mtt not showing up ingame
Posted: Sat Mar 22, 2008 10:25 am
I just recently downloaded the mtt. I put all the necesarry files in my cis folder, placed it in ZE and in my lua and when i play it is not there. here is my lua:
I know i must be doing something wrong, but what?
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- 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"}
--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:Start()
SetUberMode(1);
EnableSPHeroRules()
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(300)
SetMaxPlayerFlyHeight (300)
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\\nab.lvl;nab2gcw")
ReadDataFile("dc:SIDE\\gar.lvl",
"gar_inf_soldier",
"gar_inf_vanguard",
"gar_inf_pilot",
"gun_inf_soldier",
"cis_inf_grievousguard",
"gar_inf_naboo_queen",
"gar_inf_temple_soldier",
"gar_hover_combatspeeder")
ReadDataFile("dc:SIDE\\all.lvl",
"all_fly_n1")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_pilot",
"cis_inf_rocketeer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_mtt",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_recoilless_kas",
"tur_bldg_chaingun_roof")
SetupTeams{
rep = {
team = REP,
units = 80,
reinforcements = 350,
soldier = { "gar_inf_soldier",10, 75},
assault = { "gar_inf_vanguard",1, 75},
engineer = { "gar_inf_pilot",1, 75},
sniper = { "gar_inf_temple_soldier",1, 75},
officer = {"gun_inf_soldier",1, 75},
special = { "cis_inf_grievousguard",1, 75},
},
cis = {
team = CIS,
units = 80,
reinforcements = 450,
soldier = { "cis_inf_marine",10, 75},
assault = { "cis_inf_pilot",1, 75},
engineer = { "cis_inf_rocketeer",1, 75},
sniper = { "",1, 75},
officer = {"",1, 75},
special = { "cis_inf_droideka",1, 75},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "gar_inf_naboo_queen")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
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:N1B\\N1B.lvl", "N1B_conquest")
ReadDataFile("dc:N1B\\N1B.lvl", "N1B_conquest")
SetDenseEnvironment("true")