I know I posted a similar topic a while back about this, and while I was greatful to find everything working out with forcing players out of vehicles, I wasn't so succesful with forcing players into vehicles. I have tried so many different combinations of scripts, reading them over and over again trying to find flaws with them, but come up empty handed every time. This is my current script for forcing a player into a vehicle. When I tried pluging in the script I got from the FAQ Thread, I got a continious munge log error, stating that a name should have been cited where the region was. I was unable to fix it, which is why I stuck with this one that doesn't cause a munge error:
Hidden/Spoiler:
local VehspawnNum = 1
local VehspawnMaxNum = 6
ActivateRegion("forcevehiclereg")
testfunction = OnEnterRegion(
function(region, player)
if IsCharacterInRegion (player, "forcevehiclereg") then
EnterVehicle(player, "Vehspawn" .. VehspawnNum)
--EnterVehicle(player, CreateEntity("rep_fly_ride_gunship"))
VehspawnNum = VehspawnNum + 1
end
end,
"forcevehiclereg"
)
local VehspawnMaxNum = 6
ActivateRegion("forcevehiclereg")
testfunction = OnEnterRegion(
function(region, player)
if IsCharacterInRegion (player, "forcevehiclereg") then
EnterVehicle(player, "Vehspawn" .. VehspawnNum)
--EnterVehicle(player, CreateEntity("rep_fly_ride_gunship"))
VehspawnNum = VehspawnNum + 1
end
end,
"forcevehiclereg"
)
Hidden/Spoiler:
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn1")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn2")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn3")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn4")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn5")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn2")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn3")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn4")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn5")
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("ObjectiveConquest")
-- Imp Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
WookieTeam= 3
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2",
multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
AddAIGoal(ALL, "Defend", 30, "gatepanel")
AddAIGoal(IMP, "Destroy", 30, "gatepanel")
AddAIGoal(ALL, "Destroy", 10, "woodl")
AddAIGoal(ALL, "Destroy", 10, "woodc")
AddAIGoal(ALL, "Destroy", 10, "woodr")
AddAIGoal(ALL, "Destroy", 10, "Ammunitionbox")
AddAIGoal(ALL, "Destroy", 10, "Ammunitionbox1")
AddAIGoal(ALL, "Destroy", 10, "Ammunitionbox2")
AddAIGoal(IMP, "Defend", 10, "woodl")
AddAIGoal(IMP, "Defend", 10, "woodc")
AddAIGoal(IMP, "Defend", 10, "woodr")
AddAIGoal(IMP, "Defend", 10, "Ammunitionbox")
AddAIGoal(IMP, "Defend", 10, "Ammunitionbox1")
--AddAIGoal(IMP, "Defend", 10, "Ammunitionbox2")
AddAIGoal(ALL, "Capture", 10, "CP7CON")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn1")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn2")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn3")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn4")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn5")
cp7 = CommandPost:New{name = "CP7CON"}
--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(cp7)
local VehspawnNum = 1
local VehspawnMaxNum = 6
ActivateRegion("forcevehiclereg")
testfunction = OnEnterRegion(
function(region, player)
if IsCharacterInRegion (player, "forcevehiclereg") then
EnterVehicle(player, "Vehspawn" .. VehspawnNum)
--EnterVehicle(player, CreateEntity("rep_fly_ride_gunship"))
VehspawnNum = VehspawnNum + 1
end
end,
"forcevehiclereg"
)
ActivateRegion("forceoutreg")
testfunction = OnEnterRegion(
function(region, player)
if IsCharacterInRegion (player, "forceoutreg") then
ExitVehicle(player)
end
end,
"forceoutreg"
)
-- TDM.OnStart = function(self)
-- ctf.goal1 = AddAIGoal(ALL, "Defend", 30, "gatepanel")
-- ctf.goal2 = AddAIGoal(IMP, "Destroy", 30, "gatepanel")
-- ctf.goal3 = AddAIGoal(IMP, "Destroy", 10, "woodl")
-- ctf.goal4 = AddAIGoal(IMP, "Destroy", 10, "woodc")
-- ctf.goal5 = AddAIGoal(IMP, "Destroy", 10, "woodr")
-- ctf.goal6 = AddAIGoal(ALL, "Defend", 10, "woodl")
-- ctf.goal7 = AddAIGoal(ALL, "Defend", 10, "woodc")
-- ctf.goal8 = AddAIGoal(ALL, "Defend", 10, "woodr")
-- end
--Gate Stuff --
BlockPlanningGraphArcs("seawall1")
BlockPlanningGraphArcs("woodl")
BlockPlanningGraphArcs("woodc")
BlockPlanningGraphArcs("woodr")
DisableBarriers("disableme");
SetProperty("woodl", "MaxHealth", 15000)
SetProperty("woodl", "CurHealth", 15000)
SetProperty("woodr", "MaxHealth", 15000)
SetProperty("woodr", "CurHealth", 15000)
SetProperty("woodc", "MaxHealth", 15000)
SetProperty("woodc", "CurHealth", 15000)
SetProperty("gatepanel", "MaxHealth", 1000)
SetProperty("gatepanel", "CurHealth", 1000)
OnObjectKillName(PlayAnimDown, "gatepanel");
OnObjectRespawnName(PlayAnimUp, "gatepanel");
OnObjectKillName(woodl, "woodl");
OnObjectKillName(woodc, "woodc");
OnObjectKillName(woodr, "woodr");
OnObjectRespawnName(woodlr, "woodl");
OnObjectRespawnName(woodcr, "woodc");
OnObjectRespawnName(woodrr, "woodr");
end
--ActivateRegion("forcevehiclereg")
--local VehspawnNum = 1
--local VehspawnMaxNum = 6
--testfunction = OnEnterRegion
--function("forcevehiclereg", player)
--if IsCharacterInRegion (player, "forcevehiclereg") and VehspawnNum <= VehspawnMaxNum then
--EnterVehicle(player, "Vehspawn" .. VehspawnNum)
--VehspawnNum = VehspawnNum + 1
--else if IsCharacterInRegion (player, "forcevehiclereg") and VehspawnNum > VehspawnMaxNum then
--VehspawnNum = 1
--EnterVehicle(player, "Vehspawn" .. VehspawnNum)
--VehspawnNum = VehspawnNum + 1
-- end
--end
--end
function PlayAnimDown()
PauseAnimation("thegateup");
RewindAnimation("thegatedown");
PlayAnimation("thegatedown");
ShowMessageText("level.kas2.objectives.gateopen",1)
ScriptCB_SndPlaySound("KAS_obj_13")
SetProperty("gatepanel", "MaxHealth", 2200)
-- SetProperty("gatepanel", "CurHealth", 50000)
-- PlayAnimation("gatepanel");
--SetProperty("gatepanel", "MaxHealth", 1e+37)
--SetProperty("gatepanel", "CurHealth", 1e+37)
-- Allowing AI to run under gate
UnblockPlanningGraphArcs("seawall1");
DisableBarriers("seawalldoor1");
DisableBarriers("vehicleblocker");
end
function PlayAnimUp()
PauseAnimation("thegatedown");
RewindAnimation("thegateup");
PlayAnimation("thegateup");
-- Allowing AI to run under gate
BlockPlanningGraphArcs("seawall1");
EnableBarriers("seawalldoor1");
EnableBarriers("vehicleblocker");
SetProperty("gatepanel", "MaxHealth", 1000)
SetProperty("gatepanel", "CurHealth", 1000)
end
function woodl()
UnblockPlanningGraphArcs("woodl");
DisableBarriers("woodl");
SetProperty("woodl", "MaxHealth", 1800)
-- SetProperty("woodl", "CurHealth", 15)
end
function woodc()
UnblockPlanningGraphArcs("woodc");
DisableBarriers("woodc");
SetProperty("woodc", "MaxHealth", 1800)
-- SetProperty("woodc", "CurHealth", 15)
end
function woodr()
UnblockPlanningGraphArcs("woodr");
DisableBarriers("woodr");
SetProperty("woodr", "MaxHealth", 1800)
-- SetProperty("woodr", "CurHealth", 15)
end
function woodlr()
BlockPlanningGraphArcs("woodl")
EnableBarriers("woodl")
SetProperty("woodl", "MaxHealth", 15000)
SetProperty("woodl", "CurHealth", 15000)
end
function woodcr()
BlockPlanningGraphArcs("woodc")
EnableBarriers("woodc")
SetProperty("woodc", "MaxHealth", 15000)
SetProperty("woodc", "CurHealth", 15000)
end
function woodrr()
BlockPlanningGraphArcs("woodr")
EnableBarriers("woodr")
SetProperty("woodr", "MaxHealth", 15000)
SetProperty("woodr", "CurHealth", 15000)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3550000)
SetUberMode(1);
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(70)
ReadDataFile("sound\\kas.lvl;kas2gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"amer_inf_rifleman",
"amer_inf_support",
"amer_inf_smg",
"amer_inf_officer",
"rep_fly_ride_gunship")
ReadDataFile("dc:SIDE\\all.lvl",
"ger_inf_rifleman",
"ger_inf_smg",
"ger_inf_support",
"ger_inf_officer",
"ger_inf_rocketeer")
--ReadDataFile("SIDE\\wok.lvl",
--"wok_inf_basic")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_beam",
"tur_bldg_recoilless_kas")
SetupTeams{
all={
team = ALL,
units = 160,
reinforcements = -1,
soldier = {"amer_inf_rifleman",10, 40},
assault = {"amer_inf_support",1, 30},
engineer = {"amer_inf_smg",1, 30},
sniper = {"amer_inf_officer",1, 20},
officer = {"all_inf_officer",1, 20},
special = {"all_inf_wookiee",1, 20},
},
imp={
team = IMP,
units = 150,
reinforcements = -1,
soldier = {"ger_inf_rifleman",10, 40},
assault = {"ger_inf_smg",1, 30},
engineer = {"ger_inf_officer",1, 10},
sniper = {"ger_inf_support",1, 30},
officer = {"ger_inf_rocketeer",1, 30},
}
}
-- Alliance Stats
--SetHeroClass(ALL, "all_hero_chewbacca")
-- Imperial Stats
--SetHeroClass(IMP, "imp_hero_bobafett")
--SetTeamName(3, "locals")
--SetTeamIcon(3, "all_icon")
--AddUnitClass(3, "wok_inf_warrior",2)
--AddUnitClass(3, "wok_inf_rocketeer",2)
--AddUnitClass(3, "wok_inf_mechanic",1)
--SetUnitCount(3, 5)
--AddAIGoal(WookieTeam, "Deathmatch", 100)
--SetTeamAsFriend(ATT,3)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(DEF,3)
--SetTeamAsEnemy(3,DEF)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize("Aimer", 100)
SetMemoryPoolSize("EntityCloth", 37)
SetMemoryPoolSize("EntityLight", 44)
SetMemoryPoolSize("EntityHover", 11)
SetMemoryPoolSize("EntityFlyer", 7)
SetMemoryPoolSize("EntitySoundStream", 3)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Obstacle", 600)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 20)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", 300)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:NOR\\kas2.lvl", "kas2_xl")
SetDenseEnvironment("true")
SetMaxFlyHeight(65)
SetMaxPlayerFlyHeight(65)
-- Birdies
SetNumBirdTypes(1)
SetBirdType(0,1.0,"bird")
-- Fishies
SetNumFishTypes(1)
SetFishType(0,0.8,"fish")
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "wok_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)
AudioStreamAppendSegments("sound\\global.lvl", "wok_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\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kas")
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_kas_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_kas_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_kas_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_kas_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_kas_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_kas_amb_end", 2,1)
SetVictoryMusic(ALL, "all_kas_amb_victory")
SetDefeatMusic (ALL, "all_kas_amb_defeat")
SetVictoryMusic(IMP, "imp_kas_amb_victory")
SetDefeatMusic (IMP, "imp_kas_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
SetAttackingTeam(ATT)
--Kas2 Docks
--Wide beach shot
AddCameraShot(0.977642, -0.052163, -0.203414, -0.010853, 66.539520, 21.864969, 168.598495);
AddCameraShot(0.969455, -0.011915, 0.244960, 0.003011, 219.552948, 21.864969, 177.675674);
AddCameraShot(0.995040, -0.013447, 0.098558, 0.001332, 133.571289, 16.216759, 121.571236);
AddCameraShot(0.350433, -0.049725, -0.925991, -0.131394, 30.085188, 32.105236, -105.325264);
-- GOOD SHOTS --
-- Gate to Right
--Kinda Cool --
AddCameraShot(0.163369, -0.029669, -0.970249, -0.176203, 85.474831, 47.313362, -156.345627);
AddCameraShot(0.091112, -0.011521, -0.987907, -0.124920, 97.554062, 53.690968, -179.347076);
AddCameraShot(0.964953, -0.059962, 0.254988, 0.015845, 246.471008, 20.362143, 153.701050);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("ObjectiveConquest")
-- Imp Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
WookieTeam= 3
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2",
multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
AddAIGoal(ALL, "Defend", 30, "gatepanel")
AddAIGoal(IMP, "Destroy", 30, "gatepanel")
AddAIGoal(ALL, "Destroy", 10, "woodl")
AddAIGoal(ALL, "Destroy", 10, "woodc")
AddAIGoal(ALL, "Destroy", 10, "woodr")
AddAIGoal(ALL, "Destroy", 10, "Ammunitionbox")
AddAIGoal(ALL, "Destroy", 10, "Ammunitionbox1")
AddAIGoal(ALL, "Destroy", 10, "Ammunitionbox2")
AddAIGoal(IMP, "Defend", 10, "woodl")
AddAIGoal(IMP, "Defend", 10, "woodc")
AddAIGoal(IMP, "Defend", 10, "woodr")
AddAIGoal(IMP, "Defend", 10, "Ammunitionbox")
AddAIGoal(IMP, "Defend", 10, "Ammunitionbox1")
--AddAIGoal(IMP, "Defend", 10, "Ammunitionbox2")
AddAIGoal(ALL, "Capture", 10, "CP7CON")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn1")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn2")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn3")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn4")
AddAIGoal(ALL, "EnterVehicle", 10, "Vehspawn5")
cp7 = CommandPost:New{name = "CP7CON"}
--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(cp7)
local VehspawnNum = 1
local VehspawnMaxNum = 6
ActivateRegion("forcevehiclereg")
testfunction = OnEnterRegion(
function(region, player)
if IsCharacterInRegion (player, "forcevehiclereg") then
EnterVehicle(player, "Vehspawn" .. VehspawnNum)
--EnterVehicle(player, CreateEntity("rep_fly_ride_gunship"))
VehspawnNum = VehspawnNum + 1
end
end,
"forcevehiclereg"
)
ActivateRegion("forceoutreg")
testfunction = OnEnterRegion(
function(region, player)
if IsCharacterInRegion (player, "forceoutreg") then
ExitVehicle(player)
end
end,
"forceoutreg"
)
-- TDM.OnStart = function(self)
-- ctf.goal1 = AddAIGoal(ALL, "Defend", 30, "gatepanel")
-- ctf.goal2 = AddAIGoal(IMP, "Destroy", 30, "gatepanel")
-- ctf.goal3 = AddAIGoal(IMP, "Destroy", 10, "woodl")
-- ctf.goal4 = AddAIGoal(IMP, "Destroy", 10, "woodc")
-- ctf.goal5 = AddAIGoal(IMP, "Destroy", 10, "woodr")
-- ctf.goal6 = AddAIGoal(ALL, "Defend", 10, "woodl")
-- ctf.goal7 = AddAIGoal(ALL, "Defend", 10, "woodc")
-- ctf.goal8 = AddAIGoal(ALL, "Defend", 10, "woodr")
-- end
--Gate Stuff --
BlockPlanningGraphArcs("seawall1")
BlockPlanningGraphArcs("woodl")
BlockPlanningGraphArcs("woodc")
BlockPlanningGraphArcs("woodr")
DisableBarriers("disableme");
SetProperty("woodl", "MaxHealth", 15000)
SetProperty("woodl", "CurHealth", 15000)
SetProperty("woodr", "MaxHealth", 15000)
SetProperty("woodr", "CurHealth", 15000)
SetProperty("woodc", "MaxHealth", 15000)
SetProperty("woodc", "CurHealth", 15000)
SetProperty("gatepanel", "MaxHealth", 1000)
SetProperty("gatepanel", "CurHealth", 1000)
OnObjectKillName(PlayAnimDown, "gatepanel");
OnObjectRespawnName(PlayAnimUp, "gatepanel");
OnObjectKillName(woodl, "woodl");
OnObjectKillName(woodc, "woodc");
OnObjectKillName(woodr, "woodr");
OnObjectRespawnName(woodlr, "woodl");
OnObjectRespawnName(woodcr, "woodc");
OnObjectRespawnName(woodrr, "woodr");
end
--ActivateRegion("forcevehiclereg")
--local VehspawnNum = 1
--local VehspawnMaxNum = 6
--testfunction = OnEnterRegion
--function("forcevehiclereg", player)
--if IsCharacterInRegion (player, "forcevehiclereg") and VehspawnNum <= VehspawnMaxNum then
--EnterVehicle(player, "Vehspawn" .. VehspawnNum)
--VehspawnNum = VehspawnNum + 1
--else if IsCharacterInRegion (player, "forcevehiclereg") and VehspawnNum > VehspawnMaxNum then
--VehspawnNum = 1
--EnterVehicle(player, "Vehspawn" .. VehspawnNum)
--VehspawnNum = VehspawnNum + 1
-- end
--end
--end
function PlayAnimDown()
PauseAnimation("thegateup");
RewindAnimation("thegatedown");
PlayAnimation("thegatedown");
ShowMessageText("level.kas2.objectives.gateopen",1)
ScriptCB_SndPlaySound("KAS_obj_13")
SetProperty("gatepanel", "MaxHealth", 2200)
-- SetProperty("gatepanel", "CurHealth", 50000)
-- PlayAnimation("gatepanel");
--SetProperty("gatepanel", "MaxHealth", 1e+37)
--SetProperty("gatepanel", "CurHealth", 1e+37)
-- Allowing AI to run under gate
UnblockPlanningGraphArcs("seawall1");
DisableBarriers("seawalldoor1");
DisableBarriers("vehicleblocker");
end
function PlayAnimUp()
PauseAnimation("thegatedown");
RewindAnimation("thegateup");
PlayAnimation("thegateup");
-- Allowing AI to run under gate
BlockPlanningGraphArcs("seawall1");
EnableBarriers("seawalldoor1");
EnableBarriers("vehicleblocker");
SetProperty("gatepanel", "MaxHealth", 1000)
SetProperty("gatepanel", "CurHealth", 1000)
end
function woodl()
UnblockPlanningGraphArcs("woodl");
DisableBarriers("woodl");
SetProperty("woodl", "MaxHealth", 1800)
-- SetProperty("woodl", "CurHealth", 15)
end
function woodc()
UnblockPlanningGraphArcs("woodc");
DisableBarriers("woodc");
SetProperty("woodc", "MaxHealth", 1800)
-- SetProperty("woodc", "CurHealth", 15)
end
function woodr()
UnblockPlanningGraphArcs("woodr");
DisableBarriers("woodr");
SetProperty("woodr", "MaxHealth", 1800)
-- SetProperty("woodr", "CurHealth", 15)
end
function woodlr()
BlockPlanningGraphArcs("woodl")
EnableBarriers("woodl")
SetProperty("woodl", "MaxHealth", 15000)
SetProperty("woodl", "CurHealth", 15000)
end
function woodcr()
BlockPlanningGraphArcs("woodc")
EnableBarriers("woodc")
SetProperty("woodc", "MaxHealth", 15000)
SetProperty("woodc", "CurHealth", 15000)
end
function woodrr()
BlockPlanningGraphArcs("woodr")
EnableBarriers("woodr")
SetProperty("woodr", "MaxHealth", 15000)
SetProperty("woodr", "CurHealth", 15000)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3550000)
SetUberMode(1);
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(70)
ReadDataFile("sound\\kas.lvl;kas2gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"amer_inf_rifleman",
"amer_inf_support",
"amer_inf_smg",
"amer_inf_officer",
"rep_fly_ride_gunship")
ReadDataFile("dc:SIDE\\all.lvl",
"ger_inf_rifleman",
"ger_inf_smg",
"ger_inf_support",
"ger_inf_officer",
"ger_inf_rocketeer")
--ReadDataFile("SIDE\\wok.lvl",
--"wok_inf_basic")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_beam",
"tur_bldg_recoilless_kas")
SetupTeams{
all={
team = ALL,
units = 160,
reinforcements = -1,
soldier = {"amer_inf_rifleman",10, 40},
assault = {"amer_inf_support",1, 30},
engineer = {"amer_inf_smg",1, 30},
sniper = {"amer_inf_officer",1, 20},
officer = {"all_inf_officer",1, 20},
special = {"all_inf_wookiee",1, 20},
},
imp={
team = IMP,
units = 150,
reinforcements = -1,
soldier = {"ger_inf_rifleman",10, 40},
assault = {"ger_inf_smg",1, 30},
engineer = {"ger_inf_officer",1, 10},
sniper = {"ger_inf_support",1, 30},
officer = {"ger_inf_rocketeer",1, 30},
}
}
-- Alliance Stats
--SetHeroClass(ALL, "all_hero_chewbacca")
-- Imperial Stats
--SetHeroClass(IMP, "imp_hero_bobafett")
--SetTeamName(3, "locals")
--SetTeamIcon(3, "all_icon")
--AddUnitClass(3, "wok_inf_warrior",2)
--AddUnitClass(3, "wok_inf_rocketeer",2)
--AddUnitClass(3, "wok_inf_mechanic",1)
--SetUnitCount(3, 5)
--AddAIGoal(WookieTeam, "Deathmatch", 100)
--SetTeamAsFriend(ATT,3)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(DEF,3)
--SetTeamAsEnemy(3,DEF)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize("Aimer", 100)
SetMemoryPoolSize("EntityCloth", 37)
SetMemoryPoolSize("EntityLight", 44)
SetMemoryPoolSize("EntityHover", 11)
SetMemoryPoolSize("EntityFlyer", 7)
SetMemoryPoolSize("EntitySoundStream", 3)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Obstacle", 600)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 20)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", 300)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:NOR\\kas2.lvl", "kas2_xl")
SetDenseEnvironment("true")
SetMaxFlyHeight(65)
SetMaxPlayerFlyHeight(65)
-- Birdies
SetNumBirdTypes(1)
SetBirdType(0,1.0,"bird")
-- Fishies
SetNumFishTypes(1)
SetFishType(0,0.8,"fish")
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "wok_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)
AudioStreamAppendSegments("sound\\global.lvl", "wok_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\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kas")
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_kas_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_kas_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_kas_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_kas_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_kas_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_kas_amb_end", 2,1)
SetVictoryMusic(ALL, "all_kas_amb_victory")
SetDefeatMusic (ALL, "all_kas_amb_defeat")
SetVictoryMusic(IMP, "imp_kas_amb_victory")
SetDefeatMusic (IMP, "imp_kas_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
SetAttackingTeam(ATT)
--Kas2 Docks
--Wide beach shot
AddCameraShot(0.977642, -0.052163, -0.203414, -0.010853, 66.539520, 21.864969, 168.598495);
AddCameraShot(0.969455, -0.011915, 0.244960, 0.003011, 219.552948, 21.864969, 177.675674);
AddCameraShot(0.995040, -0.013447, 0.098558, 0.001332, 133.571289, 16.216759, 121.571236);
AddCameraShot(0.350433, -0.049725, -0.925991, -0.131394, 30.085188, 32.105236, -105.325264);
-- GOOD SHOTS --
-- Gate to Right
--Kinda Cool --
AddCameraShot(0.163369, -0.029669, -0.970249, -0.176203, 85.474831, 47.313362, -156.345627);
AddCameraShot(0.091112, -0.011521, -0.987907, -0.124920, 97.554062, 53.690968, -179.347076);
AddCameraShot(0.964953, -0.059962, 0.254988, 0.015845, 246.471008, 20.362143, 153.701050);
end


