Side mod help! [Solved]
Posted: Fri Sep 04, 2009 11:57 am
by impspy
I can't get my side mod to work. I am trying to add a new era (no custom name yet) to all the stock maps.
I set up my req files like in the 1.3 docs.
here is my addme luamission reqthe coruscant mission req (as an example)the coruscant luaAny help welcome and apreciated. 
I set up my req files like in the 1.3 docs.
here is my addme lua
Hidden/Spoiler:
[code]--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end
--insert the new gamemodes or maps here for pre-existing maps:
AddNewGameModes(sp_missionselect_listbox_contents,
"cor1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"dag1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"dea1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"end1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"fel1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"geo1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"hot1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"kam1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"kas2%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"mus1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"myg1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"nab2%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"pol1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"tan1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"tat2%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"tat3%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"uta1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"yav1%s_%s",
{era_l = 1, mode_con_l = 1,})
-- MULTIPLAYER
AddNewGameModes(mp_missionselect_listbox_contents,
"cor1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"dag1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"dea1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"end1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"fel1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"geo1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"hot1%s_%s",
{era_l = 1, mode_con_l = 1,})''
AddNewGameModes(mp_missionselect_listbox_contents,
"kam1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"kas2%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"mus1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"myg1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"nab2%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"pol1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"tan1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"tat2%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"tat3%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"uta1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"yav1%s_%s",
{era_l = 1, mode_con_l = 1,})
-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("COR1","cor1l_con",4)
AddDownloadableContent("DAG1","dag1l_con",4)
AddDownloadableContent("DEA1","dea1l_con",4)
AddDownloadableContent("END1","end1l_con",4)
AddDownloadableContent("FEL1","fel1l_con",4)
AddDownloadableContent("GEO1","geo1l_con",4)
AddDownloadableContent("HOT1","hot1l_con",4)
AddDownloadableContent("KAM1","kam1l_con",4)
AddDownloadableContent("KAS2","kas2l_con",4)
AddDownloadableContent("MUS1","mus1l_con",4)
AddDownloadableContent("MYG1","myg1l_con",4)
AddDownloadableContent("NAB2","nab2l_con",4)
AddDownloadableContent("POL1","pol1l_con",4)
AddDownloadableContent("TAN1","tan1l_con",4)
AddDownloadableContent("TAT2","tat2l_con",4)
AddDownloadableContent("TAT3","tat3l_con",4)
AddDownloadableContent("UTA1","uta1l_con",4)
AddDownloadableContent("YAV1","yav1l_con",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
-ReadDataFile("..\\..\\addon\\ggg\\data\\_LVL_PC\\core.lvl")[/code]
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end
--insert the new gamemodes or maps here for pre-existing maps:
AddNewGameModes(sp_missionselect_listbox_contents,
"cor1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"dag1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"dea1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"end1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"fel1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"geo1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"hot1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"kam1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"kas2%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"mus1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"myg1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"nab2%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"pol1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"tan1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"tat2%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"tat3%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"uta1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"yav1%s_%s",
{era_l = 1, mode_con_l = 1,})
-- MULTIPLAYER
AddNewGameModes(mp_missionselect_listbox_contents,
"cor1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"dag1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"dea1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"end1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"fel1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"geo1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"hot1%s_%s",
{era_l = 1, mode_con_l = 1,})''
AddNewGameModes(mp_missionselect_listbox_contents,
"kam1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"kas2%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"mus1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"myg1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"nab2%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"pol1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"tan1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"tat2%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"tat3%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"uta1%s_%s",
{era_l = 1, mode_con_l = 1,})
AddNewGameModes(mp_missionselect_listbox_contents,
"yav1%s_%s",
{era_l = 1, mode_con_l = 1,})
-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("COR1","cor1l_con",4)
AddDownloadableContent("DAG1","dag1l_con",4)
AddDownloadableContent("DEA1","dea1l_con",4)
AddDownloadableContent("END1","end1l_con",4)
AddDownloadableContent("FEL1","fel1l_con",4)
AddDownloadableContent("GEO1","geo1l_con",4)
AddDownloadableContent("HOT1","hot1l_con",4)
AddDownloadableContent("KAM1","kam1l_con",4)
AddDownloadableContent("KAS2","kas2l_con",4)
AddDownloadableContent("MUS1","mus1l_con",4)
AddDownloadableContent("MYG1","myg1l_con",4)
AddDownloadableContent("NAB2","nab2l_con",4)
AddDownloadableContent("POL1","pol1l_con",4)
AddDownloadableContent("TAN1","tan1l_con",4)
AddDownloadableContent("TAT2","tat2l_con",4)
AddDownloadableContent("TAT3","tat3l_con",4)
AddDownloadableContent("UTA1","uta1l_con",4)
AddDownloadableContent("YAV1","yav1l_con",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
-ReadDataFile("..\\..\\addon\\ggg\\data\\_LVL_PC\\core.lvl")[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"config"
"ingame_movies"
}
REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
"AIHeroSupport"
}
REQN
{
"lvl"
"cor1l_con"
"dag1l_con"
"dea1l_con"
"end1l_con"
"fel1l_con"
"geo1l_con"
"hot1l_con"
"kam1l_con"
"kas2l_con"
"mus1l_con"
"myg1l_con"
"nab2l_con"
"pol1l_con"
"tan1l_con"
"tat2l_con"
"tat3l_con"
"uta1l_con"
"yav1l_con"
}
}[/code]
{
REQN
{
"config"
"ingame_movies"
}
REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
"AIHeroSupport"
}
REQN
{
"lvl"
"cor1l_con"
"dag1l_con"
"dea1l_con"
"end1l_con"
"fel1l_con"
"geo1l_con"
"hot1l_con"
"kam1l_con"
"kas2l_con"
"mus1l_con"
"myg1l_con"
"nab2l_con"
"pol1l_con"
"tan1l_con"
"tat2l_con"
"tat3l_con"
"uta1l_con"
"yav1l_con"
}
}[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"script"
"cor1l_con"
}
}[/code]
{
REQN
{
"script"
"cor1l_con"
}
}[/code]
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- Empire Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
function ScriptPostLoad()
EnableSPHeroRules()
-- AddDeathRegion("Death")
AddDeathRegion("Death1")
AddDeathRegion("Death2")
-- AddDeathRegion("Death3")
-- AddDeathRegion("Death4")
SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)
SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)
SetClassProperty("com_inv_col_8", "SoldierCollision", "none")
SetClassProperty("com_inv_col_16", "SoldierCollision", "none")
SetClassProperty("com_inv_col_32", "SoldierCollision", "none")
SetClassProperty("com_inv_col_64", "SoldierCollision", "none")
EnableSPHeroRules()
DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")
--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"}
cp5 = CommandPost:New{name = "CP5"}
cp6 = CommandPost:New{name = "CP6"}
--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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4030000)
ReadDataFile("ingame.lvl")
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",16) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",200) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",300) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",300) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",200) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",2400) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",400) -- should be ~1x #combo
ReadDataFile("sound\\cor.lvl;cor1gcw")
SetMapNorthAngle(180, 1)
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight (40)
AISnipeSuitabilityDist(30)
ReadDataFile("SIDE\\BFX\\tur.lvl",
"tur_bldg_laser")
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
ReadDataFile("dc:SIDE\\ump.lvl",
"ump_inf_commander",
"ump_inf_stormtrooper",
"ump_inf_sniper",
"ump_inf_rocketeer",
"ump_inf_armytech",
"ump_inf_sergeant",
"ump_inf_sqcom",
"ump_inf_cody",
"ump_inf_novacommander",
"ump_inf_shadow")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},
},
imp = {
team = IMP,
units = 32,
reinforcements = 150,
soldier = { "ump_inf_stormtrooper",8,24},
assault = { "ump_inf_rocketeer",2,5},
engineer = { "ump_inf_armytech",3,7},
sniper = { "ump_inf_sniper",2,5},
officer = { "ump_inf_sergeant",2,4},
special = { "ump_inf_sqcom",2,4},
},
}
AddUnitClass(IMP, "ump_inf_novacommander",1,2)
AddUnitClass(IMP, "ump_inf_shadow",2,4)
AddUnitClass(IMP, "ump_inf_commander",2,4)
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "ump_inf_cody")
-- SetTeamAsEnemy(DEF, 3)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local guyCnt = 50
local weaponCnt = 200
SetMemoryPoolSize("Aimer", 20)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 21)
SetMemoryPoolSize("EntityLight", 96)
SetMemoryPoolSize("MountedTurret", 13)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TreeGridStack", 256)
SetMemoryPoolSize("Unitalt", guyCnt)
SetMemoryPoolSize("UnitController", guyCnt)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize("ParticleEmitterObject", 400)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 150)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(40)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_emt")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")
SetAmbientMusic(ALL, 1.0, "all_cor_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_cor_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_cor_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_cor_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_cor_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_cor_amb_end", 2,1)
SetVictoryMusic(ALL, "all_cor_amb_victory")
SetDefeatMusic (ALL, "all_cor_amb_defeat")
SetVictoryMusic(IMP, "imp_cor_amb_victory")
SetDefeatMusic (IMP, "imp_cor_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
SetAttackingTeam(ATT)
AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- Empire Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
function ScriptPostLoad()
EnableSPHeroRules()
-- AddDeathRegion("Death")
AddDeathRegion("Death1")
AddDeathRegion("Death2")
-- AddDeathRegion("Death3")
-- AddDeathRegion("Death4")
SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)
SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)
SetClassProperty("com_inv_col_8", "SoldierCollision", "none")
SetClassProperty("com_inv_col_16", "SoldierCollision", "none")
SetClassProperty("com_inv_col_32", "SoldierCollision", "none")
SetClassProperty("com_inv_col_64", "SoldierCollision", "none")
EnableSPHeroRules()
DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")
--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"}
cp5 = CommandPost:New{name = "CP5"}
cp6 = CommandPost:New{name = "CP6"}
--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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4030000)
ReadDataFile("ingame.lvl")
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",16) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",200) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",300) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",300) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",200) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",2400) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",400) -- should be ~1x #combo
ReadDataFile("sound\\cor.lvl;cor1gcw")
SetMapNorthAngle(180, 1)
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight (40)
AISnipeSuitabilityDist(30)
ReadDataFile("SIDE\\BFX\\tur.lvl",
"tur_bldg_laser")
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
ReadDataFile("dc:SIDE\\ump.lvl",
"ump_inf_commander",
"ump_inf_stormtrooper",
"ump_inf_sniper",
"ump_inf_rocketeer",
"ump_inf_armytech",
"ump_inf_sergeant",
"ump_inf_sqcom",
"ump_inf_cody",
"ump_inf_novacommander",
"ump_inf_shadow")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},
},
imp = {
team = IMP,
units = 32,
reinforcements = 150,
soldier = { "ump_inf_stormtrooper",8,24},
assault = { "ump_inf_rocketeer",2,5},
engineer = { "ump_inf_armytech",3,7},
sniper = { "ump_inf_sniper",2,5},
officer = { "ump_inf_sergeant",2,4},
special = { "ump_inf_sqcom",2,4},
},
}
AddUnitClass(IMP, "ump_inf_novacommander",1,2)
AddUnitClass(IMP, "ump_inf_shadow",2,4)
AddUnitClass(IMP, "ump_inf_commander",2,4)
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "ump_inf_cody")
-- SetTeamAsEnemy(DEF, 3)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local guyCnt = 50
local weaponCnt = 200
SetMemoryPoolSize("Aimer", 20)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 21)
SetMemoryPoolSize("EntityLight", 96)
SetMemoryPoolSize("MountedTurret", 13)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TreeGridStack", 256)
SetMemoryPoolSize("Unitalt", guyCnt)
SetMemoryPoolSize("UnitController", guyCnt)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize("ParticleEmitterObject", 400)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 150)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(40)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_emt")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")
SetAmbientMusic(ALL, 1.0, "all_cor_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_cor_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_cor_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_cor_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_cor_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_cor_amb_end", 2,1)
SetVictoryMusic(ALL, "all_cor_amb_victory")
SetDefeatMusic (ALL, "all_cor_amb_defeat")
SetVictoryMusic(IMP, "imp_cor_amb_victory")
SetDefeatMusic (IMP, "imp_cor_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
SetAttackingTeam(ATT)
AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end[/code]