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- JED Attacking (attacker is always #1)
JED = 1;
CIS = 2;
-- These variables do not change
ATT = JED;
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"}



--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:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)

OnTimerElapse( MissionVictory(teamATT))

SetUberMode(1)

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("ingame.lvl")


SetMaxFlyHeight(300)
SetMaxPlayerFlyHeight (300)

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\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_master_01",
"",
"",
"",
"",
"")
ReadDataFile("dc:SIDE\\rep.lvl",
"",
"rep_hero_macewindu",
"",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_rifleman",
"cis_hero_jangofett",
"",
"",
"cis_inf_droideka",
"",
"cis_hover_aat")
ReadDataFile("SIDE\\geo.lvl",
"geo_inf_acklay")


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

SetupTeams{
jed = {
team = JED,
units = 92,
reinforcements = 16000,
soldier = { "jed_knight_01",26, 1000},
assault = { "jed_knight_02",26, 100},
engineer = { "jed_knight_03",26, 100},
sniper = { "jed_master_01",12, 100},
officer = {"rep_hero_aalya",1, 2},
special = { "rep_hero_kiyadimundi",1, 2},

},
cis = {
team = CIS,
units = 251,
reinforcements = -1,
soldier = { "cis_inf_marine",175, 1000},
assault = { "cis_inf_rifleman",50, 1000},
engineer = { "cis_hero_jangofett",1, 1},
sniper = { "",0, 0},
officer = {"",0, 0},
special = { "cis_inf_droideka",25, 100},
}
}



SetHeroClass(CIS, "")
SetHeroClass(JED, "")

AddUnitClass(JED, "rep_hero_macewindu",1, 1)


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 8) -- 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", 320)
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)
--ReadDataFile("dc:GJA\\GJA.lvl", "GJA_conquest")
ReadDataFile("dc:GJA\\GJA.lvl", "GJA_conquest")
SetDenseEnvironment("false")




-- 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
Aman/Pinguin
Jedi
Jedi
Posts: 1104
Joined: Tue Jan 30, 2007 6:04 am
Projects :: Inactive
Location: Germany

Re: Force a team to win.

Post by Aman/Pinguin »

Frisbeetarian wrote:It's as simple as looking at a campaign mode .lua, that's where a lot of .lua questions are answered.
I will not say you where. Look it yourself.
Post Reply