I'm making a script for a map. For now, it uses 2 objectives. 1: Capture CP3 2: Find man_flag_holocron/plans and return it to CP3. I'm encountering several problems. First of all, I wanted to disable ALL CPs except 6 (the one you start at) and 3 (capturing/flagreturn), and I wanted to be CP3 a CIS cp ofcourse. Now ingame, all CPs are still there, except one. All are capturable, and CP3 is displaying a red, and blue light (making me feel it somehow merged with the one dissapeared?) Also, you start at CP3 (since it's also your cp)
Then, on the next objective, the flag is not ingame. At first the files were only in the world folder, it didn't work. Then i placed it in ZE under the name of 'man_flag_holocron' but still no succes
Any experienced help would be appreciated, it would be a waste to skip Campaign on this map..
DRLc_con:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("setup_teams")
ScriptCB_SetGameRules("campaign")
-- REP Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2
function ScriptPostLoad()
SetAIDifficulty(0, -3, "medium")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, true)
EnableSPScriptedHeroes()
onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_PlayInGameMusic("rep_geo_amb_obj1_3_explore")
end
end)
SetMapNorthAngle(180)
--objective: conquest **Capture CP3 at the Windmills-Range
Objective1CP = CommandPost:New{name = "cp3"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.DRL.objectives.1", popupText = "level.DRL.objectives.pop.1", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)
Objective1:AddHint("level.geo1.hints.capture_cp")
Objective1.OnStart = function(self)
AICanCaptureCP("cp3", ATT, false)
AICanCaptureCP("cp3", DEF, false)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50, "cp3")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50, "cp3")
att_obj1_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
SetProperty("CP6", "CaptureRegion", "no_region")
--SetProperty("CP2", "CaptureRegion", "no_region")
--SetProperty("CP3", "CaptureRegion", "no_region")
SetProperty("cp6", "Team", 1)
SetProperty("cp3", "Team", 2)
KillObject("cp1")
KillObject("cp2")
KillObject("cp4")
KillObject("cp5")
SetProperty("CP1", "IsVisible", 0)
SetProperty("CP2", "IsVisible", 0)
SetProperty("CP4", "IsVisible", 0)
SetProperty("CP5", "IsVisible", 0)
SetClassProperty("rep_hero_kitfisto", "MaxHealth", "3300.0")
SetClassProperty("rep_hero_nahdarvebb", "MaxHealth", "3000.5")
end
Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(att_obj1_aigoal2)
DeleteAIGoal(def_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal2)
SetProperty("cp3", "Team", 1)
SetProperty("cp3", "CaptureRegion", "")
--spawn the flag object for the next objective
plans_spawn = GetPathPoint("plans_spawn", 0) --gets the path point
CreateEntity("man_flag_holocron", plans_spawn, "plans") --spawns the flag
--SetProperty("plans", "GeometryName", "com_icon_republic_flag")
--SetProperty("flag1", "CarriedGeometryName", "com_icon_republic_flag_carried")
end
--objective: ctf **Find the holocron, lost by the crashed AT-TE, and return it to Windmills-Range
Objective2 = ObjectiveCTF:New{teamATT = ATT, teamDEF = DEF, captureLimit = 1, text = "level.DRL.objectives.2", popupText = "level.DRL.objectives.pop.2", AIGoalWeight = 0}
Objective2:AddFlag{name = "plans", homeRegion = "", captureRegion = "cp3_capture",
capRegionMarker = "hud_objective_icon", capRegionMarkerScale = 3.0,
mapIcon = "flag_icon", mapIconScale = 2.0}
Objective2.OnStart = function(self)
att_obj5_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj5_aigoal = AddAIGoal(DEF, "Defend", 50, "CP3")
def_obj5_aigoal2 = AddAIGoal(DEF, "Deathmatch", 50)
plans_capture_on = OnFlagPickUp(
function(flag, carrier)
if IsCharacterHuman(carrier) then
MapAddEntityMarker("CP3", "hud_objective_icon", 4.0, ATT, "YELLOW", true)
end
end,
"plans"
)
plans_capture_off = OnFlagDrop(
function(flag, carrier)
if IsCharacterHuman(carrier) then
MapRemoveEntityMarker("CP3")
end
end,
"plans"
)
end
Objective2.OnComplete = function (self)
ShowMessageText("game.objectives.complete", ATT)
--RespawnObject("c_cp7")
ReleaseFlagPickUp(plans_capture_on)
ReleaseFlagDrop(plans_capture_off)
MapRemoveEntityMarker("CP3")
DeleteAIGoal(att_obj5_aigoal)
DeleteAIGoal(def_obj5_aigoal)
DeleteAIGoal(def_obj5_aigoal2)
end
end
function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 12)
StartTimer(beginobjectivestimer)
end
function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:Start()
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\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_beam",
"tur_bldg_chaingun_roof",
"tur_bldg_chaingun_tripod",
"tur_bldg_recoilless_lg",
"tur_bldg_laser")
ReadDataFile("dc:SIDE\\mher2.lvl",
"rep_hero_nahdarvebb",
"rep_hero_kitfisto")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
assault = { "rep_hero_nahdarvebb",1, 1},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_kitfisto")
-- 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:DRL\\DRL.lvl", "DRL_conquest")
ReadDataFile("dc:DRL\\DRL.lvl", "DRL_conquest")
SetDenseEnvironment("false")
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "geo_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "cis_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\geo.lvl", "geo_objective_vo_slow")
-- 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)
SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")
-- SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 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_start", 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")
--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
[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("setup_teams")
ScriptCB_SetGameRules("campaign")
-- REP Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2
function ScriptPostLoad()
SetAIDifficulty(0, -3, "medium")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, true)
EnableSPScriptedHeroes()
onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_PlayInGameMusic("rep_geo_amb_obj1_3_explore")
end
end)
SetMapNorthAngle(180)
--objective: conquest **Capture CP3 at the Windmills-Range
Objective1CP = CommandPost:New{name = "cp3"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.DRL.objectives.1", popupText = "level.DRL.objectives.pop.1", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)
Objective1:AddHint("level.geo1.hints.capture_cp")
Objective1.OnStart = function(self)
AICanCaptureCP("cp3", ATT, false)
AICanCaptureCP("cp3", DEF, false)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50, "cp3")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50, "cp3")
att_obj1_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
SetProperty("CP6", "CaptureRegion", "no_region")
--SetProperty("CP2", "CaptureRegion", "no_region")
--SetProperty("CP3", "CaptureRegion", "no_region")
SetProperty("cp6", "Team", 1)
SetProperty("cp3", "Team", 2)
KillObject("cp1")
KillObject("cp2")
KillObject("cp4")
KillObject("cp5")
SetProperty("CP1", "IsVisible", 0)
SetProperty("CP2", "IsVisible", 0)
SetProperty("CP4", "IsVisible", 0)
SetProperty("CP5", "IsVisible", 0)
SetClassProperty("rep_hero_kitfisto", "MaxHealth", "3300.0")
SetClassProperty("rep_hero_nahdarvebb", "MaxHealth", "3000.5")
end
Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(att_obj1_aigoal2)
DeleteAIGoal(def_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal2)
SetProperty("cp3", "Team", 1)
SetProperty("cp3", "CaptureRegion", "")
--spawn the flag object for the next objective
plans_spawn = GetPathPoint("plans_spawn", 0) --gets the path point
CreateEntity("man_flag_holocron", plans_spawn, "plans") --spawns the flag
--SetProperty("plans", "GeometryName", "com_icon_republic_flag")
--SetProperty("flag1", "CarriedGeometryName", "com_icon_republic_flag_carried")
end
--objective: ctf **Find the holocron, lost by the crashed AT-TE, and return it to Windmills-Range
Objective2 = ObjectiveCTF:New{teamATT = ATT, teamDEF = DEF, captureLimit = 1, text = "level.DRL.objectives.2", popupText = "level.DRL.objectives.pop.2", AIGoalWeight = 0}
Objective2:AddFlag{name = "plans", homeRegion = "", captureRegion = "cp3_capture",
capRegionMarker = "hud_objective_icon", capRegionMarkerScale = 3.0,
mapIcon = "flag_icon", mapIconScale = 2.0}
Objective2.OnStart = function(self)
att_obj5_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj5_aigoal = AddAIGoal(DEF, "Defend", 50, "CP3")
def_obj5_aigoal2 = AddAIGoal(DEF, "Deathmatch", 50)
plans_capture_on = OnFlagPickUp(
function(flag, carrier)
if IsCharacterHuman(carrier) then
MapAddEntityMarker("CP3", "hud_objective_icon", 4.0, ATT, "YELLOW", true)
end
end,
"plans"
)
plans_capture_off = OnFlagDrop(
function(flag, carrier)
if IsCharacterHuman(carrier) then
MapRemoveEntityMarker("CP3")
end
end,
"plans"
)
end
Objective2.OnComplete = function (self)
ShowMessageText("game.objectives.complete", ATT)
--RespawnObject("c_cp7")
ReleaseFlagPickUp(plans_capture_on)
ReleaseFlagDrop(plans_capture_off)
MapRemoveEntityMarker("CP3")
DeleteAIGoal(att_obj5_aigoal)
DeleteAIGoal(def_obj5_aigoal)
DeleteAIGoal(def_obj5_aigoal2)
end
end
function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 12)
StartTimer(beginobjectivestimer)
end
function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:Start()
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\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_beam",
"tur_bldg_chaingun_roof",
"tur_bldg_chaingun_tripod",
"tur_bldg_recoilless_lg",
"tur_bldg_laser")
ReadDataFile("dc:SIDE\\mher2.lvl",
"rep_hero_nahdarvebb",
"rep_hero_kitfisto")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
assault = { "rep_hero_nahdarvebb",1, 1},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_kitfisto")
-- 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:DRL\\DRL.lvl", "DRL_conquest")
ReadDataFile("dc:DRL\\DRL.lvl", "DRL_conquest")
SetDenseEnvironment("false")
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "geo_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "cis_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\geo.lvl", "geo_objective_vo_slow")
-- 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)
SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")
-- SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 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_start", 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")
--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
[/code]


