WIP-Republic Dooms Day

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Name for the troopers?

15th
9
15%
254th
28
46%
Zero-G
24
39%
 
Total votes: 61
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Karnage
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Post by Karnage »

This looks like it's going to be one creepyeerie-like-ambushy(like eyebrows :P )-oneheckofamap!

When I first played it I didn't really like it, but now it's looking like it'll be one of my favorites.

Great job Ipodzanyman! Keep up the good work. :D
(can't wait for the bushy eyebrows..I MEAN...ambushes)
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Post by Ipodzanyman »

thanks Karnage! I really want my map to make a great impression.....
-update I have made the map more close combat without losing it's eearie factor or map layout, and can someone please explain how I can get 4 mandolorians into a side? because I cannot use the default Boba....
-and I need ideas for the Cis, they should be speacially made units too.....
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Post by Ipodzanyman »

I changed that dust to look like mist so it looks more realistic, I'll post screens l8er....
2_lowiq_clone

Post by 2_lowiq_clone »

oh sweeeeeeet. liking forward to those pics, and bushy eyebrows.
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Post by Bac-Talan »

The fog seems to white for it to be a night map. I'd darken it if I were you.
Otherwise, nice job; I like the skins.
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Post by Ipodzanyman »

the amBUSHY stuff will come l8er I need the side before I can do that....
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Post by RevanSithLord »

Bushy's all capitalized.... lol! Sorry made me laugh and that was way off subject...

Anyway, that's looking tight, cant wait for the final product. :P
Protector_Pulch

Post by Protector_Pulch »

Have you ever seen the Acclamator with open ramps in the Grievous Attacks - map ?
If its in the assets, you could use this as a cap above the battlefield, having a cp on the ramp and a Laat spawning.

The screens look fine that far,maybe the fighertanks could need a reskin.
these corpses in the first screen, are they props ? If you used 'em in the republic ship, you'd easily create a "Prosecutorous" atmosphere.
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Post by Ipodzanyman »

yes those are props from a great person called MajinRevan, but those are my skins.... And about the map, I messed up the localization and everything is called Null, I bet I can fix it but I have no idea what happened. For now I might make the ambushing people like acklays or something for now but I really am disliking flyers right now, if they slightly go off their path they either crash or get confused.....and the units are still going straight toward the cps....but it's coming along fine.....oh and they are in the ship hehehehe.... :twisted:
http://images1.fotopic.net/?iid=yj3uu4& ... &nostamp=1http://images5.fotopic.net/?iid=yj3uux& ... &nostamp=1
http://images3.fotopic.net/?iid=yj3uuh& ... &nostamp=1http://images2.fotopic.net/?iid=yj3uug& ... &nostamp=1

_i'm sorry Fotopic is giving me probs so I cannot post the direct pic....

-notice in the low res the commander has the cape, but the high res doesn't?


_BTW i am going to put Vyse's beta clone commando in this map because I have a ready side, the only problem is it's skin....
Alpha

Post by Alpha »

What's wrong with the skin? Does it need a modified one? I could do that for you.
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Post by Ipodzanyman »

It's a little, how do I say it, blurry.... I was going to make it a hero, and aayla secura and grievous will be locals.....
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Post by Ipodzanyman »

I would appreciate it, I'm putting it into a local right now and will have Alex533's skin on it for now unless someone has something better, I'll be trying to make my own though....
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Post by Ipodzanyman »

For some reason the commandos are not showing up and caused no one to spawn ingame....help would be greatly appreciated...what property do I need to give the clone commando to be a local?
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Post by Ipodzanyman »

This is the lua if it might help with the problem:
f--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "Local_CP"}


--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()
SetUberMode(1);
EnableSPHeroRules()

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(1000)
SetMaxPlayerFlyHeight (1000)

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:sound\\BS1.lvl;spa1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_marine",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_aalya",
"rep_fly_arc170fighter_sc",
"rep_fly_anakinstarfighter_sc",
"kam_fly_ride_gunship",
"rep_walk_atte",
"rep_veh_remote_terminal")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_hover_aat",
"cis_fly_greviousfighter",
"cis_tread_hailfire")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

ReadDataFile("dc:SIDE\\snp.lvl",
"snp_inf_ep4_sniper",
"snp_inf_ep3_trooper",
"snp_inf_ep3_marine",
"snp_inf_ep3_clonecommander",
"snp_inf_ep3_jettrooper",
"snp_inf_ep3_engineer")

ReadDataFile("dc:SIDE\\CMN.lvl",
"cmn_inf_clonecommando")



SetupTeams{
rep = {
team = REP,
units = 300,
reinforcements = 500,
soldier = { "snp_inf_ep3_trooper",9, 200},
assault = { "snp_inf_ep3_marine",1, 25},
engineer = { "snp_inf_ep3_engineer",1, 25},
sniper = { "snp_inf_ep4_sniper",1, 25},
officer = {"snp_inf_ep3_clonecommander",1, 15},
special = { "snp_inf_ep3_jettrooper",1, 10},

},
cis = {
team = CIS,
units = 300,
reinforcements = 800,
soldier = { "cis_inf_marine",9, 200},
assault = { "cis_inf_rocketeer",1, 25},
engineer = { "cis_inf_engineer",1, 25},
sniper = { "cis_inf_sniper",1, 25},
officer = {"cis_inf_officer",1, 15},
special = { "cis_inf_droideka",1, 10},
}
}
SetTeamName (3, "Commandos")
AddUnitClass (3, "cmn_inf_clonecommando", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)

SetTeamAsFriend(ATT,1)
SetTeamAsFriend(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsEnemy(2,DEF)


SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(REP, "rep_hero_aalya")


-- 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, 2) -- 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)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize ("Asteroid", 100)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:RD5\\RD5.lvl", "RD5_conquest")
ReadDataFile("dc:RD5\\RD5.lvl", "RD5_conquest")
SetDenseEnvironment("false")
SetMemoryPoolSize ("Asteroid", 100)




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -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
Ipodzanyman
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DELAYED

Post by Ipodzanyman »

Bad News:

DELAYED

-my whole map is messed up and I'll have to transmit everything to a brand new map, I'll inform when my map turns on again.......
Darth_Z13
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RE: DELAYED

Post by Darth_Z13 »

Im sorry to hear that.
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RE: DELAYED

Post by Ipodzanyman »

I have been able to get it into a new map, but I want to avoid doing whatever I did wrong so can someone please tell me if there is anything wrong with the lua above, help is greatly appreciated..... :wink:
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RE: DELAYED

Post by Darth_Z13 »

Ok Ipodzanyman, I believe your problem is in your commandos because youa re having similar problems to what I was having. Here is my lua. You may want to us this as a template to set up your new level.


-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
HRP= 3;
HCS= 4;
LCL= 5;
-- These variables do not change
ATT = REP;
DEF = CIS;

function ScriptPostLoad()

AICanCaptureCP("CP5", HRP, false)
AICanCaptureCP("CP6", HRP, false)
AICanCaptureCP("CP7", HRP, false)
AICanCaptureCP("CP8", HRP, false)

AICanCaptureCP("CP5", HCS, false)
AICanCaptureCP("CP6", HCS, false)
AICanCaptureCP("CP7", HCS, false)
AICanCaptureCP("CP8", HCS, false)

--This defines the CPs. These need to happen first
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}



--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(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)

conquest:Start()
AddAIGoal(3, "Conquest", 100)
AddAIGoal(4, "Conquest", 100)
AddAIGoal(5, "Conquest", 100)
EnableSPHeroRules()

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("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

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_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_obiwan")
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_fly_greviousfighter",
"cis_hover_stap")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_dark_trooper")

ReadDataFile("dc:SIDE\\all.lvl",
"all_hero_hansolo_tat")



ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 250,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "imp_inf_dark_trooper",1, 4},

},
cis = {
team = CIS,
units = 45,
reinforcements = 300,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetupTeams{
hrp = {
team = HRP,
units = 1,
reinforcements = -1,
soldier = { "rep_hero_obiwan",1},
}
}

SetupTeams{
hcs = {
team = HCS,
units = 1,
reinforcements = -1,
soldier = { "cis_hero_grievous",1},
}

}
SetupTeams{
lcl = {
team = LCL,
units = 8,
reinforcements = -1,
soldier = { "all_hero_hansolo_tat",8},
}
}
SetTeamAsEnemy(HRP, DEF)
SetTeamAsEnemy(DEF, HRP)


SetTeamAsFriend(HRP, ATT)
SetTeamAsFriend(ATT, HRP)

SetTeamAsEnemy(HCS, ATT)
SetTeamAsEnemy(ATT, HCS)


SetTeamAsFriend(HCS, DEF)
SetTeamAsFriend(DEF, HCS)

SetTeamAsFriend(LCL, ATT)
SetTeamAsFriend(ATT, LCL)


SetTeamAsEnemy(LCL, DEF)
SetTeamAsEnemy(DEF, LCL)


-- 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:NAT\\NAT.lvl", "NAT_conquest")
ReadDataFile("dc:NAT\\NAT.lvl", "NAT_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.377591, -0.032504, -0.921992, -0.079368, -52.613297, 14.204483, -147.926331);

AddCameraShot(0.856928, 0.077983, 0.507406, -0.046175, -248.946075, 14.204483, -143.472168);
end

You also have an 'f' at the beginning of your lua.
Ipodzanyman
Sith
Sith
Posts: 1304
Joined: Fri Feb 03, 2006 12:16 am
Games I'm Playing :: ME3 Demo
Contact:

RE: DELAYED

Post by Ipodzanyman »

SO this is right?
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
CMN= 3;
AAL= 4;
GRV= 5;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()
AICanCaptureCP("CP1", AAL, false)
AICanCaptureCP("CP2", AAL, false)
AICanCaptureCP("CP3", AAL, false)
AICanCaptureCP("CP4", AAL, false)
AICanCaptureCP("CP5", AAL, false)
AICanCaptureCP("Local_CP", AAL, false)

AICanCaptureCP("CP1", GRV, false)
AICanCaptureCP("CP2", GRV, false)
AICanCaptureCP("CP3", GRV, false)
AICanCaptureCP("CP4", GRV, false)
AICanCaptureCP("CP4", GRV, false)
AICanCaptureCP("CP5", GRV, false)
AICanCaptureCP("Local_CP", GRV, false)



--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "Local_CP"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}


--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()
AddAIGoal(3,"Deathmatch",100)
AddAIGoal(4, "Deathmatch", 100)
AddAIGoal(5, "Deathmatch", 100)
SetUberMode(1);
EnableSPHeroRules()

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(1000)
SetMaxPlayerFlyHeight (1000)

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("SIDE\\rep.lvl",
"rep_inf_ep3_marine",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_aalya",
"rep_fly_arc170fighter_sc",
"rep_fly_anakinstarfighter_sc",
"kam_fly_ride_gunship",
"rep_walk_atte",
"rep_veh_remote_terminal")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_hover_aat",
"cis_fly_greviousfighter",
"cis_tread_hailfire")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
ReadDataFile("dc:SIDE\\snp.lvl",
"snp_inf_ep4_sniper",
"snp_inf_ep3_trooper",
"snp_inf_ep3_marine",
"snp_inf_ep3_clonecommander",
"snp_inf_ep3_jettrooper",
"snp_inf_ep3_engineer")

ReadDataFile("dc:SIDE\\CMN.lvl",
"cmn_inf_clonecommando")

SetupTeams{
rep = {
team = REP,
units = 300,
reinforcements = 500,
soldier = { "snp_inf_ep3_trooper",9, 200},
assault = { "snp_inf_ep3_marine",1, 25},
engineer = { "snp_inf_ep3_engineer",1, 25},
sniper = { "snp_inf_ep4_sniper",1, 25},
officer = {"snp_inf_ep3_clonecommander",1, 15},
special = { "snp_inf_ep3_jettrooper",1, 10},

},
cis = {
team = CIS,
units = 300,
reinforcements = 800,
soldier = { "cis_inf_marine",9, 200},
assault = { "cis_inf_rocketeer",1, 25},
engineer = { "cis_inf_engineer",1, 25},
sniper = { "cis_inf_sniper",1, 25},
officer = {"cis_inf_officer",1, 15},
special = { "cis_inf_droideka",1, 10},
}
}
}
SetupTeams{
cmn = {
team = CMN,
units = 10,
reinforcements = 100,
special = { "cmn_inf_clonecommando",10},
}
}
SetupTeams{
aal = {
team = AAL,
units = 1,
reinforcements = -1,
soldier = { "rep_hero_aalya",1},
}
}

SetupTeams{
grv = {
team = GRV,
units = 1,
reinforcements = -1,
soldier = { "cis_hero_grievous",1},
}




SetTeamAsEnemy(AAL, DEF)
SetTeamAsEnemy(DEF, AAL)


SetTeamAsFriend(AAL, ATT)
SetTeamAsFriend(ATT, AAL)

SetTeamAsEnemy(GRV, ATT)
SetTeamAsEnemy(ATT, GRV)


SetTeamAsFriend(GRV, DEF)
SetTeamAsFriend(DEF, GRV)

SetTeamAsFriend(CMN, ATT)
SetTeamAsFriend(ATT, CMN)


SetTeamAsEnemy(CMN, DEF)
SetTeamAsEnemy(DEF, CMN)


SetHeroClass(CIS, "cis_inf_marine")
SetHeroClass(REP, "cmn_inf_clonecommando")



-- 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, 2) -- 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)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize ("Asteroid", 100)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:RDD\\RDD.lvl", "RDD_conquest")
ReadDataFile("dc:RDD\\RDD.lvl", "RDD_conquest")
SetDenseEnvironment("false")
SetMemoryPoolSize ("Asteroid", 100)




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -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

thanks for the help.......
Darth_Z13
Jedi High Council
Jedi High Council
Posts: 2275
Joined: Sat Jun 17, 2006 9:51 am
xbox live or psn: Xanthius Wylon
Location: Canada

Re: RE: DELAYED

Post by Darth_Z13 »

Ipodzanyman wrote:ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_marine",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_aalya",
"rep_fly_arc170fighter_sc",
"rep_fly_anakinstarfighter_sc",
"kam_fly_ride_gunship",
"rep_walk_atte",
"rep_veh_remote_terminal")
Ya but if you load stuff you don't use it slows down your map. I didn't see any republic units in the LUA except for Aayla Secura.
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