Re: 2 questions: Changing weapons and adding a class
Posted: Sun Jan 04, 2015 4:54 pm
by superimperial11
For my current map I still have Yavin terrain and sky, so would it be:Anakin wrote:Looks good so far. your lua should look like that: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 Attacking (attacker is always #1)
REP = 1
CIS = 2
GEONO = 3
CLONEDEA = 4
JEDI = 5
CLONECON = 6
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptPostLoad()
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
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, 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:Start()
SetUberMode(1)
EnableSPHeroRules()
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
SetProperty("cp1", "AllyPath", "cp1_spawn")
SetProperty("cp2", "AllyPath", "cp2_spawn")
SetProperty("cp3", "AllyPath", "cp3_spawn")
SetProperty("cp4", "AllyPath", "cp4_spawn")
SetProperty("cp6", "AllyPath", "cp6_spawn")
SetProperty("cp7", "AllyPath", "cp7_spawn")
SetProperty("cp8", "AllyPath", "cp8_spawn")
end
function ScriptInit()
ReadDataFile("dc:Load\\RCM_Load.lvl")
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
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()
local aspectRatio = screenWidth / screenHeight
ReadDataFile("dc:SIDE\\fpanimset.lvl")
if aspectRatio <= 1.4 then
print("RCM_loading: Aspect Ratio 4:3 detected")
ReadDataFile("dc:HUD\\hud43.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:HUD\\hudBmpKill.lvl")
elseif aspectRatio <= 1.63 and aspectRatio >= 1.5 then
print("RCM_loading: Aspect Ratio 16:10 detected")
ReadDataFile("dc:HUD\\hud1610.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:HUD\\hudBmpKill.lvl")
elseif aspectRatio <= 1.9 and aspectRatio >= 1.63 then
print("RCM_loading: Aspect Ratio 16:9 detected")
ReadDataFile("dc:HUD\\hud169.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:HUD\\hudBmpKill.lvl")
else
print("RCM_loading: Aspect Ratio unkown. Loading stock HUD.")
ReadDataFile("dc:HUD\\hudUnknown.lvl")
ReadDataFile("ingame.lvl")
end
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 0.5)
SetMemoryPoolSize("Music", 40)
ReadDataFile("dc:sound\\rcm.lvl;comSnd")
ReadDataFile("dc:sound\\rcm.lvl")
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_master_01",
"jed_master_02")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_tread_hailfire",
"cis_hover_stap",
"cis_walk_spider")
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
--"rep_fly_gunship",
--"rep_bldg_forwardcenter",
"rep_fly_jedifighter_dome",
"rep_walk_atte")
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\\geo.lvl",
"geo_inf_geonosian",
"geo_inf_geonosian_elite")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")
ReadDataFile("dc:SIDE\\rrl.lvl",
"rrl_inf_ep2_rifleman",
"rrl_inf_ep2_commander",
"rrl_inf_ep2_jettrooper")
-- GEOS ---------------------------
SetTeamName(3, "locals")
AddUnitClass(3, "geo_inf_geonosian", 7)
AddUnitClass(3, "geo_inf_geonosian_elite", 7)
SetUnitCount(3, 7)
AddAIGoal(GEONO, "Deathmatch", 100)
-----------------------------------
-- Jedi ---------------------------
SetTeamName (5, "jedi")
AddUnitClass(5, "jed_knight_01",4)
AddUnitClass(5, "jed_knight_02",4)
AddUnitClass(5, "jed_knight_03",4)
AddUnitClass(5, "jed_master_01",2)
AddUnitClass(5, "jed_master_02",2)
SetUnitCount (5, 10)
AddAIGoal(JEDI, "Deathmatch", 100)
-----------------------------------
-- Clones -------------------------
SetTeamName (4, "clone")
AddUnitClass (4, "rrl_inf_ep2_rifleman", 15)
AddUnitClass (4, "rrl_inf_ep2_jettrooper", 5)
AddUnitClass(4, "rrl_inf_ep2_commander",3)
SetUnitCount (4,
AddAIGoal(CLONEDEA, "Deathmatch", 100)
-----------------------------------
-- Clones -------------------------
SetTeamName (6, "clone")
AddUnitClass (6, "rrl_inf_ep2_rifleman", 15)
AddUnitClass (6, "rrl_inf_ep2_jettrooper", 5)
AddUnitClass(6, "rrl_inf_ep2_commander",3)
SetUnitCount (6, 7)
AddAIGoal(CLONECON, "Conquest", 100)
-----------------------------------
-- Friends ------------------------
SetTeamAsFriend(REP,JEDI)
SetTeamAsFriend(JEDI,REP)
SetTeamAsFriend(REP,CLONECON)
SetTeamAsFriend(CLONECON,REP)
SetTeamAsFriend(REP,CLONEDEA)
SetTeamAsFriend(CLONEDEA,REP)
SetTeamAsFriend(JEDI,CLONECON)
SetTeamAsFriend(CLONECON,JEDI)
SetTeamAsFriend(JEDI,CLONEDEA)
SetTeamAsFriend(CLONEDEA,JEDI)
SetTeamAsFriend(CLONECON,CLONEDEA)
SetTeamAsFriend(CLONEDEA,CLONECON)
SetTeamAsFriend(CIS,GEONO)
SetTeamAsFriend(GEONO,CIS)
-----------------------------------
-- Enemys -------------------------
SetTeamAsEnemy(REP,GEONO)
SetTeamAsEnemy(GEONO,REP)
SetTeamAsEnemy(GEONO,JEDI)
SetTeamAsEnemy(JEDI,GEONO)
SetTeamAsEnemy(GEONO,CLONECON)
SetTeamAsEnemy(CLONECON,GEONO)
SetTeamAsEnemy(GEONO,CLONEDEA)
SetTeamAsEnemy(CLONEDEA,GEONO)
SetTeamAsEnemy(CIS,JEDI)
SetTeamAsEnemy(JEDI,CIS)
SetTeamAsEnemy(CIS,CLONECON)
SetTeamAsEnemy(CLONECON,CIS)
SetTeamAsEnemy(CIS,CLONEDEA)
SetTeamAsEnemy(CLONEDEA,CIS)
-----------------------------------
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 300
SetMemoryPoolSize("Aimer", 100)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntityCloth", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 70)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 70)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 70)
SetMemoryPoolSize("UnitController", 70)
SetMemoryPoolSize("Weapon", weaponcnt)
SetMemoryPoolSize("SoldierAnimation", 580)
SetSpawnDelay(10.0, 0.25)
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, 6},
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},
}
}
-- Attacker Stats
--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
-- Defender Stats
--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
-- Local Stats
--SetTeamName(4, "locals")
--AddUnitClass(4, "rep_inf_jedimale",1)
--AddUnitClass(4, "rep_inf_jedimaleb",1)
--AddUnitClass(4, "rep_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)
ReadDataFile("GEO\\geo1.lvl", "geo1_conquest")
SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)
-- 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("dc:sound\\rcm.lvl", "rcm_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_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_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)
if aspectRatio <= 1.4 then
ReadDataFile("dc:SIDE\\43.lvl")
ReadDataFile("dc:HUD\\hudTxtKill.lvl")
elseif aspectRatio <= 1.63 and aspectRatio >= 1.5 then
ReadDataFile("dc:SIDE\\1610.lvl")
ReadDataFile("dc:HUD\\hudTxtKill.lvl")
elseif aspectRatio <= 1.9 and aspectRatio >= 1.63 then
ReadDataFile("dc:SIDE\\169.lvl")
ReadDataFile("dc:HUD\\hudTxtKill.lvl")
else
ReadDataFile("dc:SIDE\\unkown.lvl")
end
end
[/code]This is the special line it need to be gcw. not cw. if you have something like that in your lua everything is ok. (i think you made a tat map, so it should be something likeCode: Select all
ReadDataFile("sound\\geo.lvl;geo1cw")
Code: Select all
ReadDataFile("sound\\tat.lvl;tat2gcw")
Code: Select all
ReadDataFile(sound\\yav.lv;yav1gcw")Code: Select all
ReadDataFile("sound\\yav.lvl;yav1gcw")