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Problems with shielding

Posted: Sat Jun 18, 2011 5:32 am
by baumerindustries
how can I do that? (read topic)

It should look like in the battlefront-XTreme mod
pls help

Re: giving shields to units and vehicles

Posted: Sat Jun 18, 2011 5:48 am
by DarthD.U.C.K.
search is your friend, im not 100% sure if it works for vehicles.

Re: giving shields to units and vehicles

Posted: Sat Jun 18, 2011 11:17 am
by THEWULFMAN
DarthD.U.C.K. wrote:im not 100% sure if it works for vehicles.

They do, I am a 100% sure.

Re: giving shields to units and vehicles

Posted: Sat Jun 18, 2011 12:02 pm
by baumerindustries
I would't have asked it if I didn't use the search
I didn't foud it

Re: giving shields to units and vehicles

Posted: Sat Jun 18, 2011 12:34 pm
by Firefang

Re: Giving shields to units and vehicles

Posted: Sat Jun 18, 2011 10:16 pm
by DrakusFett
In Answer to the Question Yes it is possible.

I've Added a Shield to a Speeder Bike, Sniper and a Republic Star Fighter(and a Tank)

Question about shield recharging

Posted: Wed Jun 22, 2011 3:31 am
by baumerindustries
Now I know how to make a shield (for units and vehicles)
but how can I meke the shield recharging very slow or fast or a little bit faster/slower?

(hope you understand; English is nor my first language)

Re: question about shield recharging

Posted: Wed Jun 22, 2011 3:38 am
by DarthD.U.C.K.
the addshield line determinates the regenerationspeed of the shield.

Re: question about shield recharging

Posted: Wed Jun 22, 2011 9:29 am
by Executer94
Just add this line to your unit odf: addshield = what number you want

problem with shields

Posted: Fri Jun 24, 2011 5:38 am
by baumerindustries
I want to add a shield to the republic gunship so I tried this:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "REP_LA_AT_Gunship.msh"

[Properties]
FLYERSECTION = "BODY"

ReserveOneForPlayer = "0"

VehicleType = "transport"
MapTexture = "gunship_icon"
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 2.0

GeometryName = "REP_LA_AT_Gunship"
//FirstPerson = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV = "60"
CockpitTension = "12"
ThirdPersonFOV = "55"

PathFollowerClass = "rep"
PathFollowerBranchMaxAngle = "60"
PathFollowerFlyerVsFlyer = "0"

CollisionScale = "2.5"
CollisionThreshold = "5.0"

CollisionInflict = "0.1"

MaxShield = 2340.0
AddShield = 10.0

MaxHealth = 2340.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"


PilotSkillRepairScale = 0.01

Acceleraton = 20.0
MinSpeed = 30.0
MidSpeed = 45.0
MaxSpeed = 60.0
StrafeSpeed = 0.0

PitchRate = 0.8
PitchFilter = 1.75
TurnRate = 1.0
TurnFilter = 5.75

//TurnRate = 1.25 // Max turn //3.25 mouse!
//TurnFilter = 5.75 // Speed of turn //5.75 mouse!


//ThrustPitchAngle = 0.2
//StrafeRollAngle = 0.1
BankAngle = 0.55
BankFilter = 5.5
LevelFilter = 2.0

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

TakeoffTime = 1.5
TakeoffSpeed = 5.0
LandingTime = 1.5
LandingSpeed = 8.0
TakeoffHeight = 3.0

EyePointOffset = "0.0 0.0 10.0"
TrackCenter = "0.0 10.0 -24.0"
TrackOffset = "0.0 0.0 0.0 "
TiltValue = "4.0"

AimTension = "30.0"
MoveTension = "4.5"

WEAPONSECTION = "1"

WeaponName = "rep_weap_fly_gunship_cannon"
WeaponAmmo = "0"

AimerNodeName = "front_gun_1"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

NextAimer = "-"

AimerNodeName = "front_gun_2"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

WEAPONSECTION = "2"

WeaponName = "rep_weap_fly_gunship_missile"
WeaponAmmo = "6"

AimerNodeName = "hp_cannon_1"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

NextAimer = "-"

AimerNodeName = "hp_cannon_2"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.pilot"

//********************************
//********** CO PILOT *********
//********************************
FLYERSECTION = "TURRET1"

//FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


PitchLimits = "-20 50"
YawLimits = "-89 89"
EyePointOffset = "0.0 10.0 0.0"
TrackCenter = "0.0 7.0 -10.0"
TrackOffset = "0.0 1.0 14.0"
TiltValue = "5.0"

WEAPONSECTION = "1"
WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"

AimerNodeName = "wing_turret_2"
AimerYawLimits = "-160.0 20.0"//"-160.0 -20.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"

//WEAPONSECTION = "2"
NextAimer = "-"

WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"

AimerNodeName = "wing_turret_1"
AimerYawLimits = "-20.0 160.0"//"20.0 160.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.copilot"
//********************************
//******** R BALL TURRET *******
//********************************

FLYERSECTION = "TURRET2"

PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


//FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "-115.0 0.0"
PitchLimits = "-30.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"


EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "ball_turret_2"
FirePointName = "hp_turret_right"


WeaponName = "rep_weap_fly_gunship_ball"
WeaponAmmo = "0"

BarrelLength = "0.0"

PilotPosition = "hp_gunner2"
PilotAnimation = "drive"
IsPilotExposed = "0"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

VehiclePosition = "common.vehiclepositions.rightturret"

//********************************
//******** L BALL TURRET *******
//********************************
FLYERSECTION = "TURRET3"

PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


//FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "0.0 115.0"
PitchLimits = "-30.0 70.0"

//YawLimits = "0.0 170.0"
//PitchLimits = "10.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"

//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "ball_turret_1"
FireNodeName = "hp_turret_left"

WeaponName = "rep_weap_fly_gunship_ball"
WeaponAmmo = "0"

BarrelLength = "0.0"

PilotPosition = "hp_gunner1"
PilotAnimation = "drive"
IsPilotExposed = "0"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

VehiclePosition = "common.vehiclepositions.leftturret"
//*****************************

////////////////////////////////

//FLYERSECTION = "TURRET3"

////////////////////////////////



//YawLimits = "-40 40"
//PitchLimits = "-10.0 40.0"
//YawLimits = "-140.0 -45.0"
//PitchLimits = "-15.0 35.0"
//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

//EyePointOffset = "0.0 -1.0 -8.0"
//TrackOffset = "0.0 0.5 1.5"

//EyePointOffset = "0.0 0.2 2.3" by Trey 6/11/04
//TrackOffset = "0.0 0.0 0.0"

//EyePointOffset = "0.0 10.0 -3.0"
//TrackCenter = "1.5 -0.5 -1.0"
//TrackOffset = "0.0 0.0 -1.0"
//ThirdPersonFOV = "55"

//WeaponName = "rep_weap_fly_gunship_wing"
//WeaponAmmo = "0"

//AimerNodeName = "wing_turret_2"
//AimerYawLimits = "-170.0 -30.0"
//AimerPitchLimits = "-40.0 50.0"

//BarrelLength = "1.0"

//PilotPosition = "hp_passenger2"
//PilotAnimation = "standing"

//VehiclePosition = "common.vehiclepositions.rightturret"

////////////////////////////////
//FLYERSECTION = "TURRET4"
////////////////////////////////

//YawLimits = "60 140"
//PitchLimits = "10.0 40.0"

//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

//EyePointOffset = "0.0 0.2 2.3"
//TrackOffset = "0.0 0.0 0.0"

//WeaponName = "rep_weap_fly_gunship_wing"
//WeaponAmmo = "0"

//AimerNodeName = "wing_turret_1"
//AimerYawLimits = "60.0 140.0"
//AimerPitchLimits = "-40.0 -10.0"

//BarrelLength = "1.0"

//PilotPosition = "hp_passenger3"
//PilotAnimation = "standing"

//VehiclePosition = "common.vehiclepositions.leftturret"

//*****************************
////////////////////////////////
FLYERSECTION = "TURRET4"
////////////////////////////////
//PassengerSlots = "6"
//PassengerEyePoint = "hp_passenger1"

ForceMode = 1
ThirdPersonFOV = 59.5
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75

YawLimits = "-95 -60"
PitchLimits = "-10.0 20.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"

PitchTurnFactor = "1.0"
YawTurnFactor = "1.0"

EyePointOffset = "0.0 10.0 -3.0"
MountPos = "1.5 -0.75 1.75"
TrackCenter = "0.0 0.0 0.0"
TrackOffset = "0.0 0.0 0.0"

//ControlsUnit = "1"
PilotPosition = "hp_passenger1"
PilotAnimation = "standing"

VehiclePosition = "common.vehiclepositions.passenger"

//TEST ANFANG
FLYERSECTION = "TURRET5"

EyePointOffset = "0.0 1.0 2.0"
TrackOffset = "0.0 0.0 7.0"
TiltValue = "15.0"

PitchLimits = "-25.0 10.0"
YawLimits = "-80 80"
PCPitchRate = 20.0
PCTurnRate = 20.0
//TEST ENDE

///////////////////////////////////////////////////////////////


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "gunship_chunk1"
ChunkNodeName = "Wing_gun_housing_2"
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "gunship_chunk2"
ChunkNodeName = "main_backdoor_R"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "REP_LA_AT_Gunship_hulk"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "12.0"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke2"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke3"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke4"

//////////////////////////
////DAMAGE///////////
///////////////

// SPARK

DamageStartPercent = "85"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "75"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "65"
DamageStopPercent = "5"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "65"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "55"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// FLAME

DamageStartPercent = "35"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"



//ExplosionCritical = "rep_fly_gunship_exp"
ExplosionDestruct = "rep_fly_gunship_exp"


VOUnitType = 131
EngineSound = "wrong_gunship_loaded"
TakeoffSound = "rep_fly_gunship_takeoff"
LandSound = "rep_fly_gunship_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = ".30"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
Cockpit1stPersonSound = "rep_inf_com_space_chatter"
Cockpit3rdPersonSound = "rep_inf_com_space_chatter"
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
BoostSound = "rep_fly_gunship_shift_up_low_property 0.11 1"
BoostSound = "rep_fly_gunship_shift_up_property 0.47 1"
BoostSound = "rep_fly_gunship_shift_up_high_property 0.62 1"
BoostSound = "rep_fly_gunship_shift_down_low_property 0.11 0"
//BoostSound = "rep_fly_gunship_shift_down_high_property 0.17 0"
BoostSound = "rep_fly_gunship_shift_down_property 0.34 0"
and this:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "REP_LA_AT_Gunship.msh"

[Properties]
FLYERSECTION = "BODY"

ReserveOneForPlayer = "0"

VehicleType = "transport"
MapTexture = "gunship_icon"
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 2.0

GeometryName = "REP_LA_AT_Gunship"
//FirstPerson = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV = "60"
CockpitTension = "12"
ThirdPersonFOV = "55"

PathFollowerClass = "rep"
PathFollowerBranchMaxAngle = "60"
PathFollowerFlyerVsFlyer = "0"

CollisionScale = "2.5"
CollisionThreshold = "5.0"

CollisionInflict = "0.1"



MaxHealth = 2340.0
HealthType = "vehicle"
MaxShield = 2340.0
AddShield = 10.0
//HitLocation = "p_crithit 0"


PilotSkillRepairScale = 0.01

Acceleraton = 20.0
MinSpeed = 30.0
MidSpeed = 45.0
MaxSpeed = 60.0
StrafeSpeed = 0.0

PitchRate = 0.8
PitchFilter = 1.75
TurnRate = 1.0
TurnFilter = 5.75

//TurnRate = 1.25 // Max turn //3.25 mouse!
//TurnFilter = 5.75 // Speed of turn //5.75 mouse!


//ThrustPitchAngle = 0.2
//StrafeRollAngle = 0.1
BankAngle = 0.55
BankFilter = 5.5
LevelFilter = 2.0

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

TakeoffTime = 1.5
TakeoffSpeed = 5.0
LandingTime = 1.5
LandingSpeed = 8.0
TakeoffHeight = 3.0

EyePointOffset = "0.0 0.0 10.0"
TrackCenter = "0.0 10.0 -24.0"
TrackOffset = "0.0 0.0 0.0 "
TiltValue = "4.0"

AimTension = "30.0"
MoveTension = "4.5"

WEAPONSECTION = "1"

WeaponName = "rep_weap_fly_gunship_cannon"
WeaponAmmo = "0"

AimerNodeName = "front_gun_1"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

NextAimer = "-"

AimerNodeName = "front_gun_2"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

WEAPONSECTION = "2"

WeaponName = "rep_weap_fly_gunship_missile"
WeaponAmmo = "6"

AimerNodeName = "hp_cannon_1"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

NextAimer = "-"

AimerNodeName = "hp_cannon_2"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.pilot"

//********************************
//********** CO PILOT *********
//********************************
FLYERSECTION = "TURRET1"

//FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


PitchLimits = "-20 50"
YawLimits = "-89 89"
EyePointOffset = "0.0 10.0 0.0"
TrackCenter = "0.0 7.0 -10.0"
TrackOffset = "0.0 1.0 14.0"
TiltValue = "5.0"

WEAPONSECTION = "1"
WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"

AimerNodeName = "wing_turret_2"
AimerYawLimits = "-160.0 20.0"//"-160.0 -20.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"

//WEAPONSECTION = "2"
NextAimer = "-"

WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"

AimerNodeName = "wing_turret_1"
AimerYawLimits = "-20.0 160.0"//"20.0 160.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.copilot"
//********************************
//******** R BALL TURRET *******
//********************************

FLYERSECTION = "TURRET2"

PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


//FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "-115.0 0.0"
PitchLimits = "-30.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"


EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "ball_turret_2"
FirePointName = "hp_turret_right"


WeaponName = "rep_weap_fly_gunship_ball"
WeaponAmmo = "0"

BarrelLength = "0.0"

PilotPosition = "hp_gunner2"
PilotAnimation = "drive"
IsPilotExposed = "0"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

VehiclePosition = "common.vehiclepositions.rightturret"

//********************************
//******** L BALL TURRET *******
//********************************
FLYERSECTION = "TURRET3"

PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


//FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "0.0 115.0"
PitchLimits = "-30.0 70.0"

//YawLimits = "0.0 170.0"
//PitchLimits = "10.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"

//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "ball_turret_1"
FireNodeName = "hp_turret_left"

WeaponName = "rep_weap_fly_gunship_ball"
WeaponAmmo = "0"

BarrelLength = "0.0"

PilotPosition = "hp_gunner1"
PilotAnimation = "drive"
IsPilotExposed = "0"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

VehiclePosition = "common.vehiclepositions.leftturret"
//*****************************

////////////////////////////////

//FLYERSECTION = "TURRET3"

////////////////////////////////



//YawLimits = "-40 40"
//PitchLimits = "-10.0 40.0"
//YawLimits = "-140.0 -45.0"
//PitchLimits = "-15.0 35.0"
//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

//EyePointOffset = "0.0 -1.0 -8.0"
//TrackOffset = "0.0 0.5 1.5"

//EyePointOffset = "0.0 0.2 2.3" by Trey 6/11/04
//TrackOffset = "0.0 0.0 0.0"

//EyePointOffset = "0.0 10.0 -3.0"
//TrackCenter = "1.5 -0.5 -1.0"
//TrackOffset = "0.0 0.0 -1.0"
//ThirdPersonFOV = "55"

//WeaponName = "rep_weap_fly_gunship_wing"
//WeaponAmmo = "0"

//AimerNodeName = "wing_turret_2"
//AimerYawLimits = "-170.0 -30.0"
//AimerPitchLimits = "-40.0 50.0"

//BarrelLength = "1.0"

//PilotPosition = "hp_passenger2"
//PilotAnimation = "standing"

//VehiclePosition = "common.vehiclepositions.rightturret"

////////////////////////////////
//FLYERSECTION = "TURRET4"
////////////////////////////////

//YawLimits = "60 140"
//PitchLimits = "10.0 40.0"

//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

//EyePointOffset = "0.0 0.2 2.3"
//TrackOffset = "0.0 0.0 0.0"

//WeaponName = "rep_weap_fly_gunship_wing"
//WeaponAmmo = "0"

//AimerNodeName = "wing_turret_1"
//AimerYawLimits = "60.0 140.0"
//AimerPitchLimits = "-40.0 -10.0"

//BarrelLength = "1.0"

//PilotPosition = "hp_passenger3"
//PilotAnimation = "standing"

//VehiclePosition = "common.vehiclepositions.leftturret"

//*****************************
////////////////////////////////
FLYERSECTION = "TURRET4"
////////////////////////////////
//PassengerSlots = "6"
//PassengerEyePoint = "hp_passenger1"

ForceMode = 1
ThirdPersonFOV = 59.5
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75

YawLimits = "-95 -60"
PitchLimits = "-10.0 20.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"

PitchTurnFactor = "1.0"
YawTurnFactor = "1.0"

EyePointOffset = "0.0 10.0 -3.0"
MountPos = "1.5 -0.75 1.75"
TrackCenter = "0.0 0.0 0.0"
TrackOffset = "0.0 0.0 0.0"

//ControlsUnit = "1"
PilotPosition = "hp_passenger1"
PilotAnimation = "standing"

VehiclePosition = "common.vehiclepositions.passenger"

//TEST ANFANG
FLYERSECTION = "TURRET5"

EyePointOffset = "0.0 1.0 2.0"
TrackOffset = "0.0 0.0 7.0"
TiltValue = "15.0"

PitchLimits = "-25.0 10.0"
YawLimits = "-80 80"
PCPitchRate = 20.0
PCTurnRate = 20.0
//TEST ENDE

///////////////////////////////////////////////////////////////


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "gunship_chunk1"
ChunkNodeName = "Wing_gun_housing_2"
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "gunship_chunk2"
ChunkNodeName = "main_backdoor_R"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "REP_LA_AT_Gunship_hulk"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "12.0"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke2"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke3"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke4"

//////////////////////////
////DAMAGE///////////
///////////////

// SPARK

DamageStartPercent = "85"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "75"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "65"
DamageStopPercent = "5"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "65"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "55"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// FLAME

DamageStartPercent = "35"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"



//ExplosionCritical = "rep_fly_gunship_exp"
ExplosionDestruct = "rep_fly_gunship_exp"


VOUnitType = 131
EngineSound = "wrong_gunship_loaded"
TakeoffSound = "rep_fly_gunship_takeoff"
LandSound = "rep_fly_gunship_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = ".30"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
Cockpit1stPersonSound = "rep_inf_com_space_chatter"
Cockpit3rdPersonSound = "rep_inf_com_space_chatter"
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
BoostSound = "rep_fly_gunship_shift_up_low_property 0.11 1"
BoostSound = "rep_fly_gunship_shift_up_property 0.47 1"
BoostSound = "rep_fly_gunship_shift_up_high_property 0.62 1"
BoostSound = "rep_fly_gunship_shift_down_low_property 0.11 0"
//BoostSound = "rep_fly_gunship_shift_down_high_property 0.17 0"
BoostSound = "rep_fly_gunship_shift_down_property 0.34 0"
both doesn't work what have i got to write and wher????
pls help

Re: problem with shields

Posted: Fri Jun 24, 2011 5:48 am
by THEWULFMAN
Hidden/Spoiler:
MaxShield = 2340.0
AddShield = 10.0
Put your numbers in " quotations and it should work fine. Like this,
Hidden/Spoiler:
MaxShield = "2340.0"
AddShield = "10.0"

Re: Problems with shielding

Posted: Fri Jun 24, 2011 5:59 am
by baumerindustries
it doesn't work.
I putted (hope the right form) the " in like you said and I did it with both variants I showed

EDIT:
I also tried this with 234.0 instead of 2340.0 so the number isn't too big....

Re: Problems with shielding

Posted: Fri Jun 24, 2011 6:08 am
by AQT
The shielding should work regardless if there are quotation marks around the values. The problem must lie somewhere else. @baumerindustries: Please post everything you can that is related to what you are trying to do with these gunships.

Also, @baumerindustries again: This was the third topic you made relating to shielding. I have merged the topics, but for future references, please keep all things related in the same topic. Most importantly, please calm down and be patient.

Re: Problems with shielding

Posted: Fri Jun 24, 2011 11:14 am
by baumerindustries
ok, I just thought it wold be something else giving a shield to a gunship and not how to give shields.
maybe I don'T put it into th right odf I put it into: rep_fly_gunship.odf

EDIT:
Is it maybe impossible to give shields to transportvehicles????

Re: Problems with shielding

Posted: Fri Jun 24, 2011 12:42 pm
by sim-al2
No, there are definitely transports with shields in some of the maps I've played.

Re: Problems with shielding

Posted: Fri Jun 24, 2011 7:45 pm
by AQT
@baumerindustries: Please post your .lua file. You are probably loading and using the stock gunship without evening knowing it.

Re: Problems with shielding

Posted: Sat Jun 25, 2011 12:42 pm
by baumerindustries
WS1c_cmn.lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Common File
-- Common script that shares all setup information
--

ScriptCB_DoFile("setup_teams")

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

function SetupUnits()
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing"
)

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_pilot",
"cis_inf_marine",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_fly_tridroidfighter")

ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end

myTeamConfig = {
rep = {
team = REP,
units = 32,
reinforcements = -1,
pilot = { "rep_inf_ep3_pilot",15},
marine = { "rep_inf_ep3_marine",3},
soldier = { "rep_inf_ep3_rifleman",5, 6},
assault = { "rep_inf_ep3_rocketeer",1, 2},
engineer = { "rep_inf_ep3_engineer",1, 2},
sniper = { "rep_inf_ep3_sniper",1, 2},
officer = {"rep_inf_ep3_officer",1, 2},
special = { "rep_inf_ep3_jettrooper",1, 2},
},
cis = {
team = CIS,
units = 32,
reinforcements = -1,
pilot = { "cis_inf_pilot",15},
marine = { "cis_inf_marine",3},
soldier = { "cis_inf_rifleman",5, 6},
assault = { "cis_inf_rocketeer",1, 2},
engineer = { "cis_inf_engineer",1, 2},
sniper = { "cis_inf_sniper",1, 2},
officer = {"cis_inf_officer",1, 2},
special = { "cis_inf_droideka",1, 2},
}
}

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--CIS turrets
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"cis_turr_1", "cis_turr_2", "cis_turr_3", "cis_turr_4", "cis_turr_5", "cis_turr_6"} }
turretLinkageCIS:Init()

function turretLinkageCIS:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)

BroadcastVoiceOver( "ROSMP_obj_20", REP )
BroadcastVoiceOver( "COSMP_obj_21", CIS )
end
function turretLinkageCIS:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", REP)
ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)

BroadcastVoiceOver( "ROSMP_obj_22", REP )
BroadcastVoiceOver( "COSMP_obj_23", CIS )
end

--REP turrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageREP:Init()

function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end

function ScriptPreInit()
SetWorldExtents(2500)
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, this line *MUST* be first!
ReadDataFile("ingame.lvl")

SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(100)

ReadDataFile("sound\\spa.lvl;spa2cw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);

SetupUnits()
SetupTeams(myTeamConfig)

-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
local units = 72
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 73)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroideka",0)
SetMemoryPoolSize("EntityDroid",0)
SetMemoryPoolSize("EntityHover", 0)
SetMemoryPoolSize("EntityFlyer", 36)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 1784)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1500)
SetMemoryPoolSize("EntityLight", 100)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoldier",guyCnt)
SetMemoryPoolSize("SoldierAnimation", 200)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 70)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 150)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("PathNode", 92)
SetMemoryPoolSize("UnitAgent", units)
SetMemoryPoolSize("UnitController", units)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("Combo::DamageSample", 0)

SetSpawnDelay(10.0, 0.25)

-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end

ReadDataFile("dc:WS1\\spa_sky.lvl", "tat")

ReadDataFile("dc:WS1\\WS1.lvl", myGameMode)

SetDenseEnvironment("false")

SetParticleLODBias(15000)

-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_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)

local 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\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tat.lvl", "tat1_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)

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(REP, "Repleaving")
SetOutOfBoundsVoiceOver(CIS, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end", 2,1)

SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetVictoryMusic(CIS, "cis_spa_amb_victory")
SetDefeatMusic (CIS, "cis_spa_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 Stats Battle over Felucia
-- Rep ship from behind
AddCameraShot(0.998795, -0.041143, -0.026739, -0.001101, -720.435303, 809.024963, 2779.057129);
-- CIS ship from behind
AddCameraShot(0.028389, -0.001117, -0.998823, -0.039312, -629.853760, 809.024963, -2050.946289);
-- Overall from right side of map
AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
-- Overall from left side of map
AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);


AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddLandingRegion("rep-CP1Con")
AddLandingRegion("cis-CP1Con")

end
WS1c_Diet Dr. Pepper.lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Assault File
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("WS1c_cmn")

ScriptCB_DoFile("ObjectiveSpaceAssault")
ScriptCB_DoFile("LinkedShields")
ScriptCB_DoFile("LinkedDestroyables")

myGameMode = "WS1_CW-Assault"

function myScriptInit()
SetMemoryPoolSize("CommandFlyer", 2)
end


function ScriptPostLoad()
SetupObjectives()

SetupShields()
SetupDestroyables()
SetupTurrets()

AddAIGoal(REP, "Deathmatch", 100)
AddAIGoal(CIS, "Deathmatch", 100)

DisableSmallMapMiniMap()
end

function SetupObjectives()
assault = ObjectiveSpaceAssault:New{
teamATT = REP, teamDEF = CIS,
multiplayerRules = true
}

local repTargets = {
engines = { "cis_drive_1", "cis_drive_2" },
lifesupport = "cis-life-ext",
bridge = "cis-bridge",
comm = "cis-comms",
sensors = "cis-sensors",
frigates = "cis-frigate",
internalSys = { "cis-life-int", "cis-engines" },
}

local cisTargets = {
engines = "rep_drive_1",
lifesupport = "rep-life-ext",
bridge = "rep-bridge",
comm = "rep-comms",
sensors = "rep-sensors",
frigates = "rep-frigate",
internalSys = { "rep-life-int", "rep-engines" },
}

assault:SetupAllCriticalSystems( "rep", repTargets, true )
assault:SetupAllCriticalSystems( "cis", cisTargets, false )

assault:Start()
end

function SetupShields()
-- CIS Shielded objects
local linkedShieldObjectsCIS = { "cis_ship_1", "cis_ship_2", "cis_ship_3", "cis_ship_4",
"cis-bridge", "cis-comms", "cis-life-ext", "cis-sensors",
"cis_drive_1", "cis_drive_2", "cis-shield"}
shieldStuffCIS = LinkedShields:New{objs = linkedShieldObjectsCIS, controllerObject = "cis-shield"}
shieldStuffCIS:Init()

function shieldStuffCIS:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", REP)
ShowMessageText("level.spa.hangar.shields.def.down", CIS)

BroadcastVoiceOver( "ROSMP_obj_16", REP )
BroadcastVoiceOver( "COSMP_obj_17", CIS )
end
function shieldStuffCIS:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", REP)
ShowMessageText("level.spa.hangar.shields.def.up", CIS)

BroadcastVoiceOver( "ROSMP_obj_18", REP )
BroadcastVoiceOver( "COSMP_obj_19", CIS )
end

-- REP Shielded objects
local linkedShieldObjectsREP = { "rep_ship_1", "rep_ship_2", "rep_ship_3", "rep_ship_4",
"rep-bridge", "rep-comms", "rep-life-ext", "rep-sensors",
"rep_drive_1"}
shieldStuffREP = LinkedShields:New{objs = linkedShieldObjectsREP, controllerObject = "rep-shield"}
shieldStuffREP:Init()

function shieldStuffREP:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", CIS)
ShowMessageText("level.spa.hangar.shields.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_17", REP )
BroadcastVoiceOver( "COSMP_obj_16", CIS )
end
function shieldStuffREP:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", CIS)
ShowMessageText("level.spa.hangar.shields.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_19", REP )
BroadcastVoiceOver( "COSMP_obj_18", CIS )
end
end


function SetupDestroyables()
--CIS destroyables
lifeSupportLinkageCIS = LinkedDestroyables:New{ objectSets = {{"cis-life-int"}, {"cis-life-ext"}} }
lifeSupportLinkageCIS:Init()

engineLinkageCIS = LinkedDestroyables:New{ objectSets = {{"cis_drive_1", "cis_drive_2"}, {"cis-engines"}} }
engineLinkageCIS:Init()

--REP destroyables
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"rep-life-int"}, {"rep-life-ext"}} }
lifeSupportLinkageREP:Init()

engineLinkageREP = LinkedDestroyables:New{ objectSets = {{"rep_drive_1"}, {"rep-engines"}} }
engineLinkageREP:Init()
end
pls don't wonder there are some other tests:
-I take all units of ep3 (also the std planet-conquest-units)
-The Shieldgenerator of the cis covers himself with his own shield
-I added one autoturret in the ship (these ones which are putted onto the ceilling)
-I added Weapon & Healthrecharge droids
-No more changes

EDIT:
I saw a few minutes ago that:
"rep_fly_gunship_sc" SC!!!!
I edited this odf too. it doesn't work still

LAST EDIT:
Now it works!
I don't know what I have done, but it works
thanks for your help
and sorry to AQT for the problems I made