Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- 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()
AddAIGoal(3, "Deathmatch", 100)
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"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:Start()
animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "spa_prop_console" then
PlayAnimation("sm1")
end
end
)
SetUberMode(1);
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode3")
end,
"TeleportRegion"
)
ActivateRegion("TeleportRegion3")
end
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode2")
end,
"TeleportRegion"
)
ActivateRegion("TeleportRegion2")
end
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode")
end,
"TeleportRegion"
)
ActivateRegion("TeleportRegion")
end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")
-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
SetTeamAggressiveness(CIS, 0.4)
SetTeamAggressiveness(REP, 1.0)
SetMemoryPoolSize ("Combo",64) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",256) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",150) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4086) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",64) -- should be ~1x #combo
SetMemoryPoolSize("Music", 40)
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
"rep_fly_jedifighter",
--"rep_fly_gunship",
"rep_fly_vwing",
"rep_fly_arc170fighter_sc",
"rep_fly_anakinstarfighter_sc",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_fly_gunship_sc",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep3_test",
"rep_hero_macewindu",
"rep_hover_fightertank",
"rep_hover_barcspeeder",
"rep_walk_atte",
"rep_walk_oneman_atst")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_hero_countdooku",
"cis_tread_hailfire",
"cis_tread_snailtank",
"cis_hover_stap",
"cis_hover_aat",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_fly_gunship",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_officer",
"cis_inf_engineer",
"cis_fly_droidfighter_sc",
"cis_fly_tridroidfighter")
ReadDataFile("dc:SIDE\\vehicles.lvl",
"cis_hover_gat",
"cis_hover_sith_speeder")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_wookiee")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_master_01",
"jed_knight_03",
"jed_master_02")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_hero_darthvader")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker",
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(3, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(6, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 170)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 4)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 35)
SetMemoryPoolSize("EntityHover", 30)
SetMemoryPoolSize("EntityLight", 550)
SetMemoryPoolSize("EntitySoundStream", 10)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 750)
SetMemoryPoolSize("PathFollower", 120)
SetMemoryPoolSize("PathNode", 200)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("SoldierAnimation", 1880)
SetMemoryPoolSize("Weapon", weaponcnt)
SetSpawnDelay(10.0, 0.25)
SetupTeams{
rep = {
team = REP,
units = 500,
reinforcements = 4000,
soldier = { "rep_inf_ep2_rifleman",198, 200},
assault = { "rep_inf_ep2_rocketeer",47, 50},
engineer = { "rep_inf_ep2_engineer",47, 50},
sniper = { "rep_inf_ep2_sniper",47, 50},
officer = {"rep_inf_ep3_officer",47, 50},
special = { "rep_inf_ep2_jettrooper",47, 50},
},
cis = {
team = CIS,
units = 500,
reinforcements = 4000,
soldier = { "cis_inf_marine",174, 180},
assault = { "cis_inf_rocketeer",37, 40},
engineer = { "cis_inf_engineer",37, 40},
sniper = { "cis_inf_sniper",37, 40},
officer = {"cis_inf_officer",37, 40},
special = { "geo_inf_geonosian",37, 40},
}
}
AddUnitClass(REP,"all_inf_wookiee",47, 50)
AddUnitClass(REP,"jed_knight_03",8,
AddUnitClass(REP,"jed_master_01",4, 5)
AddUnitClass(CIS,"cis_inf_rifleman",37, 40)
AddUnitClass(CIS,"jed_master_02",7,
AddUnitClass(CIS,"imp_hero_darthvader",4, 5)
-- Attacker Stats
--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
-- Defender Stats
--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)
-- Local Stats
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "rep_inf_jedimale",1)
--AddUnitClass(4, "rep_inf_jedimaleb",1)
--AddUnitClass(4, "rep_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)
ReadDataFile("dc:GZB\\geo1.lvl", "geo1_conquest")
SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(500)
SetMaxPlayerFlyHeight(500)
-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)
-- 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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
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_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)
SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")
--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end
function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end
local node
if nodeIn then
node = nodeIn
else
node = 0
end
local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
if charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- 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()
AddAIGoal(3, "Deathmatch", 100)
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"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:Start()
animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "spa_prop_console" then
PlayAnimation("sm1")
end
end
)
SetUberMode(1);
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode3")
end,
"TeleportRegion"
)
ActivateRegion("TeleportRegion3")
end
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode2")
end,
"TeleportRegion"
)
ActivateRegion("TeleportRegion2")
end
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode")
end,
"TeleportRegion"
)
ActivateRegion("TeleportRegion")
end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")
-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
SetTeamAggressiveness(CIS, 0.4)
SetTeamAggressiveness(REP, 1.0)
SetMemoryPoolSize ("Combo",64) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",256) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",150) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4086) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",64) -- should be ~1x #combo
SetMemoryPoolSize("Music", 40)
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
"rep_fly_jedifighter",
--"rep_fly_gunship",
"rep_fly_vwing",
"rep_fly_arc170fighter_sc",
"rep_fly_anakinstarfighter_sc",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_fly_gunship_sc",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep3_test",
"rep_hero_macewindu",
"rep_hover_fightertank",
"rep_hover_barcspeeder",
"rep_walk_atte",
"rep_walk_oneman_atst")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_hero_countdooku",
"cis_tread_hailfire",
"cis_tread_snailtank",
"cis_hover_stap",
"cis_hover_aat",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_fly_gunship",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_officer",
"cis_inf_engineer",
"cis_fly_droidfighter_sc",
"cis_fly_tridroidfighter")
ReadDataFile("dc:SIDE\\vehicles.lvl",
"cis_hover_gat",
"cis_hover_sith_speeder")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_wookiee")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_master_01",
"jed_knight_03",
"jed_master_02")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_hero_darthvader")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker",
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(3, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(6, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 170)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 4)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 35)
SetMemoryPoolSize("EntityHover", 30)
SetMemoryPoolSize("EntityLight", 550)
SetMemoryPoolSize("EntitySoundStream", 10)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 750)
SetMemoryPoolSize("PathFollower", 120)
SetMemoryPoolSize("PathNode", 200)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("SoldierAnimation", 1880)
SetMemoryPoolSize("Weapon", weaponcnt)
SetSpawnDelay(10.0, 0.25)
SetupTeams{
rep = {
team = REP,
units = 500,
reinforcements = 4000,
soldier = { "rep_inf_ep2_rifleman",198, 200},
assault = { "rep_inf_ep2_rocketeer",47, 50},
engineer = { "rep_inf_ep2_engineer",47, 50},
sniper = { "rep_inf_ep2_sniper",47, 50},
officer = {"rep_inf_ep3_officer",47, 50},
special = { "rep_inf_ep2_jettrooper",47, 50},
},
cis = {
team = CIS,
units = 500,
reinforcements = 4000,
soldier = { "cis_inf_marine",174, 180},
assault = { "cis_inf_rocketeer",37, 40},
engineer = { "cis_inf_engineer",37, 40},
sniper = { "cis_inf_sniper",37, 40},
officer = {"cis_inf_officer",37, 40},
special = { "geo_inf_geonosian",37, 40},
}
}
AddUnitClass(REP,"all_inf_wookiee",47, 50)
AddUnitClass(REP,"jed_knight_03",8,
AddUnitClass(REP,"jed_master_01",4, 5)
AddUnitClass(CIS,"cis_inf_rifleman",37, 40)
AddUnitClass(CIS,"jed_master_02",7,
AddUnitClass(CIS,"imp_hero_darthvader",4, 5)
-- Attacker Stats
--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
-- Defender Stats
--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)
-- Local Stats
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "rep_inf_jedimale",1)
--AddUnitClass(4, "rep_inf_jedimaleb",1)
--AddUnitClass(4, "rep_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)
ReadDataFile("dc:GZB\\geo1.lvl", "geo1_conquest")
SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(500)
SetMaxPlayerFlyHeight(500)
-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)
-- 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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
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_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)
SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")
--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end
function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end
local node
if nodeIn then
node = nodeIn
else
node = 0
end
local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
if charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end


