lua/timer error
Posted: Fri Mar 04, 2011 9:15 pm
by ACEwithSPADES
This error with the timer is wierd it says sometiing is to close, does teh missionvictory code have anything to do with this? lualog
Thanks! 
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_SetGameRules("campaign")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
Arc = 3;
SBD = 5;
function ScriptPostLoad()
KillObject("all1")
KillObject("all2")
KillObject("all3")
KillObject("all4")
KillObject("all5")
KillObject("all6")
KillObject("all7")
KillObject("all8")
KillObject("all9")
KillObject("all10")
KillObject("all11")
KillObject("all12")
KillObject("all13")
KillObject("all14")
KillObject("all15")
KillObject("all16")
KillObject("all17")
KillObject("all18")
KillObject("all19")
KillObject("all20")
KillObject("all21")
KillObject("all22")
KillObject("all23")
KillObject("all24")
KillObject("all25")
KillObject("all26")
KillObject("all27")
KillObject("all28")
KillObject("all29")
KillObject("all30")
KillObject("all31")
KillObject("all32")
KillObject("all33")
KillObject("all34")
KillObject("awing1")
KillObject("awing2")
KillObject("awing3")
KillObject("awing4")
KillObject("awing5")
KillObject("awing6")
KillObject("awing7")
KillObject("awing8")
KillObject("awing9")
KillObject("imp1")
KillObject("imp2")
KillObject("imp3")
KillObject("imp4")
KillObject("imp5")
KillObject("imp6")
KillObject("imp7")
KillObject("imp8")
KillObject("imp9")
KillObject("imp10")
KillObject("imp11")
KillObject("imp12")
KillObject("imp13")
KillObject("imp14")
KillObject("imp15")
KillObject("imp16")
KillObject("imp17")
KillObject("imp18")
KillObject("imp19")
KillObject("imp20")
KillObject("imp21")
KillObject("imp22")
KillObject("imp23")
KillObject("imp24")
KillObject("imp25")
KillObject("imp26")
KillObject("imp27")
KillObject("imp28")
KillObject("imp29")
KillObject("imp30")
KillObject("imp31")
KillObject("imp32")
KillObject("imp33")
KillObject("imp34")
KillObject("imp35")
KillObject("imp36")
KillObject("imp37")
KillObject("impf1")
KillObject("impf2")
KillObject("impf3")
KillObject("impf4")
KillObject("impf5")
KillObject("tie1")
KillObject("tie2")
KillObject("tie3")
KillObject("tie4")
KillObject("tie5")
KillObject("tie6")
KillObject("tie7")
KillObject("tie8")
KillObject("tie9")
KillObject("tie10")
KillObject("tie11")
KillObject("tie12")
KillObject("tie13")
KillObject("tie14")
KillObject("tie15")
KillObject("tie16")
KillObject("tie17")
KillObject("tie18")
SetAIDifficulty(0, 2, "hard")
BlockPlanningGraphArcs("SBDrunover")
BlockPlanningGraphArcs("cheaters!")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, false)
AllowAISpawn(3, true)
AllowAISpawn(4, true)
AllowAISpawn(5, true)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")
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: proctect your allies CP
Objective1CP = CommandPost:New{name = "cp1_hunt"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "Defend the 134th legion, they are under attack!", popupText = "Defend the 134th legion, they are under attack!", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)
Objective1:AddHint("level.geo1.hints.capture_cp")
Objective1.OnStart = function(self)
Matchtimer= CreateTimer("Matchtimer")
SetTimerValue(Matchtimer, (420))
StarTimer(Matchtimer)
OnTimerElapse(MissionVictory
function(timer)
MissionVictory
DestroyTimer(timer)
end,
Matchtimer
)
AICanCaptureCP("ADDCP_HERE", ATT, false)
MapAddEntityMarker("ADDCP_HERE", "hud_objective_icon_circle", 3.0, ATT, "YELLOW", true, true, true)
AICanCaptureCP("ADDCP_HERE", DEF, true)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50000, "cp1_hunt")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50000, "cp1_hunt")
def_obj1_aigoal = AddAIGoal(3, "Defend", 50000, "cp1_hunt")
def_obj1_aigoal = AddAIGoal(4, "Defend", 50000, "cp1_hunt")
def_obj1_aigoal = AddAIGoal(5, "Defend", 50000, "cp1_hunt")
att_obj1_aigoal2 = AddAIGoal(ATT, "Deathmatch", 10)
att_obj1_aigoal2 = AddAIGoal(DEF, "Deathmatch", 10)
att_obj1_aigoal2 = AddAIGoal(3, "Deathmatch", 10)
att_obj1_aigoal2 = AddAIGoal(4, "Deathmatch", 10)
att_obj1_aigoal2 = AddAIGoal(5, "Deathmatch", 10)
AllowAISpawn(ATT, true)
AllowAISpawn(DEF, true)
end
Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(att_obj1_aigoal2)
DeleteAIGoal(def_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal2)
SetProperty("cp1_hunt", "Team", 1)
SetProperty("cp1_hunt", "CaptureRegion", "")
MissionVictory
end
end
function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 3)
StartTimer(beginobjectivestimer)
end
function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 5}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:Start()
end
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
SetMemoryPoolSize ("SoldierAnimation",800) -- should be ~1x #combo
SetMemoryPoolSize ("ParticleTransformer::ColorTrans",2000)
SetMemoryPoolSize ("ParticleTransformer::SizeTransf",2000)
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_ep2_jettrooper",
"rep_inf_scorch",
"rep_walk_atxt",
"com_hover_flashspeeder",
"rep_hover_utat",
"rep_hero_obiwan",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hover_mtt",
"cis_hover_aatx",
"cis_hover_gat",
"cis_inf_jetdroid",
"cis_hover_stap",
"cis_hero_countdooku",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\arc.lvl",
"mod_inf_ep3_trooper",
"rep_inf_ARF_sniper",
"rep_inf_ep3armoredpilot",
"rep_inf_ep3sniper" )
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar",
"tur_bldg_chaingun",
"tur_bldg_mortar",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 45,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",9, 20},
assault = { "rep_inf_ep3_rocketeer",1, 20},
engineer = { "rep_inf_ep3_engineer",1, 20},
sniper = { "rep_inf_ep3_sniper",1, 5},
officer = {"rep_inf_ep3_officer",1, 12},
special = { "rep_inf_ep2_jettrooper",1, 8},
},
cis = {
team = CIS,
units = 40,
reinforcements = -1,
soldier = { "cis_inf_rifleman",9, 55},
assault = { "cis_inf_rocketeer",1, 54},
engineer = { "cis_inf_engineer",30, 54},
sniper = { "cis_inf_sniper",1, 24},
officer = {"cis_inf_officer",1, 15},
special = { "cis_inf_droideka",1, 4},
},
arc = {
team = Arc,
units = 24,
reinforcements = -1,
soldier = { "mod_inf_ep3_trooper",1, 15},
assault = { "rep_inf_ep3sniper",1, 4},
engineer = { "rep_inf_ep3armoredpilot",1, 6},
sniper = { "rep_inf_ARF_sniper",1, 1},
}
AddUnitClass(REP, "rep_inf_scorch", 1, 5)
AddUnitClass(CIS, "cis_inf_jetdroid", 1, 5)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(0, 0) -- 0 droidekas
AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 85)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandHover", 4)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 100)
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:ETR\\ETR.lvl", "ETR_conquest")
ReadDataFile("dc:ETR\\ETR.lvl", "ETR_hunt")
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
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_SetGameRules("campaign")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
Arc = 3;
SBD = 5;
function ScriptPostLoad()
KillObject("all1")
KillObject("all2")
KillObject("all3")
KillObject("all4")
KillObject("all5")
KillObject("all6")
KillObject("all7")
KillObject("all8")
KillObject("all9")
KillObject("all10")
KillObject("all11")
KillObject("all12")
KillObject("all13")
KillObject("all14")
KillObject("all15")
KillObject("all16")
KillObject("all17")
KillObject("all18")
KillObject("all19")
KillObject("all20")
KillObject("all21")
KillObject("all22")
KillObject("all23")
KillObject("all24")
KillObject("all25")
KillObject("all26")
KillObject("all27")
KillObject("all28")
KillObject("all29")
KillObject("all30")
KillObject("all31")
KillObject("all32")
KillObject("all33")
KillObject("all34")
KillObject("awing1")
KillObject("awing2")
KillObject("awing3")
KillObject("awing4")
KillObject("awing5")
KillObject("awing6")
KillObject("awing7")
KillObject("awing8")
KillObject("awing9")
KillObject("imp1")
KillObject("imp2")
KillObject("imp3")
KillObject("imp4")
KillObject("imp5")
KillObject("imp6")
KillObject("imp7")
KillObject("imp8")
KillObject("imp9")
KillObject("imp10")
KillObject("imp11")
KillObject("imp12")
KillObject("imp13")
KillObject("imp14")
KillObject("imp15")
KillObject("imp16")
KillObject("imp17")
KillObject("imp18")
KillObject("imp19")
KillObject("imp20")
KillObject("imp21")
KillObject("imp22")
KillObject("imp23")
KillObject("imp24")
KillObject("imp25")
KillObject("imp26")
KillObject("imp27")
KillObject("imp28")
KillObject("imp29")
KillObject("imp30")
KillObject("imp31")
KillObject("imp32")
KillObject("imp33")
KillObject("imp34")
KillObject("imp35")
KillObject("imp36")
KillObject("imp37")
KillObject("impf1")
KillObject("impf2")
KillObject("impf3")
KillObject("impf4")
KillObject("impf5")
KillObject("tie1")
KillObject("tie2")
KillObject("tie3")
KillObject("tie4")
KillObject("tie5")
KillObject("tie6")
KillObject("tie7")
KillObject("tie8")
KillObject("tie9")
KillObject("tie10")
KillObject("tie11")
KillObject("tie12")
KillObject("tie13")
KillObject("tie14")
KillObject("tie15")
KillObject("tie16")
KillObject("tie17")
KillObject("tie18")
SetAIDifficulty(0, 2, "hard")
BlockPlanningGraphArcs("SBDrunover")
BlockPlanningGraphArcs("cheaters!")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, false)
AllowAISpawn(3, true)
AllowAISpawn(4, true)
AllowAISpawn(5, true)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")
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: proctect your allies CP
Objective1CP = CommandPost:New{name = "cp1_hunt"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "Defend the 134th legion, they are under attack!", popupText = "Defend the 134th legion, they are under attack!", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)
Objective1:AddHint("level.geo1.hints.capture_cp")
Objective1.OnStart = function(self)
Matchtimer= CreateTimer("Matchtimer")
SetTimerValue(Matchtimer, (420))
StarTimer(Matchtimer)
OnTimerElapse(MissionVictory
function(timer)
MissionVictory
DestroyTimer(timer)
end,
Matchtimer
)
AICanCaptureCP("ADDCP_HERE", ATT, false)
MapAddEntityMarker("ADDCP_HERE", "hud_objective_icon_circle", 3.0, ATT, "YELLOW", true, true, true)
AICanCaptureCP("ADDCP_HERE", DEF, true)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50000, "cp1_hunt")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50000, "cp1_hunt")
def_obj1_aigoal = AddAIGoal(3, "Defend", 50000, "cp1_hunt")
def_obj1_aigoal = AddAIGoal(4, "Defend", 50000, "cp1_hunt")
def_obj1_aigoal = AddAIGoal(5, "Defend", 50000, "cp1_hunt")
att_obj1_aigoal2 = AddAIGoal(ATT, "Deathmatch", 10)
att_obj1_aigoal2 = AddAIGoal(DEF, "Deathmatch", 10)
att_obj1_aigoal2 = AddAIGoal(3, "Deathmatch", 10)
att_obj1_aigoal2 = AddAIGoal(4, "Deathmatch", 10)
att_obj1_aigoal2 = AddAIGoal(5, "Deathmatch", 10)
AllowAISpawn(ATT, true)
AllowAISpawn(DEF, true)
end
Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(att_obj1_aigoal2)
DeleteAIGoal(def_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal2)
SetProperty("cp1_hunt", "Team", 1)
SetProperty("cp1_hunt", "CaptureRegion", "")
MissionVictory
end
end
function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 3)
StartTimer(beginobjectivestimer)
end
function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 5}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:Start()
end
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
SetMemoryPoolSize ("SoldierAnimation",800) -- should be ~1x #combo
SetMemoryPoolSize ("ParticleTransformer::ColorTrans",2000)
SetMemoryPoolSize ("ParticleTransformer::SizeTransf",2000)
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_ep2_jettrooper",
"rep_inf_scorch",
"rep_walk_atxt",
"com_hover_flashspeeder",
"rep_hover_utat",
"rep_hero_obiwan",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hover_mtt",
"cis_hover_aatx",
"cis_hover_gat",
"cis_inf_jetdroid",
"cis_hover_stap",
"cis_hero_countdooku",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\arc.lvl",
"mod_inf_ep3_trooper",
"rep_inf_ARF_sniper",
"rep_inf_ep3armoredpilot",
"rep_inf_ep3sniper" )
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar",
"tur_bldg_chaingun",
"tur_bldg_mortar",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 45,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",9, 20},
assault = { "rep_inf_ep3_rocketeer",1, 20},
engineer = { "rep_inf_ep3_engineer",1, 20},
sniper = { "rep_inf_ep3_sniper",1, 5},
officer = {"rep_inf_ep3_officer",1, 12},
special = { "rep_inf_ep2_jettrooper",1, 8},
},
cis = {
team = CIS,
units = 40,
reinforcements = -1,
soldier = { "cis_inf_rifleman",9, 55},
assault = { "cis_inf_rocketeer",1, 54},
engineer = { "cis_inf_engineer",30, 54},
sniper = { "cis_inf_sniper",1, 24},
officer = {"cis_inf_officer",1, 15},
special = { "cis_inf_droideka",1, 4},
},
arc = {
team = Arc,
units = 24,
reinforcements = -1,
soldier = { "mod_inf_ep3_trooper",1, 15},
assault = { "rep_inf_ep3sniper",1, 4},
engineer = { "rep_inf_ep3armoredpilot",1, 6},
sniper = { "rep_inf_ARF_sniper",1, 1},
}
AddUnitClass(REP, "rep_inf_scorch", 1, 5)
AddUnitClass(CIS, "cis_inf_jetdroid", 1, 5)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(0, 0) -- 0 droidekas
AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 85)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandHover", 4)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 100)
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:ETR\\ETR.lvl", "ETR_conquest")
ReadDataFile("dc:ETR\\ETR.lvl", "ETR_hunt")
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
Hidden/Spoiler:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\ETR\ETRc_hunt.lua:164: `)' expected (to close `(' at line 163) near `function'
ERROR[scriptmunge scripts\ETR\ETRc_hunt.lua]:Could not read input file.ERROR[scriptmunge scripts\ETR\ETRc_hunt.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[levelpack mission\ETRc_hunt.req]:Expecting bracket, but none was found.
File : munged\pc\etrc_hunt.script.req(1)...
ucft <--
ERROR[levelpack mission\ETRc_hunt.req]:Expecting bracket, but none was found.
File : munged\pc\etrc_hunt.script.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack mission.req]:Expecting bracket, but none was found.
File : munged\pc\etrc_hunt.lvl.req(1)...
ucft <--
ERROR[levelpack mission.req]:Expecting bracket, but none was found.
File : munged\pc\etrc_hunt.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[scriptmunge scripts\ETR\ETRc_hunt.lua]:Could not read input file.ERROR[scriptmunge scripts\ETR\ETRc_hunt.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[levelpack mission\ETRc_hunt.req]:Expecting bracket, but none was found.
File : munged\pc\etrc_hunt.script.req(1)...
ucft <--
ERROR[levelpack mission\ETRc_hunt.req]:Expecting bracket, but none was found.
File : munged\pc\etrc_hunt.script.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack mission.req]:Expecting bracket, but none was found.
File : munged\pc\etrc_hunt.lvl.req(1)...
ucft <--
ERROR[levelpack mission.req]:Expecting bracket, but none was found.
File : munged\pc\etrc_hunt.lvl.req(1)...
ucft <--
2 Errors 0 Warnings