i want to add vehicles to Hoth cw. So i looked in the hoth.ldx file and found this:
Code: Select all
GameMode("conquest")
{
Layer(8);
Layer(9);
}
Code: Select all
Layer("Conquest", 8, 0)
{
Description("");
}
Layer("CPs", 9, 0)
{
Description("");
}
Hidden/Spoiler:
[code]
Object("VehicleSpawn_11", "com_item_vehicle_spawn", 949314973)
{
ChildRotation(-0.222, 0.000, -0.975, 0.000);
ChildPosition(-527.000, 0.000, 82.000);
SeqNo(949314973);
Team(2);
NetworkId(-1);
Label("VehicleSpawn_11");
Layer(9);
ControlZone("CP5");
SpawnCount("1");
SpawnTime("45.0");
ExpireTimeEnemy("20.0");
ExpireTimeField("40.0");
DecayTime("10.0");
ClassNeutral("");
ClassAllATK("");
ClassCISATK("");
ClassImpATK("");
ClassRepATK("");
ClassLocATK("");
ClassHisATK("");
ClassAllDEF("all_fly_snowspeeder");
ClassCISDEF("");
ClassImpDEF("");
ClassRepDEF("");
ClassLocDEF("");
ClassHisDEF("all_fly_snowspeeder");
ClassLocals("");
}
[/code]
Object("VehicleSpawn_11", "com_item_vehicle_spawn", 949314973)
{
ChildRotation(-0.222, 0.000, -0.975, 0.000);
ChildPosition(-527.000, 0.000, 82.000);
SeqNo(949314973);
Team(2);
NetworkId(-1);
Label("VehicleSpawn_11");
Layer(9);
ControlZone("CP5");
SpawnCount("1");
SpawnTime("45.0");
ExpireTimeEnemy("20.0");
ExpireTimeField("40.0");
DecayTime("10.0");
ClassNeutral("");
ClassAllATK("");
ClassCISATK("");
ClassImpATK("");
ClassRepATK("");
ClassLocATK("");
ClassHisATK("");
ClassAllDEF("all_fly_snowspeeder");
ClassCISDEF("");
ClassImpDEF("");
ClassRepDEF("");
ClassLocDEF("");
ClassHisDEF("all_fly_snowspeeder");
ClassLocals("");
}
[/code]
So i set up my lua like this:
Hidden/Spoiler:
[code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ReadDataFile("dc:common.lvl")
ReadDataFile("common.lvl")
-- Empire Attacking (attacker is always #1)
REP = 2
CIS = 1
CLONES = 3
-- These variables do not change
ATT = 1
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()
AddDeathRegion("fall")
DisableBarriers("atat")
DisableBarriers("bombbar")
--CP SETUP for CONQUEST
-- SetProperty("shield", "MaxHealth", 222600.0)
-- SetProperty("shield", "CurHealth", 222600.0)
SetObjectTeam("CP3", 1)
SetObjectTeam("CP6", 1)
KillObject("CP7")
EnableSPHeroRules()
cp1 = CommandPost:New{name = "CP3"}
cp2 = CommandPost:New{name = "CP4"}
cp3 = CommandPost:New{name = "CP5"}
cp4 = CommandPost:New{name = "CP6"}
-- cp5 = CommandPost:New{name = "CP7"}
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
-- conquest:AddCommandPost(cp5)
conquest:Start()
-- KillObject("shield");
SetProperty("CP3", "AllyPath", "CP3_SpawnPath")
SetProperty("CP4", "AllyPath", "CP4_SpawnPath")
SetProperty("CP5", "AllyPath", "CP5_SpawnPath")
SetProperty("CP6", "AllyPath", "CP6_SpawnPath")
SetProperty("CP7", "AllyPath", "CP7_Spawn")
SetProperty("VehicleSpawn_11", "ClassRepDEF", "all_fly_snowspeeder")
SetProperty("VehicleSpawn_12", "ClassRepDEF", "all_fly_snowspeeder")
SetProperty("VehicleSpawn_13", "ClassRepDEF", "all_fly_snowspeeder")
SetProperty("VehicleSpawn_14", "ClassRepDEF", "all_fly_snowspeeder")
end
function ScriptInit()
ReadDataFile("dc:Load\\RCM_Load.lvl")
if(ScriptCB_GetPlatform() == "PS2") then
StealArtistHeap(1024*1024) -- steal 1MB from art heap
end
-- Designers, these two lines *MUST* be first.
--SetPS2ModelMemory(4500000)
SetPS2ModelMemory(3300000)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 3000)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 2500)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
SetMemoryPoolSize("Music", 70)
local screenWidth, screenHeight = ScriptCB_GetScreenInfo()
if screenHeight == 1080 and screenWidth == 1920 then
ReadDataFile("dc:HUD\\hud1920x1080.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:HUD\\hudBmpKill.lvl")
else
ReadDataFile("ingame.lvl")
end
--SetAttackingTeam(ATT)
SetMaxFlyHeight(70)
SetMaxPlayerFlyHeight(70)
SetGroundFlyerMap(1);
ReadDataFile("dc:sound\\rcm.lvl;RCMr")
ReadDataFile("dc:sound\\hot_weapon.lvl;cor1cw")
ReadDataFile("dc:sound\\hot_cw.lvl;hot1cw")
ReadDataFile("SIDE\\all.lvl",
"all_fly_snowspeeder",
"all_walk_tauntaun")
ReadDataFile("SIDE\\cis.lvl",
"cis_hover_stap",
"cis_fly_droidfighter_sc")
ReadDataFile("SIDE\\rep.lvl",
"rep_walk_oneman_atst",
"rep_walk_atte")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_commando_01_rifleman",
"rep_inf_commando_02_roketeer",
"rep_inf_commando_03_sniper",
"rep_inf_commando_04_engineer",
"rep_inf_commando_05_electronic",
"rep_inf_commando_06_sergeant",
"rep_inf_commando_07_havoc",
"rep_inf_commando_08_elite")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_b1_rifleman",
"cis_inf_b1_rocketeer",
"cis_inf_b1_sniper",
"cis_inf_sbd",
"cis_inf_magnaguard",
"cis_inf_droideka")
ReadDataFile("dc:SIDE\\mdo.lvl",
"mdo_inf_assassin",
"mdo_inf_officer")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar")
ReadDataFile("dc:SIDE\\tnd.lvl",
"tnd_inf_slaver",
"tnd_inf_mercenary")
ReadDataFile("dc:SIDE\\geo.lvl",
"geo_inf_geonosian",
"geo_inf_geonosian_elite")
ReadDataFile("dc:SIDE\\rrl.lvl",
"rrl_inf_ep2_rifleman",
"rrl_inf_ep2_commander",
"rrl_inf_ep2_jettrooper")
TrandoOrMandoOrGeo = math.random(1,9)
if TrandoOrMandoOrGeo < 4 then
SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = 150,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
assault = { "rep_inf_commando_02_roketeer",1,4},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
officer = { "rep_inf_commando_05_electronic",1,4},
special = { "rep_inf_commando_06_sergeant",1,4},
commander={ "rep_inf_commando_07_havoc", 1, 4},
general = { "rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"mdo_inf_assassin",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"mdo_inf_officer",1, 2},
commander={"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if TrandoOrMandoOrGeo > 3 and TrandoOrMandoOrGeo < 7 then
SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = 150,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
assault = { "rep_inf_commando_02_roketeer",1,4},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
officer = { "rep_inf_commando_05_electronic",1,4},
special = { "rep_inf_commando_06_sergeant",1,4},
commander={ "rep_inf_commando_07_havoc", 1, 4},
general = { "rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"tnd_inf_mercenary",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"tnd_inf_slaver",1, 2},
commander={"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if TrandoOrMandoOrGeo > 6 then
SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = 150,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
assault = { "rep_inf_commando_02_roketeer",1,4},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
officer = { "rep_inf_commando_05_electronic",1,4},
special = { "rep_inf_commando_06_sergeant",1,4},
commander={ "rep_inf_commando_07_havoc", 1, 4},
general = { "rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"geo_inf_geonosian",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"geo_inf_geonosian_elite",1, 2},
commander={"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
-- Clones -------------------------
SetTeamName (3, "clone")
AddUnitClass (3, "rrl_inf_ep2_rifleman", 11)
AddUnitClass (3, "rrl_inf_ep2_jettrooper", 5)
AddUnitClass(3, "rrl_inf_ep2_commander",3)
SetUnitCount (3, 15)
AddAIGoal(CLONES, "Deathmatch", 100)
SetTeamAsFriend(3,REP)
SetTeamAsEnemy(3,CIS)
SetTeamAsFriend(REP,3)
SetTeamAsEnemy(CIS,3)
-----------------------------------
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 0 droidekas
AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each
local weaponCnt = 221
SetMemoryPoolSize("Aimer", 80)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 175)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("ConnectivityGraphFollower", 56)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 60)
SetMemoryPoolSize("EntityFlyer", 10)
SetMemoryPoolSize("EntityLight", 110)
SetMemoryPoolSize("EntitySoundStatic", 16)
SetMemoryPoolSize("EntitySoundStream", 5)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 54)
SetMemoryPoolSize("MountedTurret", 30)
SetMemoryPoolSize("Navigator", 70)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("OrdnanceTowCable", 40) -- !!!! need +4 extra for wrapped/fallen cables !!!!
SetMemoryPoolSize("PathFollower", 70)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitController", 70)
SetMemoryPoolSize("UnitAgent", 70)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 700)
SetMemoryPoolSize("RedOmniLight", 145)
ReadDataFile("HOT\\hot1.lvl", "hoth_conquest")
--ReadDataFile("tan\\tan1.lvl", "tan1_obj")
SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
SetDefenderSnipeRange(170)
AddDeathRegion("Death")
-- Sound Stats
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\\hot.lvl", "hot1gcw")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
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)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .75, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .5, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .25, 1)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_hot_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_hot_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_hot_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_hot_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_hot_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_hot_amb_end", 2,1)
SetVictoryMusic(REP, "rep_hot_amb_victory")
SetDefeatMusic (REP, "rep_hot_amb_defeat")
SetVictoryMusic(CIS, "cis_hot_amb_victory")
SetDefeatMusic (CIS, "cis_hot_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")
-- Camera Stats
--Hoth
--Hangar
AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849)
--Shield Generator
AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801)
--Battlefield
AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348)
ReadDataFile("dc:HUD\\hudTxtKill.lvl")
end
[/code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ReadDataFile("dc:common.lvl")
ReadDataFile("common.lvl")
-- Empire Attacking (attacker is always #1)
REP = 2
CIS = 1
CLONES = 3
-- These variables do not change
ATT = 1
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()
AddDeathRegion("fall")
DisableBarriers("atat")
DisableBarriers("bombbar")
--CP SETUP for CONQUEST
-- SetProperty("shield", "MaxHealth", 222600.0)
-- SetProperty("shield", "CurHealth", 222600.0)
SetObjectTeam("CP3", 1)
SetObjectTeam("CP6", 1)
KillObject("CP7")
EnableSPHeroRules()
cp1 = CommandPost:New{name = "CP3"}
cp2 = CommandPost:New{name = "CP4"}
cp3 = CommandPost:New{name = "CP5"}
cp4 = CommandPost:New{name = "CP6"}
-- cp5 = CommandPost:New{name = "CP7"}
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
-- conquest:AddCommandPost(cp5)
conquest:Start()
-- KillObject("shield");
SetProperty("CP3", "AllyPath", "CP3_SpawnPath")
SetProperty("CP4", "AllyPath", "CP4_SpawnPath")
SetProperty("CP5", "AllyPath", "CP5_SpawnPath")
SetProperty("CP6", "AllyPath", "CP6_SpawnPath")
SetProperty("CP7", "AllyPath", "CP7_Spawn")
SetProperty("VehicleSpawn_11", "ClassRepDEF", "all_fly_snowspeeder")
SetProperty("VehicleSpawn_12", "ClassRepDEF", "all_fly_snowspeeder")
SetProperty("VehicleSpawn_13", "ClassRepDEF", "all_fly_snowspeeder")
SetProperty("VehicleSpawn_14", "ClassRepDEF", "all_fly_snowspeeder")
end
function ScriptInit()
ReadDataFile("dc:Load\\RCM_Load.lvl")
if(ScriptCB_GetPlatform() == "PS2") then
StealArtistHeap(1024*1024) -- steal 1MB from art heap
end
-- Designers, these two lines *MUST* be first.
--SetPS2ModelMemory(4500000)
SetPS2ModelMemory(3300000)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 3000)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 2500)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
SetMemoryPoolSize("Music", 70)
local screenWidth, screenHeight = ScriptCB_GetScreenInfo()
if screenHeight == 1080 and screenWidth == 1920 then
ReadDataFile("dc:HUD\\hud1920x1080.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:HUD\\hudBmpKill.lvl")
else
ReadDataFile("ingame.lvl")
end
--SetAttackingTeam(ATT)
SetMaxFlyHeight(70)
SetMaxPlayerFlyHeight(70)
SetGroundFlyerMap(1);
ReadDataFile("dc:sound\\rcm.lvl;RCMr")
ReadDataFile("dc:sound\\hot_weapon.lvl;cor1cw")
ReadDataFile("dc:sound\\hot_cw.lvl;hot1cw")
ReadDataFile("SIDE\\all.lvl",
"all_fly_snowspeeder",
"all_walk_tauntaun")
ReadDataFile("SIDE\\cis.lvl",
"cis_hover_stap",
"cis_fly_droidfighter_sc")
ReadDataFile("SIDE\\rep.lvl",
"rep_walk_oneman_atst",
"rep_walk_atte")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_commando_01_rifleman",
"rep_inf_commando_02_roketeer",
"rep_inf_commando_03_sniper",
"rep_inf_commando_04_engineer",
"rep_inf_commando_05_electronic",
"rep_inf_commando_06_sergeant",
"rep_inf_commando_07_havoc",
"rep_inf_commando_08_elite")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_b1_rifleman",
"cis_inf_b1_rocketeer",
"cis_inf_b1_sniper",
"cis_inf_sbd",
"cis_inf_magnaguard",
"cis_inf_droideka")
ReadDataFile("dc:SIDE\\mdo.lvl",
"mdo_inf_assassin",
"mdo_inf_officer")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar")
ReadDataFile("dc:SIDE\\tnd.lvl",
"tnd_inf_slaver",
"tnd_inf_mercenary")
ReadDataFile("dc:SIDE\\geo.lvl",
"geo_inf_geonosian",
"geo_inf_geonosian_elite")
ReadDataFile("dc:SIDE\\rrl.lvl",
"rrl_inf_ep2_rifleman",
"rrl_inf_ep2_commander",
"rrl_inf_ep2_jettrooper")
TrandoOrMandoOrGeo = math.random(1,9)
if TrandoOrMandoOrGeo < 4 then
SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = 150,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
assault = { "rep_inf_commando_02_roketeer",1,4},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
officer = { "rep_inf_commando_05_electronic",1,4},
special = { "rep_inf_commando_06_sergeant",1,4},
commander={ "rep_inf_commando_07_havoc", 1, 4},
general = { "rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"mdo_inf_assassin",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"mdo_inf_officer",1, 2},
commander={"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if TrandoOrMandoOrGeo > 3 and TrandoOrMandoOrGeo < 7 then
SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = 150,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
assault = { "rep_inf_commando_02_roketeer",1,4},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
officer = { "rep_inf_commando_05_electronic",1,4},
special = { "rep_inf_commando_06_sergeant",1,4},
commander={ "rep_inf_commando_07_havoc", 1, 4},
general = { "rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"tnd_inf_mercenary",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"tnd_inf_slaver",1, 2},
commander={"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
if TrandoOrMandoOrGeo > 6 then
SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = 150,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
assault = { "rep_inf_commando_02_roketeer",1,4},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
officer = { "rep_inf_commando_05_electronic",1,4},
special = { "rep_inf_commando_06_sergeant",1,4},
commander={ "rep_inf_commando_07_havoc", 1, 4},
general = { "rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"geo_inf_geonosian",1, 3},
officer = {"cis_inf_sbd",1, 2},
special = {"geo_inf_geonosian_elite",1, 2},
commander={"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2}
}
}
end
-- Clones -------------------------
SetTeamName (3, "clone")
AddUnitClass (3, "rrl_inf_ep2_rifleman", 11)
AddUnitClass (3, "rrl_inf_ep2_jettrooper", 5)
AddUnitClass(3, "rrl_inf_ep2_commander",3)
SetUnitCount (3, 15)
AddAIGoal(CLONES, "Deathmatch", 100)
SetTeamAsFriend(3,REP)
SetTeamAsEnemy(3,CIS)
SetTeamAsFriend(REP,3)
SetTeamAsEnemy(CIS,3)
-----------------------------------
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 0 droidekas
AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each
local weaponCnt = 221
SetMemoryPoolSize("Aimer", 80)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 175)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("ConnectivityGraphFollower", 56)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 60)
SetMemoryPoolSize("EntityFlyer", 10)
SetMemoryPoolSize("EntityLight", 110)
SetMemoryPoolSize("EntitySoundStatic", 16)
SetMemoryPoolSize("EntitySoundStream", 5)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 54)
SetMemoryPoolSize("MountedTurret", 30)
SetMemoryPoolSize("Navigator", 70)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("OrdnanceTowCable", 40) -- !!!! need +4 extra for wrapped/fallen cables !!!!
SetMemoryPoolSize("PathFollower", 70)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitController", 70)
SetMemoryPoolSize("UnitAgent", 70)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 700)
SetMemoryPoolSize("RedOmniLight", 145)
ReadDataFile("HOT\\hot1.lvl", "hoth_conquest")
--ReadDataFile("tan\\tan1.lvl", "tan1_obj")
SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
SetDefenderSnipeRange(170)
AddDeathRegion("Death")
-- Sound Stats
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\\hot.lvl", "hot1gcw")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
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)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .75, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .5, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .25, 1)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_hot_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_hot_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_hot_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_hot_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_hot_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_hot_amb_end", 2,1)
SetVictoryMusic(REP, "rep_hot_amb_victory")
SetDefeatMusic (REP, "rep_hot_amb_defeat")
SetVictoryMusic(CIS, "cis_hot_amb_victory")
SetDefeatMusic (CIS, "cis_hot_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")
-- Camera Stats
--Hoth
--Hangar
AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849)
--Shield Generator
AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801)
--Battlefield
AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348)
ReadDataFile("dc:HUD\\hudTxtKill.lvl")
end
[/code]
But there are no vehicles ingame. The BF2log says this:
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "VehicleSpawn_11" not found
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "VehicleSpawn_12" not found
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "VehicleSpawn_13" not found
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "VehicleSpawn_14" not found
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "VehicleSpawn_11" not found
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "VehicleSpawn_12" not found
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "VehicleSpawn_13" not found
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "VehicleSpawn_14" not found




