(SBF) Hypori: Greivous Attacks -need help with this

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

Moderator: Moderators

User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Post 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
User avatar
jangoisbaddest
Lieutenant General
Lieutenant General
Posts: 661
Joined: Mon Feb 27, 2006 12:10 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: All Along The Watchtower

Post by jangoisbaddest »

Right in between the "conquest:Start()" and "EnableSPHeroRules()" lines in the beginning, you add this line:

SetUberMode(1)

That's it!
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Post by SBF_Dann_Boeing »

so even though uber is on, the mode is still conquest right
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Post by SBF_Dann_Boeing »

wow that worked, but still know one knows why locals (rep) wont spawn?
BF2-Master
Captain
Captain
Posts: 469
Joined: Thu Mar 02, 2006 7:08 pm

Post by BF2-Master »

I'm nearly done with the .luas if you still want 'em from me.
User avatar
Laserblast
Second Lance Corporal
Second Lance Corporal
Posts: 105
Joined: Sat Sep 17, 2005 12:25 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Post by Laserblast »

I assume you set the CPs up to have ally spawn paths so allied locals have somewhere to spawn?
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Post 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.
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Post by SBF_Dann_Boeing »

I added an ally path but that just makes more of team 2 (jedis) spawn and not rep.
General_Furious

Post by General_Furious »

Sounds like fun... you can have 3 sides? I didn't know that :shock:
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Post by Teancum »

In BF2 you can have four, actually. Still only two sides are playable (teams 1 and 2) due to engine limits.
General_Furious

Post by General_Furious »

Well that will be a lesson learned... thanks
General_Furious

Post 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...
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Post 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.
Raptor522
Lieutenant Colonel
Lieutenant Colonel
Posts: 540
Joined: Tue Aug 30, 2005 9:54 pm

Post 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...
RevanSithLord
Sith Master
Sith Master
Posts: 2636
Joined: Mon Nov 07, 2005 12:40 am
Projects :: Designated Days + LFC + GT vs SWBFC
Games I'm Playing :: FO3 + FO New Vegas
xbox live or psn: Master Revan
Location: GDSS Philadelphia

Post by RevanSithLord »

yea :D I cant wait Boeing! This will be so freakin awesome! :D
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Post by SBF_Dann_Boeing »

yes i know i really want to release it but I just cant get rep to spawn. :x :x :evil:
Stager00

Post 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.
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Post 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
Stager00

Post by Stager00 »

AddAIGoal(3, "Deathmatch", 100)


Without this line they wont spawn.
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Post by SBF_Dann_Boeing »

omg THANKYOU!!!
Post Reply