--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("LinkedTurrets")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp11 = CommandPost:New{name = "cp11"}
cp12 = CommandPost:New{name = "cp12"}
--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:AddCommandPost(cp11)
conquest:AddCommandPost(cp12)
conquest:Start()
SetUberMode(1);
EnableSPHeroRules()
AddDeathRegion("deathregion1")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
AddDeathRegion("deathregion6")
AddDeathRegion("deathregion7")
AddDeathRegion("deathregion8")
AddDeathRegion("deathregion9")
AddDeathRegion("deathregion10")
AddDeathRegion("deathregion11")
AddDeathRegion("deathregion12")
AddDeathRegion("deathregion13")
AddDeathRegion("deathregion14")
AddDeathRegion("deathregion15")
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(1100)
SetMaxPlayerFlyHeight (1100)
SetMinFlyHeight(-500)
SetMinPlayerFlyHeight (-500)
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("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_ep3_jettrooper",
"rep_inf_ep3_assault",
"rep_hero_anakin",
"rep_rex",
"rep_hero_krell",
"rep_walk_oneman_atst",
"rep_fly_anakinstarfighter_sc",
"rep_fly_vwing",
"rep_fly_arc170fighter_sc")
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",
"cis_fly_droidfighter_sc",
"cis_fly_greviousfighter",
"cis_fly_tridroidfighter")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_bldg_spa_cis_chaingun",
"spa_veh_turret_chair")
SetupTeams{
rep = {
team = REP,
units = 100,
reinforcements = 3000,
soldier = { "rep_inf_ep3_rifleman",30, 40},
assault = { "rep_inf_ep3_rocketeer",10, 15},
engineer = { "rep_inf_ep3_engineer",10, 20},
sniper = { "rep_inf_ep3_sniper",10, 15},
officer = {"rep_inf_ep3_assault",5, 10},
special = { "rep_rex",0, 0},
hero1 = { "rep_hero_anakin",0, 0},
hero2 = { "rep_hero_krell",0, 0},
},
cis = {
team = CIS,
units = 100,
reinforcements = 3000,
soldier = { "cis_inf_rifleman",30, 40},
assault = { "cis_inf_rocketeer",10, 15},
engineer = { "cis_inf_engineer",10, 20},
sniper = { "cis_inf_sniper",10, 15},
officer = {"",0, 0},
special = { "",0, 0},
hero1 = { "",0, 0},
hero2 = { "",0, 0},
}
}
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 6) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("rep_rex", 1)
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:BOU\\BOU.lvl", "BOU_conquest")
ReadDataFile("dc:BOU\\BOU.lvl", "BOU_conquest")
SetDenseEnvironment("false")