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Posted: Fri Mar 31, 2006 7:25 pm
by SBF_Dann_Boeing
thx, how do i set uber/xl mode on or whatever?

here is my lua now:

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- CIS Attacking (attacker is always #1)
JED = 2;
CIS = 1;
REP = 3;
-- These variables do not change
ATT = CIS;
DEF = JED;


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"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}



--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(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()

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(30)
SetMaxPlayerFlyHeight (30)

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("SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_master_02",
"jed_master_03")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous")

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_officer",
"rep_inf_ep2_jettrooper",
"rep_hero_kiyadimundi",
"rep_hero_yoda",
"rep_hero_aayla",
"rep_fly_gunship")

SetupTeams{
jed = {
team = JED,
units = 18,
reinforcements = 200,
soldier = { "jed_knight_01",4, 4},
assault = { "jed_knight_02",4, 4},
engineer = { "jed_knight_03",4, 4},
sniper = { "jed_knight_04",4, 4},
officer = {"jed_master_02",1, 2},
special = { "jed_master_03",1, 2},
},
cis = {
team = CIS,
units = 206,
reinforcements = 400,
soldier = { "cis_inf_rifleman",99, 99},
assault = { "cis_inf_rifleman",99, 99},
engineer = { "cis_inf_rocketeer",2, 4},
sniper = { "cis_inf_engineer",2, 4},
officer = {"cis_inf_sniper",2, 4},
special = { "cis_inf_droideka",2, 4},
}
}

SetTeamName (3, "REP")
AddUnitClass (3, "rep_inf_ep2_rifleman", 4)
AddUnitClass (3, "rep_inf_ep2_rocketeer", 4)
AddUnitClass (3, "rep_inf_ep2_engineer", 4)
AddUnitClass (3, "rep_inf_ep2_sniper", 4)
AddUnitClass (3, "rep_inf_ep2_officer", 2)
AddUnitClass (3, "rep_inf_ep2_jettrooper", 2)
AddUnitClass (3, "rep_hero_yoda", 1)
AddUnitClass (3, "rep_hero_aayla", 1)
SetUnitCount (3, 22)
SetTeamAsFriend(3,DEF)
SetTeamAsFriend(DEF,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(ATT,3)

SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(JED, "rep_hero_kiyadimundi")


-- 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:GRV\\GRV.lvl", "GRV_conquest")
ReadDataFile("dc:GRV\\GRV.lvl", "GRV_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(JED, JED, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(JED, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, JED, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(JED, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(JED, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(JED, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(JED, "rep_yav_amb_victory")
SetDefeatMusic (JED, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

Posted: Fri Mar 31, 2006 8:27 pm
by jangoisbaddest
Right in between the "conquest:Start()" and "EnableSPHeroRules()" lines in the beginning, you add this line:

SetUberMode(1)

That's it!

Posted: Fri Mar 31, 2006 8:57 pm
by SBF_Dann_Boeing
so even though uber is on, the mode is still conquest right

Posted: Mon Apr 03, 2006 8:20 pm
by SBF_Dann_Boeing
wow that worked, but still know one knows why locals (rep) wont spawn?

Posted: Mon Apr 03, 2006 11:09 pm
by BF2-Master
I'm nearly done with the .luas if you still want 'em from me.

Posted: Tue Apr 04, 2006 2:41 pm
by Laserblast
I assume you set the CPs up to have ally spawn paths so allied locals have somewhere to spawn?

Posted: Tue Apr 04, 2006 7:11 pm
by SBF_Dann_Boeing
DOH!! ok, i get it, to be honest i really didnt know what an ally path was...

anyway yes bf2master i still do want ur luas.

Posted: Tue Apr 04, 2006 7:37 pm
by SBF_Dann_Boeing
I added an ally path but that just makes more of team 2 (jedis) spawn and not rep.

Posted: Wed Apr 05, 2006 2:12 pm
by General_Furious
Sounds like fun... you can have 3 sides? I didn't know that :shock:

Posted: Wed Apr 05, 2006 2:16 pm
by Teancum
In BF2 you can have four, actually. Still only two sides are playable (teams 1 and 2) due to engine limits.

Posted: Wed Apr 05, 2006 2:23 pm
by General_Furious
Well that will be a lesson learned... thanks

Posted: Wed Apr 05, 2006 4:59 pm
by General_Furious
Wasn't the droid army on Hypori mostly composed of SBDs and Spider walkers?

It would be nice to see a standardized army for a change...

Posted: Wed Apr 05, 2006 7:18 pm
by SBF_Dann_Boeing
yep the teams are set like this so far 18 jedi vs 204+ sbd's and a few other droids. But I still can't get rep to spawn, seriously this is the only problem im having right now and if i could get it fixed i would be able to release the map.

Posted: Wed Apr 05, 2006 9:16 pm
by Raptor522
SBF_Dann_Boeing wrote:18 jedi vs 204+ sbd's and a few other droids
If this works, it's going to be an AMAZING multiplayer map...in my opinion, of course. Kinda reminds me of that SWBF 1 "Geonosis: Great Battle" map...that was so awesome...

Posted: Wed Apr 05, 2006 9:34 pm
by RevanSithLord
yea :D I cant wait Boeing! This will be so freakin awesome! :D

Posted: Thu Apr 06, 2006 6:54 pm
by SBF_Dann_Boeing
yes i know i really want to release it but I just cant get rep to spawn. :x :x :evil:

Posted: Thu Apr 06, 2006 7:05 pm
by Stager00
My next Geonosis Offenisve map has 5 sides..and they all work great.
Rep
CIS
JEDI
Geonosians
Acklay

On the local spawning..make another CP...but an invisible one. Assign it team 3(or whatever your team number is in your LUA) Set some spawn paths around the cp..and name it the same thing as the name you put in your spawn box of your CP.

Example: Spawnpath: Jedispawn01
Spawn nodes named :Jedispawn01

Make sure your LUA is set up for a thrid team..and set its alignment in respect to the other teams. You can look at the default geonosian conquest .lua to see how the LUA is worded for the teams.

Posted: Thu Apr 06, 2006 7:28 pm
by SBF_Dann_Boeing
here is my lua again:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- CIS Attacking (attacker is always #1)
JED = 2;
CIS = 1;
REP = 3;
-- These variables do not change
ATT = CIS;
DEF = JED;


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"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}



--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(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)

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(30)
SetMaxPlayerFlyHeight (30)

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("SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_master_02",
"jed_master_03")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous")

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_officer",
"rep_inf_ep2_jettrooper",
"rep_hero_kiyadimundi",
"rep_hero_yoda",
"rep_hero_aayla",
"rep_fly_gunship")

SetupTeams{
jed = {
team = JED,
units = 18,
reinforcements = 300,
soldier = { "jed_knight_01",4, 4},
assault = { "jed_knight_02",4, 4},
engineer = { "jed_knight_03",4, 4},
sniper = { "jed_knight_04",4, 4},
officer = {"jed_master_02",1, 2},
special = { "jed_master_03",1, 2},
},
cis = {
team = CIS,
units = 204,
reinforcements = 850,
soldier = { "cis_inf_rifleman",200, 200},
assault = { "cis_inf_rocketeer",2, 4},
engineer = { "cis_inf_engineer",2, 4},
sniper = { "cis_inf_sniper",2, 4},
officer = {"cis_inf_droideka",2, 4},
}
}

SetTeamName (3, "REP")
AddUnitClass (3, "rep_inf_ep2_rifleman", 22)
AddUnitClass (3, "rep_inf_ep2_rocketeer", 4)
AddUnitClass (3, "rep_inf_ep2_engineer", 4)
AddUnitClass (3, "rep_inf_ep2_sniper", 4)
AddUnitClass (3, "rep_inf_ep2_officer", 4)
AddUnitClass (3, "rep_inf_ep2_jettrooper", 2)
AddUnitClass (3, "rep_hero_yoda", 1)
AddUnitClass (3, "rep_hero_aayla", 1)
SetUnitCount (3, 42)
SetTeamAsFriend(3,DEF)
SetTeamAsFriend(DEF,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(ATT,3)

SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(JED, "rep_hero_kiyadimundi")


-- 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:GRV\\GRV.lvl", "GRV_conquest")
ReadDataFile("dc:GRV\\GRV.lvl", "GRV_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(JED, JED, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(JED, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, JED, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(JED, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(JED, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(JED, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(JED, "rep_yav_amb_victory")
SetDefeatMusic (JED, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
try and see if u find any reasons why rep isnt spawning

Posted: Thu Apr 06, 2006 7:45 pm
by Stager00
AddAIGoal(3, "Deathmatch", 100)


Without this line they wont spawn.

Posted: Thu Apr 06, 2006 8:17 pm
by SBF_Dann_Boeing
omg THANKYOU!!!