Certain stock villians crash
Posted: Mon Jun 29, 2009 2:24 pm
by RepSharpshooter
I am adding the Mos Eisly hero assault characters to one of my Battle Arena modes. Upon load, all of the heroes work, but when I select certain villians, the map crashes. Darth Maul and Count Dooku crash. When I select Grievous, he is there but has no head.
I get these errors in the bf2log:
Here is the relevant part of my lua:
I can't find anything in the world wrong with the lua, I've copied it line by line from tat2g_eli yet it still crashes on maul and dooku, and grievous has no head. I've tried commenting a few things out, but with no effect.
I get these errors in the bf2log:
Hidden/Spoiler:
Message Severity: 3
.\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'cis_hero_grievous' failed to find animmap _sabre
Message Severity: 3
.\Source\DisplaySoldier.cpp(240)
DisplaySoldier 'cis_hero_jangofett' failed to find animmap fett_pistol
.\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'cis_hero_grievous' failed to find animmap _sabre
Message Severity: 3
.\Source\DisplaySoldier.cpp(240)
DisplaySoldier 'cis_hero_jangofett' failed to find animmap fett_pistol
Hidden/Spoiler:
function ScriptInit()
StealArtistHeap(1536*1024)
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight(20)
--SetMemoryPoolSize("SoldierAnimation", 8000)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 300)
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
ReadDataFile("sound\\tat.lvl;tat2gcw")
--ReadDataFile("dc:sound\\baa.lvl;baacw")
--[[
print("reading in gam side")
ReadDataFile("SIDE\\gam.lvl",
"gam_inf_gamorreanguard")
print("reading in snw side")
ReadDataFile("SIDE\\snw.lvl",
"snw_inf_wampa")
print("reading in geo side")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian",
"geo_inf_acklay")
,
"cis_inf_rifleman",
"cis_inf_droideka"
--]]
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hero_emperor",
"imp_hero_bobafett")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_anakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan")
ReadDataFile("SIDE\\cis.lvl",
"cis_hero_grievous",
"cis_hero_darthmaul",
"cis_hero_countdooku",
"cis_hero_jangofett")
SetClassProperty("geo_inf_geonosian","NoEnterVehicles","1")
SetClassProperty("cis_inf_rifleman","NoEnterVehicles","1")
SetClassProperty("gam_inf_gamorreanguard","NoEnterVehicles","1")
SetClassProperty("geo_inf_acklay","NoEnterVehicles","1")
SetClassProperty("snw_inf_wampa","NoEnterVehicles","1")
--ReadDataFile("dc:ingame.lvl")
SetupTeams{
hero = {
team = ALL,
units = 32,
reinforcements = -1,
soldier = { "all_hero_hansolo_tat",1,2},
assault = { "all_hero_chewbacca", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}
AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)
SetupTeams{
villain = {
team = IMP,
units = 32,
reinforcements = -1,
soldier = { "imp_hero_bobafett", 1,2},
assault = { "imp_hero_darthvader",1,2},
engineer= { "cis_hero_darthmaul", 1,2},
sniper = { "cis_hero_jangofett", 1,2},
officer = { "cis_hero_grievous", 1,2},
special = { "imp_hero_emperor", 1,2},
},
}
AddUnitClass(IMP, "rep_hero_anakin",1,2)
AddUnitClass(IMP, "cis_hero_countdooku",1,2)
SetTeamAsFriend(1,2)
SetTeamAsFriend(2,1)
--Pools of extra characters for Ambushes.
AddUnitClass(ambushTeam1, "geo_inf_geonosian",16,16)
AddUnitClass(ambushTeam1, "gam_inf_gamorreanguard",16,16)
SetUnitCount(ambushTeam1, 32)
AddAIGoal(ambushTeam1, "Deathmatch", 100)
--Pools of extra characters for Ambushes.
AddUnitClass(ambushTeam2, "cis_inf_rifleman",16,16)
AddUnitClass(ambushTeam2, "cis_inf_droideka",16,16)
SetUnitCount(ambushTeam2, 32)
AddAIGoal(ambushTeam2, "Deathmatch", 100)
--Pools of extra characters for Ambushes.
AddUnitClass(ambushTeam3, "snw_inf_wampa",16,16)
AddUnitClass(ambushTeam3, "geo_inf_acklay",16,16)
SetUnitCount(ambushTeam3, 32)
AddAIGoal(ambushTeam3, "Deathmatch", 100)
--AddUnitClass(ambushTeam33, "cis_inf_marine")
--SetUnitCount(ambushTeam33, ambushCount33)
--SetTeamAsEnemy(ambushTeam33, REP)
--AddAIGoal(ambushTeam33, "Deathmatch", 100)
--[[
AddUnitClass(ambushTeam3, "cis_inf_rifleman")
SetUnitCount(ambushTeam3, ambushCount3)
--SetTeamAsEnemy(ambushTeam33, REP)
-- AddAIGoal(ambushTeam3, "Conquest", 100)
AddAIGoal(ambushTeam3, "Deathmatch", 100)
AddUnitClass(ambushTeam4, "cis_inf_droideka")
SetUnitCount(ambushTeam4, ambushCount4)
--SetTeamAsEnemy(ambushTeam33, REP)
-- AddAIGoal(ambushTeam4, "Conquest", 100)
AddAIGoal(ambushTeam4, "Deathmatch", 100)
AddUnitClass(ambushTeam5, "snw_inf_wampa")
SetUnitCount(ambushTeam5, ambushCount5)
--SetTeamAsEnemy(ambushTeam33, REP)
-- AddAIGoal(ambushTeam5, "Conquest", 100)
AddAIGoal(ambushTeam5, "Deathmatch", 100)
AddUnitClass(ambushTeam2, "geo_inf_acklay")
SetUnitCount(ambushTeam2, ambushCount2)
--SetTeamAsEnemy(ambushTeam33, REP)
-- AddAIGoal(ambushTeam2, "Conquest", 100)
AddAIGoal(ambushTeam2, "Deathmatch", 100)
--]]
print("ambushteam1")
print(ambushTeam1)
print("ambushTeam33")
--print(ambushTeam33)
SetTeamAsEnemy(ambushTeam1, ATT)
SetTeamAsEnemy(ambushTeam1, DEF)
SetTeamAsEnemy(ATT, ambushTeam1)
SetTeamAsEnemy(DEF, ambushTeam1)
SetTeamAsEnemy(ambushTeam2, ATT)
SetTeamAsEnemy(ambushTeam2, DEF)
SetTeamAsEnemy(ATT, ambushTeam2)
SetTeamAsEnemy(DEF, ambushTeam2)
SetTeamAsEnemy(ambushTeam3, ATT)
SetTeamAsEnemy(ambushTeam3, DEF)
SetTeamAsEnemy(ATT, ambushTeam3)
SetTeamAsEnemy(DEF, ambushTeam3)
-- SetTeamAsEnemy(ambushTeam4, ATT)
-- SetTeamAsEnemy(ambushTeam4, DEF)
-- SetTeamAsEnemy(ATT, ambushTeam4)
-- SetTeamAsEnemy(DEF, ambushTeam4)
--[[ SetTeamAsEnemy(ambushTeam5, ATT)
SetTeamAsEnemy(ambushTeam5, DEF)
SetTeamAsEnemy(ATT, ambushTeam5)
SetTeamAsEnemy(DEF, ambushTeam5)
--]]
--[[ SetTeamAsEnemy(ambushTeam33, ATT)
SetTeamAsEnemy(ambushTeam33, DEF)
SetTeamAsEnemy(ATT, ambushTeam33)
SetTeamAsEnemy(DEF, ambushTeam33)--]]
--SetTeamAsFriend(ambushTeam1,ambushTeam33)
--SetTeamAsFriend(ambushTeam33,ambushTeam1)
SetTeamAsFriend(ambushTeam1,ambushTeam3)
SetTeamAsFriend(ambushTeam3,ambushTeam1)
-- SetTeamAsFriend(ambushTeam1,ambushTeam4)
-- SetTeamAsFriend(ambushTeam4,ambushTeam1)
-- SetTeamAsFriend(ambushTeam1,ambushTeam5)
-- SetTeamAsFriend(ambushTeam5,ambushTeam1)
SetTeamAsFriend(ambushTeam1,ambushTeam2)
SetTeamAsFriend(ambushTeam2,ambushTeam1)
-- SetTeamAsFriend(ambushTeam33,ambushTeam3)
-- SetTeamAsFriend(ambushTeam3,ambushTeam33)
-- SetTeamAsFriend(ambushTeam33,ambushTeam4)
-- SetTeamAsFriend(ambushTeam4,ambushTeam33)
-- SetTeamAsFriend(ambushTeam33,ambushTeam5)
--SetTeamAsFriend(ambushTeam5,ambushTeam33)
-- SetTeamAsFriend(ambushTeam33,ambushTeam2)
-- SetTeamAsFriend(ambushTeam2,ambushTeam33)
-- SetTeamAsFriend(ambushTeam3,ambushTeam4)
-- SetTeamAsFriend(ambushTeam4,ambushTeam3)
-- SetTeamAsFriend(ambushTeam3,ambushTeam5)
-- SetTeamAsFriend(ambushTeam5,ambushTeam3)
SetTeamAsFriend(ambushTeam3,ambushTeam2)
SetTeamAsFriend(ambushTeam2,ambushTeam3)
-- SetTeamAsFriend(ambushTeam4,ambushTeam5)
-- SetTeamAsFriend(ambushTeam5,ambushTeam4)
-- SetTeamAsFriend(ambushTeam4,ambushTeam2)
-- SetTeamAsFriend(ambushTeam2,ambushTeam4)
-- SetTeamAsFriend(ambushTeam5,ambushTeam2)
-- SetTeamAsFriend(ambushTeam2,ambushTeam5)
--SetTeamAsFriend(ATT,DEF)
--SetTeamAsFriend(DEF,ATT)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 64) -- 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 = 256
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 40)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 800) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:BAA\\BAA.lvl", "BAA_conquest")
ReadDataFile("dc:BAA\\BAA.lvl", "BAA_WAVE")
SetDenseEnvironment("false")
StealArtistHeap(1536*1024)
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight(20)
--SetMemoryPoolSize("SoldierAnimation", 8000)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 300)
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
ReadDataFile("sound\\tat.lvl;tat2gcw")
--ReadDataFile("dc:sound\\baa.lvl;baacw")
--[[
print("reading in gam side")
ReadDataFile("SIDE\\gam.lvl",
"gam_inf_gamorreanguard")
print("reading in snw side")
ReadDataFile("SIDE\\snw.lvl",
"snw_inf_wampa")
print("reading in geo side")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian",
"geo_inf_acklay")
,
"cis_inf_rifleman",
"cis_inf_droideka"
--]]
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hero_emperor",
"imp_hero_bobafett")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_anakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan")
ReadDataFile("SIDE\\cis.lvl",
"cis_hero_grievous",
"cis_hero_darthmaul",
"cis_hero_countdooku",
"cis_hero_jangofett")
SetClassProperty("geo_inf_geonosian","NoEnterVehicles","1")
SetClassProperty("cis_inf_rifleman","NoEnterVehicles","1")
SetClassProperty("gam_inf_gamorreanguard","NoEnterVehicles","1")
SetClassProperty("geo_inf_acklay","NoEnterVehicles","1")
SetClassProperty("snw_inf_wampa","NoEnterVehicles","1")
--ReadDataFile("dc:ingame.lvl")
SetupTeams{
hero = {
team = ALL,
units = 32,
reinforcements = -1,
soldier = { "all_hero_hansolo_tat",1,2},
assault = { "all_hero_chewbacca", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}
AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)
SetupTeams{
villain = {
team = IMP,
units = 32,
reinforcements = -1,
soldier = { "imp_hero_bobafett", 1,2},
assault = { "imp_hero_darthvader",1,2},
engineer= { "cis_hero_darthmaul", 1,2},
sniper = { "cis_hero_jangofett", 1,2},
officer = { "cis_hero_grievous", 1,2},
special = { "imp_hero_emperor", 1,2},
},
}
AddUnitClass(IMP, "rep_hero_anakin",1,2)
AddUnitClass(IMP, "cis_hero_countdooku",1,2)
SetTeamAsFriend(1,2)
SetTeamAsFriend(2,1)
--Pools of extra characters for Ambushes.
AddUnitClass(ambushTeam1, "geo_inf_geonosian",16,16)
AddUnitClass(ambushTeam1, "gam_inf_gamorreanguard",16,16)
SetUnitCount(ambushTeam1, 32)
AddAIGoal(ambushTeam1, "Deathmatch", 100)
--Pools of extra characters for Ambushes.
AddUnitClass(ambushTeam2, "cis_inf_rifleman",16,16)
AddUnitClass(ambushTeam2, "cis_inf_droideka",16,16)
SetUnitCount(ambushTeam2, 32)
AddAIGoal(ambushTeam2, "Deathmatch", 100)
--Pools of extra characters for Ambushes.
AddUnitClass(ambushTeam3, "snw_inf_wampa",16,16)
AddUnitClass(ambushTeam3, "geo_inf_acklay",16,16)
SetUnitCount(ambushTeam3, 32)
AddAIGoal(ambushTeam3, "Deathmatch", 100)
--AddUnitClass(ambushTeam33, "cis_inf_marine")
--SetUnitCount(ambushTeam33, ambushCount33)
--SetTeamAsEnemy(ambushTeam33, REP)
--AddAIGoal(ambushTeam33, "Deathmatch", 100)
--[[
AddUnitClass(ambushTeam3, "cis_inf_rifleman")
SetUnitCount(ambushTeam3, ambushCount3)
--SetTeamAsEnemy(ambushTeam33, REP)
-- AddAIGoal(ambushTeam3, "Conquest", 100)
AddAIGoal(ambushTeam3, "Deathmatch", 100)
AddUnitClass(ambushTeam4, "cis_inf_droideka")
SetUnitCount(ambushTeam4, ambushCount4)
--SetTeamAsEnemy(ambushTeam33, REP)
-- AddAIGoal(ambushTeam4, "Conquest", 100)
AddAIGoal(ambushTeam4, "Deathmatch", 100)
AddUnitClass(ambushTeam5, "snw_inf_wampa")
SetUnitCount(ambushTeam5, ambushCount5)
--SetTeamAsEnemy(ambushTeam33, REP)
-- AddAIGoal(ambushTeam5, "Conquest", 100)
AddAIGoal(ambushTeam5, "Deathmatch", 100)
AddUnitClass(ambushTeam2, "geo_inf_acklay")
SetUnitCount(ambushTeam2, ambushCount2)
--SetTeamAsEnemy(ambushTeam33, REP)
-- AddAIGoal(ambushTeam2, "Conquest", 100)
AddAIGoal(ambushTeam2, "Deathmatch", 100)
--]]
print("ambushteam1")
print(ambushTeam1)
print("ambushTeam33")
--print(ambushTeam33)
SetTeamAsEnemy(ambushTeam1, ATT)
SetTeamAsEnemy(ambushTeam1, DEF)
SetTeamAsEnemy(ATT, ambushTeam1)
SetTeamAsEnemy(DEF, ambushTeam1)
SetTeamAsEnemy(ambushTeam2, ATT)
SetTeamAsEnemy(ambushTeam2, DEF)
SetTeamAsEnemy(ATT, ambushTeam2)
SetTeamAsEnemy(DEF, ambushTeam2)
SetTeamAsEnemy(ambushTeam3, ATT)
SetTeamAsEnemy(ambushTeam3, DEF)
SetTeamAsEnemy(ATT, ambushTeam3)
SetTeamAsEnemy(DEF, ambushTeam3)
-- SetTeamAsEnemy(ambushTeam4, ATT)
-- SetTeamAsEnemy(ambushTeam4, DEF)
-- SetTeamAsEnemy(ATT, ambushTeam4)
-- SetTeamAsEnemy(DEF, ambushTeam4)
--[[ SetTeamAsEnemy(ambushTeam5, ATT)
SetTeamAsEnemy(ambushTeam5, DEF)
SetTeamAsEnemy(ATT, ambushTeam5)
SetTeamAsEnemy(DEF, ambushTeam5)
--]]
--[[ SetTeamAsEnemy(ambushTeam33, ATT)
SetTeamAsEnemy(ambushTeam33, DEF)
SetTeamAsEnemy(ATT, ambushTeam33)
SetTeamAsEnemy(DEF, ambushTeam33)--]]
--SetTeamAsFriend(ambushTeam1,ambushTeam33)
--SetTeamAsFriend(ambushTeam33,ambushTeam1)
SetTeamAsFriend(ambushTeam1,ambushTeam3)
SetTeamAsFriend(ambushTeam3,ambushTeam1)
-- SetTeamAsFriend(ambushTeam1,ambushTeam4)
-- SetTeamAsFriend(ambushTeam4,ambushTeam1)
-- SetTeamAsFriend(ambushTeam1,ambushTeam5)
-- SetTeamAsFriend(ambushTeam5,ambushTeam1)
SetTeamAsFriend(ambushTeam1,ambushTeam2)
SetTeamAsFriend(ambushTeam2,ambushTeam1)
-- SetTeamAsFriend(ambushTeam33,ambushTeam3)
-- SetTeamAsFriend(ambushTeam3,ambushTeam33)
-- SetTeamAsFriend(ambushTeam33,ambushTeam4)
-- SetTeamAsFriend(ambushTeam4,ambushTeam33)
-- SetTeamAsFriend(ambushTeam33,ambushTeam5)
--SetTeamAsFriend(ambushTeam5,ambushTeam33)
-- SetTeamAsFriend(ambushTeam33,ambushTeam2)
-- SetTeamAsFriend(ambushTeam2,ambushTeam33)
-- SetTeamAsFriend(ambushTeam3,ambushTeam4)
-- SetTeamAsFriend(ambushTeam4,ambushTeam3)
-- SetTeamAsFriend(ambushTeam3,ambushTeam5)
-- SetTeamAsFriend(ambushTeam5,ambushTeam3)
SetTeamAsFriend(ambushTeam3,ambushTeam2)
SetTeamAsFriend(ambushTeam2,ambushTeam3)
-- SetTeamAsFriend(ambushTeam4,ambushTeam5)
-- SetTeamAsFriend(ambushTeam5,ambushTeam4)
-- SetTeamAsFriend(ambushTeam4,ambushTeam2)
-- SetTeamAsFriend(ambushTeam2,ambushTeam4)
-- SetTeamAsFriend(ambushTeam5,ambushTeam2)
-- SetTeamAsFriend(ambushTeam2,ambushTeam5)
--SetTeamAsFriend(ATT,DEF)
--SetTeamAsFriend(DEF,ATT)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 64) -- 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 = 256
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 40)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 800) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:BAA\\BAA.lvl", "BAA_conquest")
ReadDataFile("dc:BAA\\BAA.lvl", "BAA_WAVE")
SetDenseEnvironment("false")