Hidden/Spoiler:
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\CommandPost.cpp(493)
Command Post missing capture region "cp3_c_capture"
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_pilot
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\CommandPost.cpp(493)
Command Post missing capture region "cp3_c_capture"
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_pilot
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("Ambush")
ScriptCB_SetGameRules("campaign")
-- REP Attacking (attacker is always #1)
CIS = 2
REP = 1
-- These variables do not change
ATT = 1
DEF = 2
Diet Dr. Pepper = 3
Lol = 4
Dro = 5
Cell_ambush = 6
CAB = Cell_ambush
Elite_ambush = 7
ELI = Elite_ambush
sniper_ambush = 8
SNI = sniper_ambush
function ScriptPostLoad()
SetupAmbushTrigger("ambushregion1","ambushpath1", 10, 6)
SetupAmbushTrigger("ambushregion2","ambushpath2", 8, 7)
SetupAmbushTrigger("ambushregion3","ambushpath3", 4,
KillObject("cp3_c")
KillObject("cp4_c")
KillObject("cp5_c")
KillObject("cp7_c")
KillObject("dro_cp1_c")
KillObject("lol_cp2_c")
KillObject("cp6_c")
KillObject("Diet Dr. Pepper_cp2_c")
SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, true)
AllowAISpawn(5, false)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")
onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)
end
end)
--objective: Capture the Guard post!
Objective1CP = CommandPost:New{name = "cp2_c"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.1", popupText = "level.000.campaign.rep.1_popup", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)
Objective1:AddHint("level.geo1.hints.capture_cp")
Objective1.OnStart = function(self)
AICanCaptureCP("cp2_c", ATT, true)
AICanCaptureCP("cp2_c", DEF, true)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50, "cp2_c")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50, "cp2_c")
att_obj1_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
AllowAISpawn(ATT, true)
AllowAISpawn(DEF, true)
end
Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(att_obj1_aigoal2)
DeleteAIGoal(def_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal2)
SetProperty("cp2_c", "Team", 1)
RespawnObject ("cp3_c")
AddUnitClass(REP,"rep_inf_ep2_sergeant",1, 9)
SetUnitCount(2, 15)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 10)
end
--objective:Kill the escaping droids!
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.000.campaign.rep.2", popupText = "level.000.campaign.rep.2_popup"}
Dclass = TargetType:New{classname = "cis_inf_marine", killLimit = 20}
Objective2:AddTarget(Dclass)
Objective2.OnStart = function(self)
Objective2.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "cp3_c")
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "cp3_c")
end
Objective2.OnComplete = function(self)
DeleteAIGoal(Objective2.Dclass_cpGoal1)
DeleteAIGoal(Objective2.Dclass_cpGoal2)
SetProperty("cp3_c", "Team", 1)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 30)
end
--objective :Get over to the desquised ammo tank!
Objective3 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.000.campaign.rep.3", popupText = "level.000.campaign.rep.3_popup",
regionName = "goto1", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective3:AddHint("level.geo1.hints.movement")
Objective3:AddHint("level.geo1.hints.obj_markers")
Objective3:AddHint("level.geo1.hints.review_objectives")
Objective3:AddHint("level.geo1.hints.sprint")
Objective3.OnStart = function(self)
att_obj3_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj3_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("kill_me", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)
end
Objective3.OnComplete = function(self)
DeleteAIGoal(att_obj3_aigoal)
DeleteAIGoal(def_obj3_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("kill_me")
SetProperty("kill_me", "MaxHealth", 2000)
SetProperty("kill_me", "CurHealth", 1900)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 50)
end
--objective: Destroy the ammo tank!
Dobjekt = Target:New{name = "kill_me"}
Dobjekt.OnDestroy = function(self)
end
Objective4 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.000.campaign.rep.4", popupText = "level.000.campaign.rep.4_popup"}
Objective4:AddTarget(Dobjekt)
Objective4.OnStart = function(self)
end
Objective4.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
RespawnObject ("cp4_c")
KillObject("Diet Dr. Pepper_cp1_c")
RespawnObject ("Diet Dr. Pepper_cp2_c")
AddUnitClass(REP,"rep_inf_ep2_officer",1, 7)
AddUnitClass(REP,"rep_inf_ep2_jettrooper_c",1, 7)
AddUnitClass(REP,"rep_inf_ep2_incinerator",1, 5)
AddUnitClass(CIS,"cis_inf_engineer",1, 10)
AddUnitClass(3,"cis_inf_officer",1, 10)
AICanCaptureCP("cp2_c", DEF, false)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 20)
end
--objective: capture the bridge guard cp
Objective5CP = CommandPost:New{name = "cp4_c"}
Objective5 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.5", popupText = "level.000.campaign.rep.5_popup", AIGoalWeight = 0}
Objective5:AddCommandPost(Objective5CP)
Objective5:AddHint("level.geo1.hints.capture_cp")
Objective5.OnStart = function(self)
AICanCaptureCP("cp4_c", ATT, true)
AICanCaptureCP("cp4_c", DEF, true)
att_obj5_aigoal = AddAIGoal(ATT, "Defend", 50, "cp4_c")
def_obj5_aigoal = AddAIGoal(DEF, "Defend", 50, "cp4_c")
att_obj5_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj5_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective5.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj5_aigoal)
DeleteAIGoal(att_obj5_aigoal2)
DeleteAIGoal(def_obj5_aigoal)
DeleteAIGoal(def_obj5_aigoal2)
SetProperty("cp4_c", "Team", 1)
RespawnObject ("cp5_c")
AllowAISpawn(3, false)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 5)
end
--objective :Retreat!
Objective6 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.000.campaign.rep.6", popupText = "level.000.campaign.rep.6_popup",
regionName = "goto2", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective6:AddHint("level.geo1.hints.movement")
Objective6:AddHint("level.geo1.hints.obj_markers")
Objective6:AddHint("level.geo1.hints.review_objectives")
Objective6:AddHint("level.geo1.hints.sprint")
Objective6.OnStart = function(self)
att_obj6_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj6_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("goto_obj_1", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)
end
Objective6.OnComplete = function(self)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 50)
KillObject("cp1c")
KillObject("cp2_c")
KillObject("cp3_c")
RespawnObject ("cp7_c")
KillObject("lol_cp1_c")
RespawnObject ("cp6_c")
DeleteAIGoal(att_obj6_aigoal)
DeleteAIGoal(def_obj6_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("goto_obj_1")
end
--objective: Defend the CP!
Objective7CP = CommandPost:New{name = "cp6_c"}
Objective7 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.7", popupText = "level.000.campaign.rep.7_popup", timeLimit = 140, timeLimitWinningTeam = ATT}
Objective7:AddCommandPost(Objective7CP)
Objective7.OnStart = function(self)
att_obj5_aigoal = AddAIGoal(ATT, "Defend", 500, "cp6_c")
def_obj5_aigoal = AddAIGoal(DEF, "Defend", 500, "cp6_c")
MapAddEntityMarker("cp6_c", "hud_objective_icon_circle", 3.0, ATT, "YELLOW", true, true, true)
AICanCaptureCP("cp6_c", ATT, false)
RespawnObject ("lol_cp2_c")
AICanCaptureCP("cp6_c", DEF, true)
end
Objective7.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
KillObject("cp7_c")
ClearAIGoals(ATT)
ClearAIGoals(DEF)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 40)
SetProperty("cp6_c", "Team", 1)
SetProperty("cp6_c", "CaptureRegion", "")
end
--objective: take back the cp!
Objective8CP = CommandPost:New{name = "cp4_c"}
Objective8 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.8", popupText = "level.000.campaign.rep.8_popupo", AIGoalWeight = 0}
Objective8:AddCommandPost(Objective8CP)
Objective8:AddHint("level.geo1.hints.capture_cp")
Objective8.OnStart = function(self)
AICanCaptureCP("cp4_c", ATT, true)
AICanCaptureCP("cp4_c", DEF, true)
att_obj8_aigoal = AddAIGoal(ATT, "Defend", 500, "cp4_c")
def_obj8_aigoal = AddAIGoal(DEF, "Defend", 500, "cp4_c")
att_obj8_aigoal2 = AddAIGoal(ATT, "Deathmatch", 10)
def_obj8_aigoal2 = AddAIGoal(DEF, "Deathmatch", 10)
end
Objective8.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj8_aigoal)
DeleteAIGoal(att_obj8_aigoal2)
DeleteAIGoal(def_obj8_aigoal)
DeleteAIGoal(def_obj8_aigoal2)
SetProperty("cp4_c", "Team", 1)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 30)
end
--objective: Take the left cp!
Objective9CP = CommandPost:New{name = "cp8_c"}
Objective9 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.9", popupText = "level.000.campaign.rep.9_popup", AIGoalWeight = 0}
Objective9:AddCommandPost(Objective9CP)
Objective9:AddHint("level.geo1.hints.capture_cp")
Objective9.OnStart = function(self)
AICanCaptureCP("cp8_c", ATT, true)
AICanCaptureCP("cp8_c", DEF, true)
att_obj9_aigoal = AddAIGoal(ATT, "Defend", 500, "cp8_c")
def_obj9_aigoal = AddAIGoal(DEF, "Defend", 500, "cp8_c")
att_obj9_aigoal2 = AddAIGoal(ATT, "Deathmatch", 10)
def_obj9_aigoal2 = AddAIGoal(DEF, "Deathmatch", 10)
end
Objective9.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
UnblockPlanningGraphArcs(b11)
DeleteAIGoal(att_obj9_aigoal)
DeleteAIGoal(att_obj9_aigoal2)
DeleteAIGoal(def_obj9_aigoal)
KillObject("Diet Dr. Pepper_cp2_c")
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 60)
DeleteAIGoal(def_obj9_aigoal2)
SetProperty("cp8_c", "Team", 1)
end
--objective: take the first of their two main cp!
Objective10CP = CommandPost:New{name = "cp9_c"}
Objective10 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.10", popupText = "level.000.campaign.rep.10_popup", AIGoalWeight = 0}
Objective10:AddCommandPost(Objective10CP)
Objective10:AddHint("level.geo1.hints.capture_cp")
Objective10.OnStart = function(self)
AICanCaptureCP("cp9_c", ATT, true)
AICanCaptureCP("cp9_c", DEF, true)
att_obj10_aigoal = AddAIGoal(ATT, "Defend", 500, "cp9_c")
def_obj10_aigoal = AddAIGoal(DEF, "Defend", 500, "cp9_c")
att_obj10_aigoal2 = AddAIGoal(ATT, "Deathmatch", 10)
def_obj10_aigoal2 = AddAIGoal(DEF, "Deathmatch", 10)
end
Objective10.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj10_aigoal)
DeleteAIGoal(att_obj10_aigoal2)
DeleteAIGoal(def_obj10_aigoal)
DeleteAIGoal(def_obj10_aigoal2)
SetProperty("cp9_c", "Team", 1)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 30)
end
function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 4)
StartTimer(beginobjectivestimer)
end
function BeginObjectives()
--This creates the objective "container" and specifies order of objectives, and gets that running
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4.5}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5)
objectiveSequence:AddObjectiveSet(Objective6)
objectiveSequence:AddObjectiveSet(Objective7)
objectiveSequence:AddObjectiveSet(Objective8)
objectiveSequence:AddObjectiveSet(Objective9)
objectiveSequence:AddObjectiveSet(Objective10)
objectiveSequence:Start()
end
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(500)
SetMaxPlayerFlyHeight (500)
SetGroundFlyerMap(1)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1760)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1039)
SetMemoryPoolSize("RedShadingState", 50)
SetMemoryPoolSize("SoldierAnimation", 800)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rifleman1",
"rep_inf_ep2_support",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_corporol",
"rep_inf_ep2_incinerator",
"rep_inf_ep2_sergeant",
"rep_inf_ep2_sniper",
"rep_inf_ep2_officer",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_jettrooper_c",
"rep_fly_assault_dome",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_fly_v19",
"rep_fly_vwing",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_pilot",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_inf_recon",
"cis_inf_magnaguard",
"cis_inf_commander",
"cis_fly_fedlander_dome",
"cis_fly_gunship_dome",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_fly_greviousfighter",
"cis_fly_scarab")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
-- 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("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:000\\000.lvl", "000_c")
ReadDataFile("dc:000\\000.lvl", "000_c")
SetDenseEnvironment("false")
SetupTeams{
rep = {
team = REP,
units = 55,
reinforcements = 30,
soldier = { "rep_inf_ep2_rifleman1",1, 12},
assault = { "rep_inf_ep2_rifleman",1, 12},
engineer = { "rep_inf_ep2_corporol",1, 11},
},
cis = {
team = CIS,
units = 55,
reinforcements = -1,
soldier = { "cis_inf_rifleman",1, 10},
},
cab = {
team = CAB,
units = 10,
reinforcements = -1,
soldier = { "cis_inf_rifleman",1, 5},
assault = { "cis_inf_officer",1,5},
},
sni = {
team = SNI,
units = 4,
reinforcements = -1,
soldier = { "cis_inf_sniper",1, 4},
},
eli = {
team = ELI,
units = 8,
reinforcements = -1,
soldier = { "cis_inf_pilot",1, 8},
}
}
SetTeamName (3, "CIS")
AddUnitClass (3, "cis_inf_rocketeer", 10,15)
SetUnitCount (3, 35)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)
SetTeamName (5, "CIS")
AddUnitClass (5, "cis_inf_rocketeer", 1,10)
AddUnitClass (5, "cis_inf_officer", 1,10)
AddUnitClass (5, "cis_inf_rifleman", 1,15)
SetUnitCount (5, 35)
AddAIGoal(5, "Deathmatch", 100)
SetTeamAsEnemy(ATT,5)
SetTeamAsEnemy(5,ATT)
SetTeamAsFriend(DEF,5)
SetTeamAsFriend(5,DEF)
SetTeamName (CAB, "CIS")
SetTeamAsFriend(DEF,CAB)
SetTeamAsFriend(CAB,DEF)
SetTeamAsEnemy(ATT,CAB)
SetTeamAsEnemy(CAB,ATT)
SetTeamAsFriend(CAB,3)
SetTeamAsFriend(3,CAB)
SetTeamAsEnemy(CAB,4)
SetTeamAsEnemy(4,CAB)
AddAIGoal(CAB, "Deathmatch", 100)
SetTeamName (ELI, "CIS")
SetTeamAsFriend(DEF,ELI)
SetTeamAsFriend(ELI,DEF)
SetTeamAsEnemy(ATT,ELI)
SetTeamAsEnemy(ELI,ATT)
SetTeamAsFriend(ELI,3)
SetTeamAsFriend(3,ELI)
SetTeamAsEnemy(ELI,4)
SetTeamAsEnemy(4,ELI)
AddAIGoal(ELI, "Deathmatch", 100)
SetTeamName (4, "REP")
AddUnitClass (4, "rep_inf_ep2_support", 10,15)
SetUnitCount (4, 15)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsEnemy(3,4)
SetTeamAsEnemy(4,3)
SetTeamAsEnemy(DEF,4)
SetTeamAsEnemy(4,DEF)
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(4,ATT)
-- 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")
AddDeathRegion("deathregion")
--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("Ambush")
ScriptCB_SetGameRules("campaign")
-- REP Attacking (attacker is always #1)
CIS = 2
REP = 1
-- These variables do not change
ATT = 1
DEF = 2
Diet Dr. Pepper = 3
Lol = 4
Dro = 5
Cell_ambush = 6
CAB = Cell_ambush
Elite_ambush = 7
ELI = Elite_ambush
sniper_ambush = 8
SNI = sniper_ambush
function ScriptPostLoad()
SetupAmbushTrigger("ambushregion1","ambushpath1", 10, 6)
SetupAmbushTrigger("ambushregion2","ambushpath2", 8, 7)
SetupAmbushTrigger("ambushregion3","ambushpath3", 4,
KillObject("cp3_c")
KillObject("cp4_c")
KillObject("cp5_c")
KillObject("cp7_c")
KillObject("dro_cp1_c")
KillObject("lol_cp2_c")
KillObject("cp6_c")
KillObject("Diet Dr. Pepper_cp2_c")
SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, true)
AllowAISpawn(5, false)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")
onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)
end
end)
--objective: Capture the Guard post!
Objective1CP = CommandPost:New{name = "cp2_c"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.1", popupText = "level.000.campaign.rep.1_popup", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)
Objective1:AddHint("level.geo1.hints.capture_cp")
Objective1.OnStart = function(self)
AICanCaptureCP("cp2_c", ATT, true)
AICanCaptureCP("cp2_c", DEF, true)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50, "cp2_c")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50, "cp2_c")
att_obj1_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
AllowAISpawn(ATT, true)
AllowAISpawn(DEF, true)
end
Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(att_obj1_aigoal2)
DeleteAIGoal(def_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal2)
SetProperty("cp2_c", "Team", 1)
RespawnObject ("cp3_c")
AddUnitClass(REP,"rep_inf_ep2_sergeant",1, 9)
SetUnitCount(2, 15)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 10)
end
--objective:Kill the escaping droids!
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.000.campaign.rep.2", popupText = "level.000.campaign.rep.2_popup"}
Dclass = TargetType:New{classname = "cis_inf_marine", killLimit = 20}
Objective2:AddTarget(Dclass)
Objective2.OnStart = function(self)
Objective2.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "cp3_c")
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "cp3_c")
end
Objective2.OnComplete = function(self)
DeleteAIGoal(Objective2.Dclass_cpGoal1)
DeleteAIGoal(Objective2.Dclass_cpGoal2)
SetProperty("cp3_c", "Team", 1)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 30)
end
--objective :Get over to the desquised ammo tank!
Objective3 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.000.campaign.rep.3", popupText = "level.000.campaign.rep.3_popup",
regionName = "goto1", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective3:AddHint("level.geo1.hints.movement")
Objective3:AddHint("level.geo1.hints.obj_markers")
Objective3:AddHint("level.geo1.hints.review_objectives")
Objective3:AddHint("level.geo1.hints.sprint")
Objective3.OnStart = function(self)
att_obj3_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj3_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("kill_me", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)
end
Objective3.OnComplete = function(self)
DeleteAIGoal(att_obj3_aigoal)
DeleteAIGoal(def_obj3_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("kill_me")
SetProperty("kill_me", "MaxHealth", 2000)
SetProperty("kill_me", "CurHealth", 1900)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 50)
end
--objective: Destroy the ammo tank!
Dobjekt = Target:New{name = "kill_me"}
Dobjekt.OnDestroy = function(self)
end
Objective4 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.000.campaign.rep.4", popupText = "level.000.campaign.rep.4_popup"}
Objective4:AddTarget(Dobjekt)
Objective4.OnStart = function(self)
end
Objective4.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
RespawnObject ("cp4_c")
KillObject("Diet Dr. Pepper_cp1_c")
RespawnObject ("Diet Dr. Pepper_cp2_c")
AddUnitClass(REP,"rep_inf_ep2_officer",1, 7)
AddUnitClass(REP,"rep_inf_ep2_jettrooper_c",1, 7)
AddUnitClass(REP,"rep_inf_ep2_incinerator",1, 5)
AddUnitClass(CIS,"cis_inf_engineer",1, 10)
AddUnitClass(3,"cis_inf_officer",1, 10)
AICanCaptureCP("cp2_c", DEF, false)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 20)
end
--objective: capture the bridge guard cp
Objective5CP = CommandPost:New{name = "cp4_c"}
Objective5 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.5", popupText = "level.000.campaign.rep.5_popup", AIGoalWeight = 0}
Objective5:AddCommandPost(Objective5CP)
Objective5:AddHint("level.geo1.hints.capture_cp")
Objective5.OnStart = function(self)
AICanCaptureCP("cp4_c", ATT, true)
AICanCaptureCP("cp4_c", DEF, true)
att_obj5_aigoal = AddAIGoal(ATT, "Defend", 50, "cp4_c")
def_obj5_aigoal = AddAIGoal(DEF, "Defend", 50, "cp4_c")
att_obj5_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj5_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective5.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj5_aigoal)
DeleteAIGoal(att_obj5_aigoal2)
DeleteAIGoal(def_obj5_aigoal)
DeleteAIGoal(def_obj5_aigoal2)
SetProperty("cp4_c", "Team", 1)
RespawnObject ("cp5_c")
AllowAISpawn(3, false)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 5)
end
--objective :Retreat!
Objective6 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.000.campaign.rep.6", popupText = "level.000.campaign.rep.6_popup",
regionName = "goto2", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective6:AddHint("level.geo1.hints.movement")
Objective6:AddHint("level.geo1.hints.obj_markers")
Objective6:AddHint("level.geo1.hints.review_objectives")
Objective6:AddHint("level.geo1.hints.sprint")
Objective6.OnStart = function(self)
att_obj6_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj6_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("goto_obj_1", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)
end
Objective6.OnComplete = function(self)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 50)
KillObject("cp1c")
KillObject("cp2_c")
KillObject("cp3_c")
RespawnObject ("cp7_c")
KillObject("lol_cp1_c")
RespawnObject ("cp6_c")
DeleteAIGoal(att_obj6_aigoal)
DeleteAIGoal(def_obj6_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("goto_obj_1")
end
--objective: Defend the CP!
Objective7CP = CommandPost:New{name = "cp6_c"}
Objective7 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.7", popupText = "level.000.campaign.rep.7_popup", timeLimit = 140, timeLimitWinningTeam = ATT}
Objective7:AddCommandPost(Objective7CP)
Objective7.OnStart = function(self)
att_obj5_aigoal = AddAIGoal(ATT, "Defend", 500, "cp6_c")
def_obj5_aigoal = AddAIGoal(DEF, "Defend", 500, "cp6_c")
MapAddEntityMarker("cp6_c", "hud_objective_icon_circle", 3.0, ATT, "YELLOW", true, true, true)
AICanCaptureCP("cp6_c", ATT, false)
RespawnObject ("lol_cp2_c")
AICanCaptureCP("cp6_c", DEF, true)
end
Objective7.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
KillObject("cp7_c")
ClearAIGoals(ATT)
ClearAIGoals(DEF)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 40)
SetProperty("cp6_c", "Team", 1)
SetProperty("cp6_c", "CaptureRegion", "")
end
--objective: take back the cp!
Objective8CP = CommandPost:New{name = "cp4_c"}
Objective8 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.8", popupText = "level.000.campaign.rep.8_popupo", AIGoalWeight = 0}
Objective8:AddCommandPost(Objective8CP)
Objective8:AddHint("level.geo1.hints.capture_cp")
Objective8.OnStart = function(self)
AICanCaptureCP("cp4_c", ATT, true)
AICanCaptureCP("cp4_c", DEF, true)
att_obj8_aigoal = AddAIGoal(ATT, "Defend", 500, "cp4_c")
def_obj8_aigoal = AddAIGoal(DEF, "Defend", 500, "cp4_c")
att_obj8_aigoal2 = AddAIGoal(ATT, "Deathmatch", 10)
def_obj8_aigoal2 = AddAIGoal(DEF, "Deathmatch", 10)
end
Objective8.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj8_aigoal)
DeleteAIGoal(att_obj8_aigoal2)
DeleteAIGoal(def_obj8_aigoal)
DeleteAIGoal(def_obj8_aigoal2)
SetProperty("cp4_c", "Team", 1)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 30)
end
--objective: Take the left cp!
Objective9CP = CommandPost:New{name = "cp8_c"}
Objective9 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.9", popupText = "level.000.campaign.rep.9_popup", AIGoalWeight = 0}
Objective9:AddCommandPost(Objective9CP)
Objective9:AddHint("level.geo1.hints.capture_cp")
Objective9.OnStart = function(self)
AICanCaptureCP("cp8_c", ATT, true)
AICanCaptureCP("cp8_c", DEF, true)
att_obj9_aigoal = AddAIGoal(ATT, "Defend", 500, "cp8_c")
def_obj9_aigoal = AddAIGoal(DEF, "Defend", 500, "cp8_c")
att_obj9_aigoal2 = AddAIGoal(ATT, "Deathmatch", 10)
def_obj9_aigoal2 = AddAIGoal(DEF, "Deathmatch", 10)
end
Objective9.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
UnblockPlanningGraphArcs(b11)
DeleteAIGoal(att_obj9_aigoal)
DeleteAIGoal(att_obj9_aigoal2)
DeleteAIGoal(def_obj9_aigoal)
KillObject("Diet Dr. Pepper_cp2_c")
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 60)
DeleteAIGoal(def_obj9_aigoal2)
SetProperty("cp8_c", "Team", 1)
end
--objective: take the first of their two main cp!
Objective10CP = CommandPost:New{name = "cp9_c"}
Objective10 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.000.campaign.rep.10", popupText = "level.000.campaign.rep.10_popup", AIGoalWeight = 0}
Objective10:AddCommandPost(Objective10CP)
Objective10:AddHint("level.geo1.hints.capture_cp")
Objective10.OnStart = function(self)
AICanCaptureCP("cp9_c", ATT, true)
AICanCaptureCP("cp9_c", DEF, true)
att_obj10_aigoal = AddAIGoal(ATT, "Defend", 500, "cp9_c")
def_obj10_aigoal = AddAIGoal(DEF, "Defend", 500, "cp9_c")
att_obj10_aigoal2 = AddAIGoal(ATT, "Deathmatch", 10)
def_obj10_aigoal2 = AddAIGoal(DEF, "Deathmatch", 10)
end
Objective10.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj10_aigoal)
DeleteAIGoal(att_obj10_aigoal2)
DeleteAIGoal(def_obj10_aigoal)
DeleteAIGoal(def_obj10_aigoal2)
SetProperty("cp9_c", "Team", 1)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 30)
end
function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 4)
StartTimer(beginobjectivestimer)
end
function BeginObjectives()
--This creates the objective "container" and specifies order of objectives, and gets that running
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4.5}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5)
objectiveSequence:AddObjectiveSet(Objective6)
objectiveSequence:AddObjectiveSet(Objective7)
objectiveSequence:AddObjectiveSet(Objective8)
objectiveSequence:AddObjectiveSet(Objective9)
objectiveSequence:AddObjectiveSet(Objective10)
objectiveSequence:Start()
end
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(500)
SetMaxPlayerFlyHeight (500)
SetGroundFlyerMap(1)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1760)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1039)
SetMemoryPoolSize("RedShadingState", 50)
SetMemoryPoolSize("SoldierAnimation", 800)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rifleman1",
"rep_inf_ep2_support",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_corporol",
"rep_inf_ep2_incinerator",
"rep_inf_ep2_sergeant",
"rep_inf_ep2_sniper",
"rep_inf_ep2_officer",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_jettrooper_c",
"rep_fly_assault_dome",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_fly_v19",
"rep_fly_vwing",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_pilot",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_inf_recon",
"cis_inf_magnaguard",
"cis_inf_commander",
"cis_fly_fedlander_dome",
"cis_fly_gunship_dome",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_fly_greviousfighter",
"cis_fly_scarab")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
-- 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("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:000\\000.lvl", "000_c")
ReadDataFile("dc:000\\000.lvl", "000_c")
SetDenseEnvironment("false")
SetupTeams{
rep = {
team = REP,
units = 55,
reinforcements = 30,
soldier = { "rep_inf_ep2_rifleman1",1, 12},
assault = { "rep_inf_ep2_rifleman",1, 12},
engineer = { "rep_inf_ep2_corporol",1, 11},
},
cis = {
team = CIS,
units = 55,
reinforcements = -1,
soldier = { "cis_inf_rifleman",1, 10},
},
cab = {
team = CAB,
units = 10,
reinforcements = -1,
soldier = { "cis_inf_rifleman",1, 5},
assault = { "cis_inf_officer",1,5},
},
sni = {
team = SNI,
units = 4,
reinforcements = -1,
soldier = { "cis_inf_sniper",1, 4},
},
eli = {
team = ELI,
units = 8,
reinforcements = -1,
soldier = { "cis_inf_pilot",1, 8},
}
}
SetTeamName (3, "CIS")
AddUnitClass (3, "cis_inf_rocketeer", 10,15)
SetUnitCount (3, 35)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)
SetTeamName (5, "CIS")
AddUnitClass (5, "cis_inf_rocketeer", 1,10)
AddUnitClass (5, "cis_inf_officer", 1,10)
AddUnitClass (5, "cis_inf_rifleman", 1,15)
SetUnitCount (5, 35)
AddAIGoal(5, "Deathmatch", 100)
SetTeamAsEnemy(ATT,5)
SetTeamAsEnemy(5,ATT)
SetTeamAsFriend(DEF,5)
SetTeamAsFriend(5,DEF)
SetTeamName (CAB, "CIS")
SetTeamAsFriend(DEF,CAB)
SetTeamAsFriend(CAB,DEF)
SetTeamAsEnemy(ATT,CAB)
SetTeamAsEnemy(CAB,ATT)
SetTeamAsFriend(CAB,3)
SetTeamAsFriend(3,CAB)
SetTeamAsEnemy(CAB,4)
SetTeamAsEnemy(4,CAB)
AddAIGoal(CAB, "Deathmatch", 100)
SetTeamName (ELI, "CIS")
SetTeamAsFriend(DEF,ELI)
SetTeamAsFriend(ELI,DEF)
SetTeamAsEnemy(ATT,ELI)
SetTeamAsEnemy(ELI,ATT)
SetTeamAsFriend(ELI,3)
SetTeamAsFriend(3,ELI)
SetTeamAsEnemy(ELI,4)
SetTeamAsEnemy(4,ELI)
AddAIGoal(ELI, "Deathmatch", 100)
SetTeamName (4, "REP")
AddUnitClass (4, "rep_inf_ep2_support", 10,15)
SetUnitCount (4, 15)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsEnemy(3,4)
SetTeamAsEnemy(4,3)
SetTeamAsEnemy(DEF,4)
SetTeamAsEnemy(4,DEF)
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(4,ATT)
-- 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")
AddDeathRegion("deathregion")
--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
EDIT
I found the answer but when i try to munge the capture region it says
Hidden/Spoiler:
Common\munge PC
2 was unexpected at this time.
Munging addme.lua...done
then the normal end visual munge things does anyone know what is going on with this?
EDIT:
I fixed the capture region problem but still the errors with
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_pilot
2 was unexpected at this time.
Munging addme.lua...done
then the normal end visual munge things does anyone know what is going on with this?
EDIT:
I fixed the capture region problem but still the errors with
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp1"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp4"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp2"
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_pilot
Thanks if you can shed some light on this for me.


