[quote]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- Empire Attacking (attacker is always #1)
REP = 1
CIS = 2
-- 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()
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 = "cp6"}
--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()
EnableSPHeroRules()
end
function ScriptInit()
StealArtistHeap(256*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(2497152 + 65536 * 0)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\chr.lvl;commando")
ReadDataFile("sound\\dag.lvl;dag1cw")
--Make team 1 humans only
ForceHumansOntoTeam1()
AllowAISpawn(1, False)
SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight (20)
ReadDataFile("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_yoda")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_hero_grievous")
ReadDataFile("SIDE\\infantry.lvl",
"rep_inf_commando",
"cis_inf_commando")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 3) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 203
SetMemoryPoolSize("Aimer", 9)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize ("EntitySoundStream", 2)
SetMemoryPoolSize ("EntitySoundStatic", 1)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 157)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 200)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)
SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
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 = { "rep_inf_ep3_jettrooper",1,4},
},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
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},
}
}
--Commando class
AddUnitClass(REP,"rep_inf_commando", 1,2)
AddUnitClass(CIS,"cis_inf_commando", 1,2)
--Heroes
SetHeroClass(REP, "rep_hero_yoda")
SetHeroClass(CIS, "cis_hero_grievous")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 3) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
-- Attacker Stats
--SetTeamAsFriend(ATT, 3)
-- Defender Stats
--SetTeamAsEnemy(DEF, 3)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dag\\dag1.lvl", "dag1_conquest", "dag1_cw") -- *****
SetDenseEnvironment("false")
SetAIViewMultiplier(0.35)
--AddDeathRegion("deathregion")
--SetStayInTurrets(1)
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
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\\dag.lvl", "dag1")
OpenAudioStream("sound\\dag.lvl", "dag1")
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(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(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_dag_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_dag_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_dag_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_dag_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_dag_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_dag_amb_end", 2,1)
SetVictoryMusic(REP, "rep_dag_amb_victory")
SetDefeatMusic (REP, "rep_dag_amb_defeat")
SetVictoryMusic(CIS, "cis_dag_amb_victory")
SetDefeatMusic (CIS, "cis_dag_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
AddCameraShot(0.953415, -0.062787, 0.294418, 0.019389, 20.468771, 3.780040, -110.412453);
AddCameraShot(0.646125, -0.080365, 0.753185, 0.093682, 41.348438, 5.688061, -52.695042);
AddCameraShot(-0.442911, 0.055229, -0.887986, -0.110728, 39.894440, 9.234127, -59.177147);
AddCameraShot(-0.038618, 0.006041, -0.987228, -0.154444, 28.671711, 10.001163, 128.892181);
end
[/quote]