My problema is i have many script with my legion (...x_con.lua) and i added this code:
Hidden/Spoiler:
[code]
------------------------------------------------------------
--This is code for cycling rifleman models
------------------------------------------------------------
--KinetosImpetus
SetClassProperty("rep_clone3", "GeometryName", "rep_inf_Death_Star_Gunner")
SetClassProperty("rep_clone3", "GeometryLowRes", "rep_inf_Death_Star_Gunner_low1")
SetClassProperty("rep_clone4", "GeometryName", "rep_inf_Clone_Marshall")
SetClassProperty("rep_clone4", "GeometryLowRes", "rep_inf_Clone_Marshall_low1")
SetClassProperty("rep_clone5", "GeometryName", "rep_inf_AT-RT_Driver")
SetClassProperty("rep_clone5", "GeometryLowRes", "rep_inf_AT-RT_Driver_low1")
SetClassProperty("rep_clone6", "GeometryName", "rep_inf_ARF_trooper")
SetClassProperty("rep_clone6", "GeometryLowRes", "rep_inf_ARF_trooper_low1")
SetClassProperty("rep_clone6", "WeaponName1", "rep_weap_inf_chaingun")
SetClassProperty("rep_clone6", "WeaponName2", "rep_weap_DC-15a_Carbine")
SetClassProperty("rep_clone6", "WeaponName4", "rep_weap_inf_fusioncutter")
SetClassProperty("rep_clone7", "GeometryName", "imp_inf_The_Force_Unleashed_EVO_Trooper")
SetClassProperty("rep_clone7", "GeometryLowRes", "imp_inf_The_Force_Unleashed_EVO_Trooper")
--this little part ^ was for debugging really, it isn't necessary
-- Timer for skins--
--interval is the number of seconds between model changes
--maxskin is the number of versions to use
interval = 3 --i had been testing this at 10 second waves, but it could be changed
--in MP, it will probably cause each 15 second spawn-wave to be the same model
skintimer = CreateTimer("timeout") -- i don't know what significance "timeout" has, copied from hoth campaign this way
SetTimerValue(skintimer , interval )
--ShowTimer(skintimer ) --uncomment this line to see the timer onscreen
skin = 1
maxskin = 2
OnTimerElapse(
function(timer)
if (skin == 1) then
SetClassProperty("rep_clone3", "GeometryName", "rep_inf_ep3sniper")
SetClassProperty("rep_clone3", "GeometryLowRes", "rep_inf_ep3sniper_low1")
SetClassProperty("rep_clone4", "GeometryName", "rep_inf_ep3_Clone_Commander_Faie")
SetClassProperty("rep_clone4", "GeometryLowRes", "rep_inf_ep3_Clone_Commander_Faie_low1")
SetClassProperty("rep_clone5", "GeometryName", "rep_inf_Mandalorian_Soldier")
SetClassProperty("rep_clone5", "GeometryLowRes", "rep_inf_Mandalorian_Soldier_low1")
SetClassProperty("rep_clone6", "GeometryName", "rep_inf_ARC_trooper")
SetClassProperty("rep_clone6", "GeometryLowRes", "rep_inf_ARC_trooper_low1")
SetClassProperty("rep_clone6", "WeaponName1", "rep_weap_WeStar_M5a")
SetClassProperty("rep_clone6", "WeaponName2", "rep_weap_WeStar_M5s")
SetClassProperty("rep_clone6", "WeaponName4", "rep_weap_inf_wrist_caster")
SetClassProperty("rep_clone7", "GeometryName", "rep_inf_SandTrooper")
SetClassProperty("rep_clone7", "GeometryLowRes", "rep_inf_SandTrooper_low1")
end
if (skin == 2) then
SetClassProperty("rep_clone3", "GeometryName", "rep_inf_Death_Star_Gunner")
SetClassProperty("rep_clone3", "GeometryLowRes", "rep_inf_Death_Star_Gunner_low1")
SetClassProperty("rep_clone4", "GeometryName", "rep_inf_Clone_Marshall")
SetClassProperty("rep_clone4", "GeometryLowRes", "rep_inf_Clone_Marshall_low1")
SetClassProperty("rep_clone5", "GeometryName", "rep_inf_AT-RT_Driver")
SetClassProperty("rep_clone5", "GeometryLowRes", "rep_inf_AT-RT_Driver_low1")
SetClassProperty("rep_clone6", "GeometryName", "rep_inf_ARF_trooper")
SetClassProperty("rep_clone6", "GeometryLowRes", "rep_inf_ARF_trooper_low1")
SetClassProperty("rep_clone6", "WeaponName1", "rep_weap_inf_chaingun")
SetClassProperty("rep_clone6", "WeaponName2", "rep_weap_DC-15a_Carbine")
SetClassProperty("rep_clone6", "WeaponName4", "rep_weap_inf_fusioncutter")
SetClassProperty("rep_clone7", "GeometryName", "imp_inf_The_Force_Unleashed_EVO_Trooper")
SetClassProperty("rep_clone7", "GeometryLowRes", "imp_inf_The_Force_Unleashed_EVO_Trooper")
end
skin = skin + 1
if (skin > maxskin) then
skin = 1
end
--ShowTimer(nil)
--DestroyTimer(timer)
SetTimerValue(skintimer , interval )
StartTimer(skintimer)
end,
skintimer
)
-------------------------------------------------------------------------
--resume normal conquest script, or whatever gamemode...
--------------------------------------------------------------------------
StartTimer(skintimer) --starts the timer the first time, after it starts, it will restart itself one ending.
--------------wait start the timer first! ok, now go...
---------------------------------------------------------------------
[/code]
------------------------------------------------------------
--This is code for cycling rifleman models
------------------------------------------------------------
--KinetosImpetus
SetClassProperty("rep_clone3", "GeometryName", "rep_inf_Death_Star_Gunner")
SetClassProperty("rep_clone3", "GeometryLowRes", "rep_inf_Death_Star_Gunner_low1")
SetClassProperty("rep_clone4", "GeometryName", "rep_inf_Clone_Marshall")
SetClassProperty("rep_clone4", "GeometryLowRes", "rep_inf_Clone_Marshall_low1")
SetClassProperty("rep_clone5", "GeometryName", "rep_inf_AT-RT_Driver")
SetClassProperty("rep_clone5", "GeometryLowRes", "rep_inf_AT-RT_Driver_low1")
SetClassProperty("rep_clone6", "GeometryName", "rep_inf_ARF_trooper")
SetClassProperty("rep_clone6", "GeometryLowRes", "rep_inf_ARF_trooper_low1")
SetClassProperty("rep_clone6", "WeaponName1", "rep_weap_inf_chaingun")
SetClassProperty("rep_clone6", "WeaponName2", "rep_weap_DC-15a_Carbine")
SetClassProperty("rep_clone6", "WeaponName4", "rep_weap_inf_fusioncutter")
SetClassProperty("rep_clone7", "GeometryName", "imp_inf_The_Force_Unleashed_EVO_Trooper")
SetClassProperty("rep_clone7", "GeometryLowRes", "imp_inf_The_Force_Unleashed_EVO_Trooper")
--this little part ^ was for debugging really, it isn't necessary
-- Timer for skins--
--interval is the number of seconds between model changes
--maxskin is the number of versions to use
interval = 3 --i had been testing this at 10 second waves, but it could be changed
--in MP, it will probably cause each 15 second spawn-wave to be the same model
skintimer = CreateTimer("timeout") -- i don't know what significance "timeout" has, copied from hoth campaign this way
SetTimerValue(skintimer , interval )
--ShowTimer(skintimer ) --uncomment this line to see the timer onscreen
skin = 1
maxskin = 2
OnTimerElapse(
function(timer)
if (skin == 1) then
SetClassProperty("rep_clone3", "GeometryName", "rep_inf_ep3sniper")
SetClassProperty("rep_clone3", "GeometryLowRes", "rep_inf_ep3sniper_low1")
SetClassProperty("rep_clone4", "GeometryName", "rep_inf_ep3_Clone_Commander_Faie")
SetClassProperty("rep_clone4", "GeometryLowRes", "rep_inf_ep3_Clone_Commander_Faie_low1")
SetClassProperty("rep_clone5", "GeometryName", "rep_inf_Mandalorian_Soldier")
SetClassProperty("rep_clone5", "GeometryLowRes", "rep_inf_Mandalorian_Soldier_low1")
SetClassProperty("rep_clone6", "GeometryName", "rep_inf_ARC_trooper")
SetClassProperty("rep_clone6", "GeometryLowRes", "rep_inf_ARC_trooper_low1")
SetClassProperty("rep_clone6", "WeaponName1", "rep_weap_WeStar_M5a")
SetClassProperty("rep_clone6", "WeaponName2", "rep_weap_WeStar_M5s")
SetClassProperty("rep_clone6", "WeaponName4", "rep_weap_inf_wrist_caster")
SetClassProperty("rep_clone7", "GeometryName", "rep_inf_SandTrooper")
SetClassProperty("rep_clone7", "GeometryLowRes", "rep_inf_SandTrooper_low1")
end
if (skin == 2) then
SetClassProperty("rep_clone3", "GeometryName", "rep_inf_Death_Star_Gunner")
SetClassProperty("rep_clone3", "GeometryLowRes", "rep_inf_Death_Star_Gunner_low1")
SetClassProperty("rep_clone4", "GeometryName", "rep_inf_Clone_Marshall")
SetClassProperty("rep_clone4", "GeometryLowRes", "rep_inf_Clone_Marshall_low1")
SetClassProperty("rep_clone5", "GeometryName", "rep_inf_AT-RT_Driver")
SetClassProperty("rep_clone5", "GeometryLowRes", "rep_inf_AT-RT_Driver_low1")
SetClassProperty("rep_clone6", "GeometryName", "rep_inf_ARF_trooper")
SetClassProperty("rep_clone6", "GeometryLowRes", "rep_inf_ARF_trooper_low1")
SetClassProperty("rep_clone6", "WeaponName1", "rep_weap_inf_chaingun")
SetClassProperty("rep_clone6", "WeaponName2", "rep_weap_DC-15a_Carbine")
SetClassProperty("rep_clone6", "WeaponName4", "rep_weap_inf_fusioncutter")
SetClassProperty("rep_clone7", "GeometryName", "imp_inf_The_Force_Unleashed_EVO_Trooper")
SetClassProperty("rep_clone7", "GeometryLowRes", "imp_inf_The_Force_Unleashed_EVO_Trooper")
end
skin = skin + 1
if (skin > maxskin) then
skin = 1
end
--ShowTimer(nil)
--DestroyTimer(timer)
SetTimerValue(skintimer , interval )
StartTimer(skintimer)
end,
skintimer
)
-------------------------------------------------------------------------
--resume normal conquest script, or whatever gamemode...
--------------------------------------------------------------------------
StartTimer(skintimer) --starts the timer the first time, after it starts, it will restart itself one ending.
--------------wait start the timer first! ok, now go...
---------------------------------------------------------------------
[/code]
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptPostLoad()
------------------------------------------------------------
--This is code for cycling rifleman models
------------------------------------------------------------
--KinetosImpetus
SetClassProperty("rep_clone3", "GeometryName", "rep_inf_Death_Star_Gunner")
SetClassProperty("rep_clone3", "GeometryLowRes", "rep_inf_Death_Star_Gunner_low1")
SetClassProperty("rep_clone4", "GeometryName", "rep_inf_Clone_Marshall")
SetClassProperty("rep_clone4", "GeometryLowRes", "rep_inf_Clone_Marshall_low1")
SetClassProperty("rep_clone5", "GeometryName", "rep_inf_AT-RT_Driver")
SetClassProperty("rep_clone5", "GeometryLowRes", "rep_inf_AT-RT_Driver_low1")
SetClassProperty("rep_clone6", "GeometryName", "rep_inf_ARF_trooper")
SetClassProperty("rep_clone6", "GeometryLowRes", "rep_inf_ARF_trooper_low1")
SetClassProperty("rep_clone6", "WeaponName1", "rep_weap_inf_chaingun")
SetClassProperty("rep_clone6", "WeaponName2", "rep_weap_DC-15a_Carbine")
SetClassProperty("rep_clone6", "WeaponName4", "rep_weap_inf_fusioncutter")
SetClassProperty("rep_clone7", "GeometryName", "imp_inf_The_Force_Unleashed_EVO_Trooper")
SetClassProperty("rep_clone7", "GeometryLowRes", "imp_inf_The_Force_Unleashed_EVO_Trooper")
--this little part ^ was for debugging really, it isn't necessary
-- Timer for skins--
--interval is the number of seconds between model changes
--maxskin is the number of versions to use
interval = 3 --i had been testing this at 10 second waves, but it could be changed
--in MP, it will probably cause each 15 second spawn-wave to be the same model
skintimer = CreateTimer("timeout") -- i don't know what significance "timeout" has, copied from hoth campaign this way
SetTimerValue(skintimer , interval )
--ShowTimer(skintimer ) --uncomment this line to see the timer onscreen
skin = 1
maxskin = 2
OnTimerElapse(
function(timer)
if (skin == 1) then
SetClassProperty("rep_clone3", "GeometryName", "rep_inf_ep3sniper")
SetClassProperty("rep_clone3", "GeometryLowRes", "rep_inf_ep3sniper_low1")
SetClassProperty("rep_clone4", "GeometryName", "rep_inf_ep3_Clone_Commander_Faie")
SetClassProperty("rep_clone4", "GeometryLowRes", "rep_inf_ep3_Clone_Commander_Faie_low1")
SetClassProperty("rep_clone5", "GeometryName", "rep_inf_Mandalorian_Soldier")
SetClassProperty("rep_clone5", "GeometryLowRes", "rep_inf_Mandalorian_Soldier_low1")
SetClassProperty("rep_clone6", "GeometryName", "rep_inf_ARC_trooper")
SetClassProperty("rep_clone6", "GeometryLowRes", "rep_inf_ARC_trooper_low1")
SetClassProperty("rep_clone6", "WeaponName1", "rep_weap_WeStar_M5a")
SetClassProperty("rep_clone6", "WeaponName2", "rep_weap_WeStar_M5s")
SetClassProperty("rep_clone6", "WeaponName4", "rep_weap_inf_wrist_caster")
SetClassProperty("rep_clone7", "GeometryName", "rep_inf_SandTrooper")
SetClassProperty("rep_clone7", "GeometryLowRes", "rep_inf_SandTrooper_low1")
end
if (skin == 2) then
SetClassProperty("rep_clone3", "GeometryName", "rep_inf_Death_Star_Gunner")
SetClassProperty("rep_clone3", "GeometryLowRes", "rep_inf_Death_Star_Gunner_low1")
SetClassProperty("rep_clone4", "GeometryName", "rep_inf_Clone_Marshall")
SetClassProperty("rep_clone4", "GeometryLowRes", "rep_inf_Clone_Marshall_low1")
SetClassProperty("rep_clone5", "GeometryName", "rep_inf_AT-RT_Driver")
SetClassProperty("rep_clone5", "GeometryLowRes", "rep_inf_AT-RT_Driver_low1")
SetClassProperty("rep_clone6", "GeometryName", "rep_inf_ARF_trooper")
SetClassProperty("rep_clone6", "GeometryLowRes", "rep_inf_ARF_trooper_low1")
SetClassProperty("rep_clone6", "WeaponName1", "rep_weap_inf_chaingun")
SetClassProperty("rep_clone6", "WeaponName2", "rep_weap_DC-15a_Carbine")
SetClassProperty("rep_clone6", "WeaponName4", "rep_weap_inf_fusioncutter")
SetClassProperty("rep_clone7", "GeometryName", "imp_inf_The_Force_Unleashed_EVO_Trooper")
SetClassProperty("rep_clone7", "GeometryLowRes", "imp_inf_The_Force_Unleashed_EVO_Trooper")
end
skin = skin + 1
if (skin > maxskin) then
skin = 1
end
--ShowTimer(nil)
--DestroyTimer(timer)
SetTimerValue(skintimer , interval )
StartTimer(skintimer)
end,
skintimer
)
end
function ScriptInit()
ReadDataFile("dc:SIDE\\Republic.lvl",
"Republic_1",
"Republic_2",
"Republic_3",
"Republic_4",
"Republic_5",
"Republic_6",
"Republic_7",
"Republic_8",
"Republic_9")
ReadDataFile("dc:SIDE\\50X.lvl",
"rep_clone1",
"rep_clone2",
"rep_clone3",
"rep_clone4",
"rep_clone5",
"rep_clone6",
"rep_clone7",
"rep_clone8",
"rep_clone9")
end[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptPostLoad()
------------------------------------------------------------
--This is code for cycling rifleman models
------------------------------------------------------------
--KinetosImpetus
SetClassProperty("rep_clone3", "GeometryName", "rep_inf_Death_Star_Gunner")
SetClassProperty("rep_clone3", "GeometryLowRes", "rep_inf_Death_Star_Gunner_low1")
SetClassProperty("rep_clone4", "GeometryName", "rep_inf_Clone_Marshall")
SetClassProperty("rep_clone4", "GeometryLowRes", "rep_inf_Clone_Marshall_low1")
SetClassProperty("rep_clone5", "GeometryName", "rep_inf_AT-RT_Driver")
SetClassProperty("rep_clone5", "GeometryLowRes", "rep_inf_AT-RT_Driver_low1")
SetClassProperty("rep_clone6", "GeometryName", "rep_inf_ARF_trooper")
SetClassProperty("rep_clone6", "GeometryLowRes", "rep_inf_ARF_trooper_low1")
SetClassProperty("rep_clone6", "WeaponName1", "rep_weap_inf_chaingun")
SetClassProperty("rep_clone6", "WeaponName2", "rep_weap_DC-15a_Carbine")
SetClassProperty("rep_clone6", "WeaponName4", "rep_weap_inf_fusioncutter")
SetClassProperty("rep_clone7", "GeometryName", "imp_inf_The_Force_Unleashed_EVO_Trooper")
SetClassProperty("rep_clone7", "GeometryLowRes", "imp_inf_The_Force_Unleashed_EVO_Trooper")
--this little part ^ was for debugging really, it isn't necessary
-- Timer for skins--
--interval is the number of seconds between model changes
--maxskin is the number of versions to use
interval = 3 --i had been testing this at 10 second waves, but it could be changed
--in MP, it will probably cause each 15 second spawn-wave to be the same model
skintimer = CreateTimer("timeout") -- i don't know what significance "timeout" has, copied from hoth campaign this way
SetTimerValue(skintimer , interval )
--ShowTimer(skintimer ) --uncomment this line to see the timer onscreen
skin = 1
maxskin = 2
OnTimerElapse(
function(timer)
if (skin == 1) then
SetClassProperty("rep_clone3", "GeometryName", "rep_inf_ep3sniper")
SetClassProperty("rep_clone3", "GeometryLowRes", "rep_inf_ep3sniper_low1")
SetClassProperty("rep_clone4", "GeometryName", "rep_inf_ep3_Clone_Commander_Faie")
SetClassProperty("rep_clone4", "GeometryLowRes", "rep_inf_ep3_Clone_Commander_Faie_low1")
SetClassProperty("rep_clone5", "GeometryName", "rep_inf_Mandalorian_Soldier")
SetClassProperty("rep_clone5", "GeometryLowRes", "rep_inf_Mandalorian_Soldier_low1")
SetClassProperty("rep_clone6", "GeometryName", "rep_inf_ARC_trooper")
SetClassProperty("rep_clone6", "GeometryLowRes", "rep_inf_ARC_trooper_low1")
SetClassProperty("rep_clone6", "WeaponName1", "rep_weap_WeStar_M5a")
SetClassProperty("rep_clone6", "WeaponName2", "rep_weap_WeStar_M5s")
SetClassProperty("rep_clone6", "WeaponName4", "rep_weap_inf_wrist_caster")
SetClassProperty("rep_clone7", "GeometryName", "rep_inf_SandTrooper")
SetClassProperty("rep_clone7", "GeometryLowRes", "rep_inf_SandTrooper_low1")
end
if (skin == 2) then
SetClassProperty("rep_clone3", "GeometryName", "rep_inf_Death_Star_Gunner")
SetClassProperty("rep_clone3", "GeometryLowRes", "rep_inf_Death_Star_Gunner_low1")
SetClassProperty("rep_clone4", "GeometryName", "rep_inf_Clone_Marshall")
SetClassProperty("rep_clone4", "GeometryLowRes", "rep_inf_Clone_Marshall_low1")
SetClassProperty("rep_clone5", "GeometryName", "rep_inf_AT-RT_Driver")
SetClassProperty("rep_clone5", "GeometryLowRes", "rep_inf_AT-RT_Driver_low1")
SetClassProperty("rep_clone6", "GeometryName", "rep_inf_ARF_trooper")
SetClassProperty("rep_clone6", "GeometryLowRes", "rep_inf_ARF_trooper_low1")
SetClassProperty("rep_clone6", "WeaponName1", "rep_weap_inf_chaingun")
SetClassProperty("rep_clone6", "WeaponName2", "rep_weap_DC-15a_Carbine")
SetClassProperty("rep_clone6", "WeaponName4", "rep_weap_inf_fusioncutter")
SetClassProperty("rep_clone7", "GeometryName", "imp_inf_The_Force_Unleashed_EVO_Trooper")
SetClassProperty("rep_clone7", "GeometryLowRes", "imp_inf_The_Force_Unleashed_EVO_Trooper")
end
skin = skin + 1
if (skin > maxskin) then
skin = 1
end
--ShowTimer(nil)
--DestroyTimer(timer)
SetTimerValue(skintimer , interval )
StartTimer(skintimer)
end,
skintimer
)
end
function ScriptInit()
ReadDataFile("dc:SIDE\\Republic.lvl",
"Republic_1",
"Republic_2",
"Republic_3",
"Republic_4",
"Republic_5",
"Republic_6",
"Republic_7",
"Republic_8",
"Republic_9")
ReadDataFile("dc:SIDE\\50X.lvl",
"rep_clone1",
"rep_clone2",
"rep_clone3",
"rep_clone4",
"rep_clone5",
"rep_clone6",
"rep_clone7",
"rep_clone8",
"rep_clone9")
end[/code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("legion50x_con")
-- These variables do not change
ATT = 1
DEF = 2
-- Empire Attacking (attacker is always #1)
CIS = ATT
REP = DEF
---------------------------------------------------------------------------
-- 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()
i hope someone can help me



