Hunt mode
Posted: Sun Aug 19, 2007 8:39 am
How mny teams can be in a hunt mode?
I tried adding a third team in, but it didn't appear ingame.
I tried adding a third team in, but it didn't appear ingame.
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1
JED = 2
-- These variables do not change
ATT = 1
DEF = 2
function ScriptPostLoad()
--force all the human players onto the attacking side
hunt = ObjectiveTDM:New{teamATT = 1, teamDEF = 2, team3 = 3, pointsPerKillATT = 1, pointsPerKillDEF = 1,
pointsPerKill3 = 1,
uberScoreLimit = 250,
textATT = "game.modes.hunt",
textDEF = "game.modes.hunt2",
text3 = "game.modes.hunt3",
multiplayerRules = true, isUberMode = true}
hunt:Start()
SetUberMode(1);
hunt.OnStart = function(self)
AddAIGoal(ATT, "Deathmatch", 1000)
AddAIGoal(DEF, "Deathmatch", 1000)
AddAIGoal(3, "Deathmatch", 1000)
end
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
KillObject("cp3")
KillObject("cp4")
KillObject("cp5")
KillObject("cp7")
KillObject("cp8")
KillObject("cp9")
KillObject("cp10")
KillObject("cp11")
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, these two lines *MUST* be first.
SetPS2ModelMemory(4100000)
ReadDataFile("ingame.lvl")
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",520) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",520) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",500) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4750) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",160) -- should be ~1x #combo
SetMemoryPoolSize("Music", 36)
SetTeamAggressiveness(JED, 1.0)
SetTeamAggressiveness(REP, 1.0)
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_fly_jedifighter_sc",
"rep_inf_ep3_sniper",
"rep_inf_ep3_arctrooper",
"rep_hero_macewindu",
"rep_hero_aalya",
"rep_hero_keira",
"rep_hero_kiyadimundi",
"rep_hero_obiwan",
"rep_hero_anakin",
"rep_hero_yoda")
ReadDataFile("dc:SIDE\\geo.lvl",
"geo_inf_geonosian",
"geo_inf_acklay")
ReadDataFile("SIDE\\jed.lvl",
"jed_knight_02",
"jed_master_02")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_geoturret")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker",
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 2) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 2) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize("Aimer", 120)
SetMemoryPoolSize("AcklayData", 180)
SetMemoryPoolSize("BaseHint", 470)
SetMemoryPoolSize("CommandWalker", 0)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("MountedTurret", 12)
SetMemoryPoolSize("Obstacle", 610)
SetMemoryPoolSize("PassengerSlot", 2)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 760)
SetMemoryPoolSize("SoldierAnimation", 1500)
SetSpawnDelay(10.0, 0.25)
SetupTeams{
rep = {
team = REP,
units = 35,
reinforcements = -1,
soldier = { "jed_knight_02",30},
--pilot = { "rep_hero_obiwan",1},
assault = { "rep_hero_anakin",1},
engineer = { "",1},
officer = { "",1},
special = { "rep_hero_keira",1},
},
cis = {
team = JED,
units = 35,
reinforcements = -1,
soldier = { "jed_master_02",30},
assault = { "rep_hero_yoda",1},
sniper = {"rep_hero_kiyadimundi",1},
engineer = { "rep_hero_aalya",1},
officer = { "rep_hero_macewindu",1},
special = {"",1},
}
}
-- Local Stats
SetTeamName(3, "local")
SetUnitCount(3, 160)
AddUnitClass(3, "geo_inf_geonosian", 80)
AddUnitClass(3, "geo_inf_acklay", 80)
SetTeamAsFriend(ATT, DEF)
SetTeamAsFriend(DEF, ATT)
SetTeamAsEnemy(ATT, 3)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(DEF, 3)
SetTeamAsEnemy(3, DEF)
ReadDataFile("dc:BOG\\geo1.lvl", "geo1_hunt")
SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(150)
SetMaxPlayerFlyHeight(250)
-- 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_hunt", 0,1)
-- SetAmbientMusic(REP, 0.99, "rep_GEO_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1,"rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_geo_amb_hunt", 0,1)
-- SetAmbientMusic(CIS, 0.99, "cis_GEO_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1,"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