How do I add CW era vehicles in a GCW era map?
Posted: Mon Apr 08, 2013 12:29 am
by JazzMaster
I've been trying to add some clone wars era starfighters to a GCW era space map but i can't for the life of me get them to actually show up during gameplay. anyone have experience with this?
Hopefully my lua will help
This seems like something that should be easy, but i cant seem to find any information on this anywhere.
Hopefully my lua will help
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPA9 - Naboo
-- Common script that shares all setup information
--
ScriptCB_DoFile("setup_teams")
-- Republic Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
function SetupUnits()
ReadDataFile("SIDE\\all.lvl",
"all_inf_pilot",
"all_inf_marine",
"all_fly_ywing_sc",
"all_fly_gunship_sc",
"all_veh_remote_terminal",
"rep_fly_arc170fighter_sc",
"rep_fly_jedifighter_sc")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_pilot",
"imp_inf_marine",
"imp_fly_tiefighter_sc",
"rep_fly_vwing",
"rep_fly_anakinstarfighter_sc",
"imp_fly_trooptrans",
"imp_veh_remote_terminal",)
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_all_beam",
"tur_bldg_spa_all_recoilless",
"tur_bldg_spa_all_chaingun",
"tur_bldg_spa_imp_beam",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_spa_imp_chaingun",
"tur_bldg_chaingun_roof"
)
end
myTeamConfig = {
all = {
team = ALL,
units = 32,
reinforcements = -1,
pilot = { "all_inf_pilot",26},
marine = { "all_inf_marine",6},
},
imp = {
team = IMP,
units = 32,
reinforcements = -1,
pilot = { "imp_inf_pilot",26},
marine = { "imp_inf_marine",6},
}
}
ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--ALL turrets
turretLinkageALL = LinkedTurrets:New{ team = ALL, mainframe = "all-defense",
turrets = {"all_turr_1", "all_turr_2", "all_turr_3", "all_turr_4", "all_turr_5", "all_turr_6"} }
turretLinkageALL:Init()
function turretLinkageALL:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.down", ALL)
BroadcastVoiceOver( "IOSMP_obj_20", IMP )
BroadcastVoiceOver( "AOSMP_obj_21", ALL )
end
function turretLinkageALL:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.up", ALL)
BroadcastVoiceOver( "IOSMP_obj_22", IMP )
BroadcastVoiceOver( "AOSMP_obj_23", ALL )
end
--IMP turrets
turretLinkageIMP = LinkedTurrets:New{ team = IMP, mainframe = "imp-defense",
turrets = {"imp_turr_1", "imp_turr_2", "imp_turr_3", "imp_turr_4", "imp_turr_5", "imp_turr_6"} }
turretLinkageIMP:Init()
function turretLinkageIMP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.down", IMP)
BroadcastVoiceOver( "IOSMP_obj_21", IMP )
BroadcastVoiceOver( "AOSMP_obj_20", ALL )
end
function turretLinkageIMP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.up", IMP)
BroadcastVoiceOver( "IOSMP_obj_23", IMP )
BroadcastVoiceOver( "AOSMP_obj_22", ALL )
end
end
-- adjust extents to fit cap ship
function ScriptPreInit()
SetWorldExtents(2650)
ScriptPreInit = nil
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()
-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")
SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(100)
ReadDataFile("sound\\spa.lvl;spa1gcw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);
SetupUnits()
SetupTeams(myTeamConfig)
-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
SetMemoryPoolSize("Aimer", 190)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 89)
SetMemoryPoolSize("Combo::DamageSample", 0)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("SoldierAnimation", 180)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityLight", 115)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 180)
SetMemoryPoolSize("MountedTurret", 56)
SetMemoryPoolSize("EntityPortableTurret", 20)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 135)
SetMemoryPoolSize("PathNode", 80)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 240)
SetMemoryPoolSize("UnitAgent", 65) -- guyCnt*2
SetMemoryPoolSize("UnitController", 65)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end
ReadDataFile("dc:SAD\\spa_sky.lvl", "end")
ReadDataFile("dc:SAD\\SAD.lvl", myGameMode)
SetDenseEnvironment("false")
SetParticleLODBias(15000)
-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
local voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_quick", voiceQuick)
-- OpenAudioStream("sound\\spa.lvl", "spa1_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(ALL, "allleaving")
SetOutOfBoundsVoiceOver(IMP, "impleaving")
SetAmbientMusic(ALL, 1.0, "all_spa_amb_start", 0,1)
SetAmbientMusic(ALL, 0.99, "all_spa_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.1,"all_spa_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_spa_amb_start", 0,1)
SetAmbientMusic(IMP, 0.99, "imp_spa_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.1,"imp_spa_amb_end", 2,1)
SetVictoryMusic(ALL, "all_spa_amb_victory")
SetDefeatMusic (ALL, "all_spa_amb_defeat")
SetVictoryMusic(IMP, "imp_spa_amb_victory")
SetDefeatMusic (IMP, "imp_spa_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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
SetAttackingTeam(IMP)
-- Internal Alliance hangar
-- this shot is bad, needs to be fixed
AddCameraShot(-0.049495, 0.003922, -0.995646, -0.078892, 24.992880, -22.995819, -1025.940186);
--Flag shot
AddCameraShot(0.546201, 0.047743, 0.833116, -0.072822, 402.610260, -105.474068, -55.044727);
--Internal Imperial hangar
AddCameraShot(0.988295, -0.091070, 0.121873, 0.011230, 33.932011, 10.868500, 1567.624146);
-- Imperial ship overall
AddCameraShot(-0.380690, 0.021761, -0.922940, -0.052756, 1351.167236, 188.651230, -10.971837);
-- Alliance ship overall
AddCameraShot(0.941014, -0.051715, 0.333887, 0.018349, 1053.546143, 188.651230, -51.276745);
AddDeathRegion("deathregion1")
AddDeathRegion("deathregion2")
AddLandingRegion("all-CP1Con")
AddLandingRegion("imp-CP1Con")
end
[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPA9 - Naboo
-- Common script that shares all setup information
--
ScriptCB_DoFile("setup_teams")
-- Republic Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
function SetupUnits()
ReadDataFile("SIDE\\all.lvl",
"all_inf_pilot",
"all_inf_marine",
"all_fly_ywing_sc",
"all_fly_gunship_sc",
"all_veh_remote_terminal",
"rep_fly_arc170fighter_sc",
"rep_fly_jedifighter_sc")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_pilot",
"imp_inf_marine",
"imp_fly_tiefighter_sc",
"rep_fly_vwing",
"rep_fly_anakinstarfighter_sc",
"imp_fly_trooptrans",
"imp_veh_remote_terminal",)
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_all_beam",
"tur_bldg_spa_all_recoilless",
"tur_bldg_spa_all_chaingun",
"tur_bldg_spa_imp_beam",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_spa_imp_chaingun",
"tur_bldg_chaingun_roof"
)
end
myTeamConfig = {
all = {
team = ALL,
units = 32,
reinforcements = -1,
pilot = { "all_inf_pilot",26},
marine = { "all_inf_marine",6},
},
imp = {
team = IMP,
units = 32,
reinforcements = -1,
pilot = { "imp_inf_pilot",26},
marine = { "imp_inf_marine",6},
}
}
ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--ALL turrets
turretLinkageALL = LinkedTurrets:New{ team = ALL, mainframe = "all-defense",
turrets = {"all_turr_1", "all_turr_2", "all_turr_3", "all_turr_4", "all_turr_5", "all_turr_6"} }
turretLinkageALL:Init()
function turretLinkageALL:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.down", ALL)
BroadcastVoiceOver( "IOSMP_obj_20", IMP )
BroadcastVoiceOver( "AOSMP_obj_21", ALL )
end
function turretLinkageALL:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.up", ALL)
BroadcastVoiceOver( "IOSMP_obj_22", IMP )
BroadcastVoiceOver( "AOSMP_obj_23", ALL )
end
--IMP turrets
turretLinkageIMP = LinkedTurrets:New{ team = IMP, mainframe = "imp-defense",
turrets = {"imp_turr_1", "imp_turr_2", "imp_turr_3", "imp_turr_4", "imp_turr_5", "imp_turr_6"} }
turretLinkageIMP:Init()
function turretLinkageIMP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.down", IMP)
BroadcastVoiceOver( "IOSMP_obj_21", IMP )
BroadcastVoiceOver( "AOSMP_obj_20", ALL )
end
function turretLinkageIMP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.up", IMP)
BroadcastVoiceOver( "IOSMP_obj_23", IMP )
BroadcastVoiceOver( "AOSMP_obj_22", ALL )
end
end
-- adjust extents to fit cap ship
function ScriptPreInit()
SetWorldExtents(2650)
ScriptPreInit = nil
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()
-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")
SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(100)
ReadDataFile("sound\\spa.lvl;spa1gcw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);
SetupUnits()
SetupTeams(myTeamConfig)
-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
SetMemoryPoolSize("Aimer", 190)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 89)
SetMemoryPoolSize("Combo::DamageSample", 0)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("SoldierAnimation", 180)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityLight", 115)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 180)
SetMemoryPoolSize("MountedTurret", 56)
SetMemoryPoolSize("EntityPortableTurret", 20)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 135)
SetMemoryPoolSize("PathNode", 80)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 240)
SetMemoryPoolSize("UnitAgent", 65) -- guyCnt*2
SetMemoryPoolSize("UnitController", 65)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end
ReadDataFile("dc:SAD\\spa_sky.lvl", "end")
ReadDataFile("dc:SAD\\SAD.lvl", myGameMode)
SetDenseEnvironment("false")
SetParticleLODBias(15000)
-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
local voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_quick", voiceQuick)
-- OpenAudioStream("sound\\spa.lvl", "spa1_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(ALL, "allleaving")
SetOutOfBoundsVoiceOver(IMP, "impleaving")
SetAmbientMusic(ALL, 1.0, "all_spa_amb_start", 0,1)
SetAmbientMusic(ALL, 0.99, "all_spa_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.1,"all_spa_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_spa_amb_start", 0,1)
SetAmbientMusic(IMP, 0.99, "imp_spa_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.1,"imp_spa_amb_end", 2,1)
SetVictoryMusic(ALL, "all_spa_amb_victory")
SetDefeatMusic (ALL, "all_spa_amb_defeat")
SetVictoryMusic(IMP, "imp_spa_amb_victory")
SetDefeatMusic (IMP, "imp_spa_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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
SetAttackingTeam(IMP)
-- Internal Alliance hangar
-- this shot is bad, needs to be fixed
AddCameraShot(-0.049495, 0.003922, -0.995646, -0.078892, 24.992880, -22.995819, -1025.940186);
--Flag shot
AddCameraShot(0.546201, 0.047743, 0.833116, -0.072822, 402.610260, -105.474068, -55.044727);
--Internal Imperial hangar
AddCameraShot(0.988295, -0.091070, 0.121873, 0.011230, 33.932011, 10.868500, 1567.624146);
-- Imperial ship overall
AddCameraShot(-0.380690, 0.021761, -0.922940, -0.052756, 1351.167236, 188.651230, -10.971837);
-- Alliance ship overall
AddCameraShot(0.941014, -0.051715, 0.333887, 0.018349, 1053.546143, 188.651230, -51.276745);
AddDeathRegion("deathregion1")
AddDeathRegion("deathregion2")
AddLandingRegion("all-CP1Con")
AddLandingRegion("imp-CP1Con")
end
[/code]