Here's the lua:
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--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
--THIS IS THE EASY MODE--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ambush")
ScriptCB_DoFile("ObjectiveTDM")
-- REP Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = REP
DEF = CIS
function ScriptPostLoad()
AllowAISpawn(CIS, false)
ShowObjectiveTextPopup("level.GAA.objectives.campaign.start", ATT)
--Timer STARTZ--
music01Timer = CreateTimer("music01")
SetTimerValue(music01Timer, 90.0)
StartTimer(music01Timer)
ShowTimer(nil)
OnTimerElapse(
function(timer)
AllowAISpawn(CIS, true)
ShowObjectiveTextPopup("level.GAA.objectives.campaign.timerend", ATT)
wavetimer = CreateTimer("wave")
DestroyTimer(timer)
end,
music01Timer
)
SetTimerValue(wavetimer, 30.0)
StartTimer(wavetimer)
ShowTimer(nil)
OnTimerElapse(
function(timer)
ShowMessageText("level.GAA.objectives.campaign.more")
Ambush("ambush_path", 100, 5)
end,
wavetimer
)
SetTimerValue(wavetimer, 30.0)
StartTimer(wavetimer)
ShowTimer(nil)
OnTimerElapse(
function(timer)
ShowMessageText("level.GAA.objectives.campaign.more")
Ambush("ambush_path", 100, 5)
end,
wavetimer
)
--Timer for victory startz nao...also known as when the first timer elapses--
music02Timer = CreateTimer("music02Timer")
SetTimerValue(music02Timer, 630.0)
StartTimer(music02Timer)
ShowTimer(music02Timer)
OnTimerElapse(
function(timer)
MissionVictory(ATT)
DestroyTimer(timer)
end,
music02Timer
)
--WAVE AMBUSH CONFIGS--
ShowTimer(nil)
OnTimerElapse(
function(timer)
ShowMessageText("level.GAA.objectives.campaign.more")
Ambush("ambush_path", 5, 100)
DestroyTimer(timer)
end,
wavetimer
)
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
--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:Start()
SetUberMode(1);
EnableSPHeroRules()
AddDeathRegion("death")
AddDeathRegion("death1")
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",50)
SetMemoryPoolSize ("Combo",500) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",6500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",6500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",6500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",9500) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",22000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\kam.lvl;kam1cw")
ReadDataFile("dc:SIDE\\gam.lvl",
"gam_inf_gamorreanguard",
"gam_inf_elite")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_obi",
"imp_inf_ganimedes")
SetupTeams{
cis = {
team = CIS,
units = 350,
reinforcements = -1,
soldier = { "gam_inf_gamorreanguard",0, 50},
},
rep = {
team = REP,
units = 50,
reinforcements = 300,
assault = { "imp_inf_ganimedes",0, 20},
}
}
SetTeamName(5, "gam")
AddUnitClass (5, "gam_inf_gamorreanguard", 50, 100)
AddAIGoal(5, "Deathmatch", 100)
SetUnitCount (5, 100)
SetTeamName(6, "gam")
AddUnitClass (6, "gam_inf_elite", 50, 100)
AddAIGoal(6, "Deathmatch", 100)
SetUnitCount (6, 100)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("SoldierAnimation", 1500)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntityPortableTurret", 1200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 99)
SetMemoryPoolSize("LightFlash", 400)
SetMemoryPoolSize("Navigator", 500)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("UnitController", 500)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 600)
SetMemoryPoolSize("UnitController", 750)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1400)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(0.0, 0.0)
--ReadDataFile("dc:GAA\\GAA.lvl", "GAA_conquest")
ReadDataFile("dc:GAA\\GAA.lvl", "GAA_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(0.763622, 0.012544, -0.645455, 0.010603, 125.539291, 63.603477, -17.511637);
AddCameraShot(-0.198788, -0.005538, -0.979647, 0.027292, 149.981628, 64.837639, -60.428387);
AddCameraShot(0.005205, -0.001663, -0.952560, -0.304300, 139.273087, 99.218147, -62.060764);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
--THIS IS THE EASY MODE--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ambush")
ScriptCB_DoFile("ObjectiveTDM")
-- REP Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = REP
DEF = CIS
function ScriptPostLoad()
AllowAISpawn(CIS, false)
ShowObjectiveTextPopup("level.GAA.objectives.campaign.start", ATT)
--Timer STARTZ--
music01Timer = CreateTimer("music01")
SetTimerValue(music01Timer, 90.0)
StartTimer(music01Timer)
ShowTimer(nil)
OnTimerElapse(
function(timer)
AllowAISpawn(CIS, true)
ShowObjectiveTextPopup("level.GAA.objectives.campaign.timerend", ATT)
wavetimer = CreateTimer("wave")
DestroyTimer(timer)
end,
music01Timer
)
SetTimerValue(wavetimer, 30.0)
StartTimer(wavetimer)
ShowTimer(nil)
OnTimerElapse(
function(timer)
ShowMessageText("level.GAA.objectives.campaign.more")
Ambush("ambush_path", 100, 5)
end,
wavetimer
)
SetTimerValue(wavetimer, 30.0)
StartTimer(wavetimer)
ShowTimer(nil)
OnTimerElapse(
function(timer)
ShowMessageText("level.GAA.objectives.campaign.more")
Ambush("ambush_path", 100, 5)
end,
wavetimer
)
--Timer for victory startz nao...also known as when the first timer elapses--
music02Timer = CreateTimer("music02Timer")
SetTimerValue(music02Timer, 630.0)
StartTimer(music02Timer)
ShowTimer(music02Timer)
OnTimerElapse(
function(timer)
MissionVictory(ATT)
DestroyTimer(timer)
end,
music02Timer
)
--WAVE AMBUSH CONFIGS--
ShowTimer(nil)
OnTimerElapse(
function(timer)
ShowMessageText("level.GAA.objectives.campaign.more")
Ambush("ambush_path", 5, 100)
DestroyTimer(timer)
end,
wavetimer
)
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
--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:Start()
SetUberMode(1);
EnableSPHeroRules()
AddDeathRegion("death")
AddDeathRegion("death1")
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",50)
SetMemoryPoolSize ("Combo",500) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",6500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",6500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",6500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",9500) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",22000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\kam.lvl;kam1cw")
ReadDataFile("dc:SIDE\\gam.lvl",
"gam_inf_gamorreanguard",
"gam_inf_elite")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_obi",
"imp_inf_ganimedes")
SetupTeams{
cis = {
team = CIS,
units = 350,
reinforcements = -1,
soldier = { "gam_inf_gamorreanguard",0, 50},
},
rep = {
team = REP,
units = 50,
reinforcements = 300,
assault = { "imp_inf_ganimedes",0, 20},
}
}
SetTeamName(5, "gam")
AddUnitClass (5, "gam_inf_gamorreanguard", 50, 100)
AddAIGoal(5, "Deathmatch", 100)
SetUnitCount (5, 100)
SetTeamName(6, "gam")
AddUnitClass (6, "gam_inf_elite", 50, 100)
AddAIGoal(6, "Deathmatch", 100)
SetUnitCount (6, 100)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("SoldierAnimation", 1500)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntityPortableTurret", 1200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 99)
SetMemoryPoolSize("LightFlash", 400)
SetMemoryPoolSize("Navigator", 500)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("UnitController", 500)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 600)
SetMemoryPoolSize("UnitController", 750)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1400)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(0.0, 0.0)
--ReadDataFile("dc:GAA\\GAA.lvl", "GAA_conquest")
ReadDataFile("dc:GAA\\GAA.lvl", "GAA_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(0.763622, 0.012544, -0.645455, 0.010603, 125.539291, 63.603477, -17.511637);
AddCameraShot(-0.198788, -0.005538, -0.979647, 0.027292, 149.981628, 64.837639, -60.428387);
AddCameraShot(0.005205, -0.001663, -0.952560, -0.304300, 139.273087, 99.218147, -62.060764);
end





