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Campaign LUA help [solved]

Posted: Sun Dec 28, 2008 9:24 pm
by Commander_Fett
Well, I was working on a campaign LUA, and checked through to see if I had missed something in the tut by Yankfan, but I can't find anything. I was hoping someone could help.
my LUA:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveGoto")

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

function ScriptPostLoad()

SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, true)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")

onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)

end
end)


--objective :goto
Objective1 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ccc.objectives.1", popupText = "level.ccc.objectives.1_popup",
regionName = "goto1", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective1:AddHint("level.geo1.hints.movement")
Objective1:AddHint("level.geo1.hints.obj_markers")
Objective1:AddHint("level.geo1.hints.review_objectives")
Objective1:AddHint("level.geo1.hints.sprint")


Objective1.OnStart = function(self)
att_obj1_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal = AddAIGoal(DEF, "Deathmatch", 100)

end

Objective1.OnComplete = function(self)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal)
ShowMessageText("game.objectives.complete", ATT)

end




--objective: conquest
Objective2CP = CommandPost:New{name = "cp5"}
Objective2 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.ccc.objectives.2", popupText = "level.ccc.objectives.2_popup", AIGoalWeight = 0}
Objective2:AddCommandPost(Objective2CP)

Objective2:AddHint("level.geo1.hints.capture_cp")

Objective2.OnStart = function(self)
AICanCaptureCP("cp5", ATT, true)
AICanCaptureCP("cp5", DEF, false)
att_obj2_aigoal = AddAIGoal(ATT, "Defend", 50, "cp5")
def_obj2_aigoal = AddAIGoal(DEF, "Defend", 50, "cp5")
att_obj2_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj2_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end

Objective2.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj2_aigoal)
DeleteAIGoal(att_obj2_aigoal2)
DeleteAIGoal(def_obj2_aigoal)
DeleteAIGoal(def_obj2_aigoal2)
SetProperty("cp5", "Team", 1)
SetProperty("cp5", "CaptureRegion", "")

end



--objective: assault
Dobjekt = Target:New{name = "bes1_bldg_gas_cell_sml"}
Dobjekt.OnDestroy = function(self)

end

Objective3 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.ccc.objectives.3", popupText = "level.ccc.objectives.3_popup"}
Objective3:AddTarget(Dobjekt)


Objective3.OnStart = function(self)


end

Objective3.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)

end





function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)

objectiveSequence:Start()
end

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(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("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_hover_fightertank",
"rep_hero_anakin",
"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_darthmaul",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 20,
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 = 20,
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},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- 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:CCC\\CCC.lvl", "CCC_conquest")
ReadDataFile("dc:CCC\\CCC.lvl", "CCC_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(0.908386, -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
My map loads, it's just the objectives never start. Can someone help this confused modder out?

Re: Campaign LUA help

Posted: Sun Dec 28, 2008 9:31 pm
by ThePanda
I'd start of by replacing

Code: Select all

onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)

end
end)
with

Code: Select all

onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
objectives_timer = CreateTimer("objectives_timer")
SetTimerValue(objectives_timer, 2)
StartTimer(objectives_timer)
begin_objectives = OnTimerElapse(
function(timer)
StartObjectives ()
ScriptCB_EnableCommandPostVO(0)
end,
objectives_timer
)
end
end
)
See if that makes any difference.

Re: Campaign LUA help

Posted: Sun Dec 28, 2008 9:37 pm
by Commander_Fett
I just used the one in the campaign scripter. But I tried that script you posted, no luck with that, either.

Re: Campaign LUA help

Posted: Sun Dec 28, 2008 9:51 pm
by ThePanda
Hmm, take a look at my script and see if there is anything you might be missing in there.

Keep in mind you still have to define the CP's.
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Assault File
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("KY1c_cmn")


---- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")-- This is about capturing CP's
ScriptCB_DoFile("MultiObjectiveContainer")-- I'm not sure what this is for, but it is included in Almost all the Campaign missions
ScriptCB_DoFile("ObjectiveGoto")-- well this speaks for it'selve
ScriptCB_DoFile("ObjectiveAssault")-- something to do with killing units?
ScriptCB_SetGameRules("campaign")


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

myGameMode = "KY1_CW-Assault"

function myScriptInit()
SetMemoryPoolSize("CommandFlyer", 2)
end


function ScriptPostLoad()
ScriptCB_SetGameRules("campaign")-- Here you can see a script being used; The script to define the gameRules(of wich I don't really know what they do EXACTLY)
SetAIDifficulty(0, 0, "medium")-- I'd say this influences the dumbness of the A.I. to compensate for difficult maps.
DisableAIAutoBalance()--Help requested on explaining this


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

onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
objectives_timer = CreateTimer("objectives_timer")
SetTimerValue(objectives_timer, 2)
StartTimer(objectives_timer)
begin_objectives = OnTimerElapse(
function(timer)
StartObjectives ()
ScriptCB_EnableCommandPostVO(0)
end,
objectives_timer
)
end
end
)

--Land in the Acclamator Hangar
Objective1 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.KY1.objectives.campaign.2", popupText = "level.KY1.objectives.popup.2",
regionName = "rep-cp2-acc-con", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective1:AddHint("level.spa2.objectives.popup.2a")
Objective1:AddHint("level.spa2.objectives.popup.2b")
Objective1:AddHint("level.spa2.objectives.popup.2c")


Objective1.OnStart = function(self)
att_obj1_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
SetProperty("cis-cp2", "Team", "0")

end

Objective1.OnComplete = function(self)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("cis-cp2", "Team", "2")

end




--Take the CIS CP
Objective2CP = CommandPost:New{name = "cis-cp2"}
Objective2 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.KY1.objectives.campaign.3", popupText = "level.KY1.objectives.popup.3", AIGoalWeight = 0}
Objective2:AddCommandPost(Objective2CP)

Objective2:AddHint("level.geo1.hints.capture_cp")

Objective2.OnStart = function(self)
AICanCaptureCP("cis-cp2", ATT, true)
AICanCaptureCP("cis-cp2", DEF, false)
SetProperty("cis-cp2", "Value_DEF_CIS", "0")
SetProperty("cis-cp2", "Value_ATK_Republic", "1000")
att_obj2_aigoal = AddAIGoal(ATT, "Defend", 50, "cis-cp2")
def_obj2_aigoal = AddAIGoal(DEF, "Defend", 10, "cis-cp2")
att_obj2_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj2_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end

Objective2.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj2_aigoal)
DeleteAIGoal(att_obj2_aigoal2)
DeleteAIGoal(def_obj2_aigoal)
DeleteAIGoal(def_obj2_aigoal2)
SetProperty("cis-cp2", "Team", 1)
SetProperty("cis-cp2", "CaptureRegion", "")

end




--Kill 5 fighters
ship_count = 5
objective4Ships = {"cis_fly_droidfighter_sc_auto", "cis_fly_tridroidfighter_auto", "cis_fly_fanblade_auto"}
Objective4= Objective:New{teamATT = ATT, teamDEF = DEF,
text = "level.KY1.objectives.campaign.4", popupText = "level.KY1.objectives.popup.4"}

Objective4.OnStart = function(self)
ScriptCB_SndPlaySound("SPA2_obj_58")

Objective4ShipKillStart(objective4Ships)
end

Objective4.OnComplete = function(self)
DeleteAIGoal(Objective4.Dclass_cpGoal1)
DeleteAIGoal(Objective4.Dclass_cpGoal2)
end




--Land back in the hangar
Objective5 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.KY1.objectives.campaign.5", popupText = "level.KY1.objectives.popup.5",
regionName = "rep-cp2-acc-con", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective5:AddHint("level.geo1.hints.movement")
Objective5:AddHint("level.geo1.hints.obj_markers")
Objective5:AddHint("level.geo1.hints.review_objectives")
Objective5:AddHint("level.geo1.hints.sprint")


Objective5.OnStart = function(self)
att_obj5_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj5_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("waz_rep_acc_hangar", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)

end

Objective5.OnComplete = function(self)
DeleteAIGoal(att_obj5_aigoal)
DeleteAIGoal(def_obj5_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("waz_rep_acc_hangar")

end




--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamDEF = DEF,
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:Start()

SetUberMode(1);

EnableSPHeroRules()

end
function StartObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4.0 }
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5)
objectiveSequence:Start()

end

function Objective4ShipKillStart(shipClasses)
Objective4ShipKill = {} --reminder: don't reuse this variable name (it's global!)
for i, ship in ipairs (shipClasses) do
Objective4ShipKill = OnObjectKillClass (
function (object, killer)
if killer and IsCharacterHuman (killer) then
ship_count = ship_count - 1
if ship_count > 0 then
ShowMessageText("level.spa.count." .. ship_count, 1)
elseif ship_count == 0 then
Objective4:Complete (ATT)

--release all the "kill" event responses
for i, func in pairs(Objective4ShipKill) do
ReleaseObjectKill(func)
end
end
end
end,
ship
)
end
end


Also, my LUA is slightly changed for space assault mode, so don't worry about any major differences.

Re: Campaign LUA help

Posted: Sun Dec 28, 2008 10:47 pm
by Commander_Fett
Well, I added in cps, but I it still doesn't work, and I can't really find anything wrong.

EDIT: my new LUA:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("ObjectiveTDM")

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

function ScriptPostLoad()

SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, true)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")

--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"}
cp3 = CommandPost:New{name = "cp5"}



onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)
BroadcastVoiceOver("GEO_obj_18", ATT)
ScriptCB_PlayInGameMusic("rep_geo_amb_obj1_3_explore")
end
end)



--objective :goto
Objective1 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ccc.objectives.1", popupText = "level.ccc.objectives.1_popup",
regionName = "goto1", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective1:AddHint("level.geo1.hints.movement")
Objective1:AddHint("level.geo1.hints.obj_markers")
Objective1:AddHint("level.geo1.hints.review_objectives")
Objective1:AddHint("level.geo1.hints.sprint")


Objective1.OnStart = function(self)
att_obj1_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal = AddAIGoal(DEF, "Deathmatch", 100)

end

Objective1.OnComplete = function(self)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal)
ShowMessageText("game.objectives.complete", ATT)

end




--objective: conquest
Objective2CP = CommandPost:New{name = "cp5"}
Objective2 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.ccc.objectives.2", popupText = "level.ccc.objectives.2_popup", AIGoalWeight = 0}
Objective2:AddCommandPost(Objective2CP)

Objective2:AddHint("level.geo1.hints.capture_cp")

Objective2.OnStart = function(self)
AICanCaptureCP("cp5", ATT, true)
AICanCaptureCP("cp5", DEF, false)
att_obj2_aigoal = AddAIGoal(ATT, "Defend", 50, "cp5")
def_obj2_aigoal = AddAIGoal(DEF, "Defend", 50, "cp5")
att_obj2_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj2_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end

Objective2.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj2_aigoal)
DeleteAIGoal(att_obj2_aigoal2)
DeleteAIGoal(def_obj2_aigoal)
DeleteAIGoal(def_obj2_aigoal2)
SetProperty("cp5", "Team", 1)
SetProperty("cp5", "CaptureRegion", "")

end



--objective: assault
Dobjekt = Target:New{name = "bes1_bldg_gas_cell_sml"}
Dobjekt.OnDestroy = function(self)

end

Objective3 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.ccc.objectives.3", popupText = "level.ccc.objectives.3_popup"}
Objective3:AddTarget(Dobjekt)


Objective3.OnStart = function(self)


end

Objective3.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)

end

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

end

function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 12)
StartTimer(beginobjectivestimer)
end







function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)

objectiveSequence:Start()
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(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("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_hover_fightertank",
"rep_hero_anakin",
"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_darthmaul",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 20,
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 = 20,
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},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- 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:CCC\\CCC.lvl", "CCC_conquest")
ReadDataFile("dc:CCC\\CCC.lvl", "CCC_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(0.908386, -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

Re: Campaign LUA help

Posted: Mon Dec 29, 2008 12:39 am
by Grev
Actually, I had the same problem. I think its got something to do with the placement of the beginning segment.

Re: Campaign LUA help

Posted: Mon Dec 29, 2008 5:37 pm
by Yodakid
Shouldn't this:
Hidden/Spoiler:
function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)

objectiveSequence:Start()
end
Be like this?:
Hidden/Spoiler:
function StartObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)

Re: Campaign LUA help

Posted: Mon Dec 29, 2008 7:22 pm
by ThePanda
^^^ That may be your problem. I vaguely remember reading that BeginObjectives was obsolete (or something along those lines), I think it's in the log the debug exe gives when you run your map.

Re: Campaign LUA help

Posted: Mon Dec 29, 2008 8:35 pm
by Commander_Fett
No that's not it. I got that from the Geo campaign LUA, and even when I did that, it didn't work.