--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("dc:ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- Empire Attacking (attacker is always #1)
CIS = 1
REP = 2
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- 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()
DisableBarriers("cambar1")
DisableBarriers("cambar2")
DisableBarriers("cambar3")
DisableBarriers("turbar1")
DisableBarriers("turbar2")
DisableBarriers("turbar3")
DisableBarriers("camveh")
SetMapNorthAngle(180, 1)
AddAIGoal (GAR, "Deathmatch", 100)
AICanCaptureCP("CP1", GAR, false)
AICanCaptureCP("CP2", GAR, false)
AICanCaptureCP("CP3", GAR, false)
AICanCaptureCP("CP4", GAR, false)
--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"}
--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:Start()
EnableSPHeroRules()
end
function ScriptInit()
StealArtistHeap(1200*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3000000)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\nab.lvl;nab2cw")
ReadDataFile("SIDE\\gun.lvl",
"gun_inf_defender",
"gun_inf_soldier")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")
SetupTeams{
gungan = {
team = REP,
units = 32,
reinforcements = -1,
soldier = { "gun_inf_defender",13},
assault = { "gun_inf_soldier",12},
},
cis = {
team = CIS,
units = 32,
reinforcements = -1,
soldier = { "cis_inf_rifleman",8},
}
}
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas with 0 leg pairs each
AddWalkerType(1, 4) -- ATSTs
SetMemoryPoolSize("Aimer", 22)
SetMemoryPoolSize("BaseHint", 128)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 44)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 32)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathNode", 200)
SetMemoryPoolSize("TreeGridStack", 400)
SetMemoryPoolSize("UnitAgent", 32)
SetMemoryPoolSize("UnitController", 32)
SetMemoryPoolSize("Weapon", 144)
SetMemoryPoolSize("EntityFlyer", 6)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:GUN\\nab2.lvl","naboo2_hunt")
SetDenseEnvironment("true")
--AddDeathRegion("Water")
AddDeathRegion("Waterfall")
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "gun_unit_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_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\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2_emt")
-- SetBleedingVoiceOver(REP, REP, "all_off_com_report_us_overwhelmed", 1)
-- SetBleedingVoiceOver(REP, CIS, "all_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, "all_off_defeat_im", .1, 1)
-- SetLowReinforcementsVoiceOver(REP, CIS, "all_off_victory_im", .1, 1)
-- SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
-- SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "allleaving")
SetOutOfBoundsVoiceOver(1, "cisleaving")
SetAmbientMusic(REP, 1.0, "rep_nab_amb_hunt", 0,1)
-- SetAmbientMusic(REP, 0.9, "rep_nab_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1, "rep_nab_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_nab_amb_hunt", 0,1)
-- SetAmbientMusic(CIS, 0.9, "cis_nab_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1, "cis_nab_amb_end", 2,1)
SetVictoryMusic(REP, "rep_nab_amb_victory")
SetDefeatMusic (REP, "rep_nab_amb_defeat")
SetVictoryMusic(CIS, "cis_nab_amb_victory")
SetDefeatMusic (CIS, "cis_nab_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")
-- Camera Stats
--Nab2 Theed
--Palace
AddCameraShot(0.038177, -0.005598, -0.988683, -0.144973, -0.985535, 18.617458, -123.316505);
AddCameraShot(0.993106, -0.109389, 0.041873, 0.004612, 6.576932, 24.040697, -25.576218);
AddCameraShot(0.851509, -0.170480, 0.486202, 0.097342, 158.767715, 22.913860, -0.438658);
AddCameraShot(0.957371, -0.129655, -0.255793, -0.034641, 136.933548, 20.207420, 99.608246);
AddCameraShot(0.930364, -0.206197, 0.295979, 0.065598, 102.191856, 22.665434, 92.389435);
AddCameraShot(0.997665, -0.068271, 0.002086, 0.000143, 88.042351, 13.869274, 93.643898);
AddCameraShot(0.968900, -0.100622, 0.224862, 0.023352, 4.245263, 13.869274, 97.208542);
AddCameraShot(0.007091, -0.000363, -0.998669, -0.051089, -1.309990, 16.247049, 15.925866);
AddCameraShot(-0.274816, 0.042768, -0.949121, -0.147705, -55.505108, 25.990822, 86.987534);
AddCameraShot(0.859651, -0.229225, 0.441156, 0.117634, -62.493008, 31.040747, 117.995369);
AddCameraShot(0.703838, -0.055939, 0.705928, 0.056106, -120.401054, 23.573559, -15.484946);
AddCameraShot(0.835474, -0.181318, -0.506954, -0.110021, -166.314774, 27.687098, -6.715797);
AddCameraShot(0.327573, -0.024828, -0.941798, -0.071382, -109.700180, 15.415476, -84.413605);
AddCameraShot(-0.400505, 0.030208, -0.913203, -0.068878, 82.372711, 15.415476, -42.439548);
end