Code: Select all
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #2 to `OnTimerElapse' (string expected, got nil)
stack traceback:
[C]: in function `OnTimerElapse'
(none): in function `ScriptPostLoad'
Lua:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- 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()
TrashStuff();
PlayAnimExtend();
PlayAnimTakExtend();
BlockPlanningGraphArcs("compactor")
OnObjectKillName(CompactorConnectionOn, "grate01")
DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")
OnObjectRespawnName(PlayAnimExtend, "Panel-Chasm");
OnObjectKillName(PlayAnimRetract, "Panel-Chasm");
OnObjectRespawnName(PlayAnimTakExtend, "Panel-Tak");
OnObjectKillName(PlayAnimTakRetract, "Panel-Tak");
-- MapHideCommandPosts()
-- KillObject("CP1")
-- KillObject("CP2")
-- KillObject("CP3")
-- KillObject("CP4")
-- KillObject("CP5")
-- KillObject("CP6")
-- KillObject("CP7")
DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")
SetProperty("CP1", "SpawnPath", "")
SetProperty("CP2", "SpawnPath", "")
SetProperty("CP3", "SpawnPath", "")
AddDeathRegion("DeathRegion01")
AddDeathRegion("DeathRegion02")
AddDeathRegion("DeathRegion03")
AddDeathRegion("DeathRegion04")
AddDeathRegion("DeathRegion05")
------------------------- SETUP THE FIRST FEW TIMERS
dead = CreateTimer("dead")
dead2 = CreateTimer("dead2")
win = CreateTimer("win")
SetTimerValue(win, 300)
cool1 = CreateTimer("cool1")
SetTimerValue(cool1, 30)
cool2 = CreateTimer("cool2")
SetTimerValue(cool2, 120)
cool3 = CreateTimer("cool3")
SetTimerValue(cool3, 180)
cool4 = CreateTimer("cool4")
SetTimerValue(cool4, 240)
cool5 = CreateTimer("cool5")
SetTimerValue(cool5, 270)
cool6 = CreateTimer("cool6")
SetTimerValue(cool6, 285)
cool7 = CreateTimer("cool7")
SetTimerValue(cool7, 295)
alive = CreateTimer("alive")
SetTimerValue(alive, 1)
SetTimerValue(spawn, 60)
SetTimerValue(dead, 1)
SetTimerValue(dead2, 1)
----------------------------------------------------
ShowObjectiveTextPopup("level.PRH.load", DEF)
ShowObjectiveTextPopup("level.PRH.load", ATT)
-------------------------------------------------- ONCE THE FIRST ONE SPAWNS START THE TIMERS
print("1")
onfirstspawn = OnCharacterSpawn(
function(character)
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
-- StartTimer(alive)
StartTimer(dead)
StartTimer(cool1)
StartTimer(cool2)
StartTimer(cool3)
StartTimer(cool4)
StartTimer(cool5)
StartTimer(cool6)
StartTimer(cool7)
StartTimer(spawn)
StartTimer(win)
ShowTimer(win)
print("2")
end
)
------------------------------------------------------------------------------
--------------------------------- RELEASE THE HOUNDS SPAWN TIMER
OnTimerElapse(
function(timer)
print("4")
ShowMessageText("level.PRH.seekerscanspawn")
SetProperty("CP1", "SpawnPath", "CP1Spawn")
SetProperty("CP2", "SpawnPath", "CP2Spawn")
SetProperty("CP3", "SpawnPath", "CP3Spawn")
SetProperty("CP4", "SpawnPath", "")
SetProperty("CP5", "SpawnPath", "")
SetProperty("CP6", "SpawnPath", "")
DestroyTimer(timer)
end,
spawn
)
-------------------------------------------------------
------------------------------------- VICTORY TIMER
OnTimerElapse(
function(timer)
print("4")
MissionVictory(1)
DestroyTimer(timer)
end,
win
)
OnTimerElapse(
function(timer)
ShowMessageText("level.PRH.30seek")
DestroyTimer(timer)
end,
cool1
)
OnTimerElapse(
function(timer)
ShowMessageText("level.PRH.3minsleft")
DestroyTimer(timer)
end,
cool2
)
OnTimerElapse(
function(timer)
ShowMessageText("level.PRH.2minsleft")
DestroyTimer(timer)
end,
cool3
)
OnTimerElapse(
function(timer)
ShowMessageText("level.PRH.1minleft")
DestroyTimer(timer)
end,
cool4
)
OnTimerElapse(
function(timer)
ShowMessageText("level.PRH.30secsleft")
DestroyTimer(timer)
end,
cool5
)
OnTimerElapse(
function(timer)
ShowMessageText("level.PRH.15secsleft")
DestroyTimer(timer)
end,
cool6
)
OnTimerElapse(
function(timer)
ShowMessageText("level.PRH.5secsleft")
DestroyTimer(timer)
end,
cool7
)
OnTimerElapse(
function(timer)
print("Checking for dead people...")
if GetNumTeamMembersAlive(1) == 0 then
print("Dead people found, seekers win.")
MissionVictory(2)
DestroyTimer(timer)
end
print("No dead people found.")
SetTimerValue(dead, 1)
StartTimer(dead)
end,
dead
)
-----------TEAM 1 IS PROPS AND TEAM 2 IS SEEKERS
end
function CompactorConnectionOn()
UnblockPlanningGraphArcs ("compactor")
end
--START BRIDGEWORK!
-- OPEN
function PlayAnimExtend()
PauseAnimation("bridgeclose");
RewindAnimation("bridgeopen");
PlayAnimation("bridgeopen");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection122");
DisableBarriers("BridgeBarrier");
end
-- CLOSE
function PlayAnimRetract()
PauseAnimation("bridgeopen");
RewindAnimation("bridgeclose");
PlayAnimation("bridgeclose");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection122");
EnableBarriers("BridgeBarrier");
end
--START BRIDGEWORK TAK!!!
-- OPEN
function PlayAnimTakExtend()
PauseAnimation("TakBridgeOpen");
RewindAnimation("TakBridgeClose");
PlayAnimation("TakBridgeClose");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection128");
DisableBarriers("Barrier222");
end
-- CLOSE
function PlayAnimTakRetract()
PauseAnimation("TakBridgeClose");
RewindAnimation("TakBridgeOpen");
PlayAnimation("TakBridgeOpen");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection128");
EnableBarriers("Barrier222");
end
function TrashStuff()
trash_open = 1
trash_closed = 0
trash_timer = CreateTimer("trash_timer")
SetTimerValue(trash_timer, 7)
StartTimer(trash_timer)
trash_death = OnTimerElapse(
function(timer)
if trash_open == 1 then
AddDeathRegion("deathregion")
SetTimerValue(trash_timer, 5)
StartTimer(trash_timer)
trash_closed = 1
trash_open = 0
print("death region added")
elseif trash_closed == 1 then
RemoveRegion("deathregion")
SetTimerValue(trash_timer, 15)
StartTimer(trash_timer)
print("death region removed")
trash_closed = 0
trash_open = 1
end
end,
trash_timer
)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
-- Empire Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
ReadDataFile("sound\\dea.lvl;dea1gcw")
ReadDataFile("dc:sound\\tss.lvl;tssgcw")
SetMaxFlyHeight(72)
SetMaxPlayerFlyHeight (72)
AISnipeSuitabilityDist(30)
ReadDataFile("dc:SIDE\\prh.lvl",
"prh_inf_healthdroid",
"prh_inf_ammodroid",
"prh_inf_dea1_barrel",
"prh_inf_dea1_crate",
"prh_inf_seeker",
"prh_inf_dea1_door")
SetupTeams{
all={
team = ALL,
units = 32,
reinforcements = -1,
soldier = {"prh_inf_healthdroid",0, 0},
assault = {"prh_inf_ammodroid",0, 0},
engineer = {"prh_inf_dea1_barrel",0, 0},
sniper = {"prh_inf_dea1_door",0, 0},
officer = {"",0, 0},
special = {"prh_inf_dea1_crate",0, 0},
},
imp={
team = IMP,
units = 32,
reinforcements = -1,
soldier = {"prh_inf_seeker",0, 0},
}
}
-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 200
SetMemoryPoolSize ("Aimer", 0)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 300)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 18)
SetMemoryPoolSize ("EntityLight", 100)
SetMemoryPoolSize ("EntitySoundStatic", 30)
SetMemoryPoolSize ("SoundSpaceRegion", 50)
SetMemoryPoolSize ("SoldierAnimation", 750)
SetMemoryPoolSize ("MountedTurret", 0)
SetMemoryPoolSize ("Navigator", 500)
SetMemoryPoolSize ("Obstacle", 560)
SetMemoryPoolSize ("PathFollower", 50)
SetMemoryPoolSize ("PathNode", 512)
SetMemoryPoolSize ("RedOmniLight", 130)
SetMemoryPoolSize ("UnitAgent", 600)
SetMemoryPoolSize ("Timer", 630)
SetMemoryPoolSize ("ShieldEffect", 0)
SetMemoryPoolSize ("TreeGridStack", 200)
SetMemoryPoolSize ("UnitAgent", 50)
SetMemoryPoolSize ("UnitController", 50)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize ("EntityFlyer", 6)
-- Local Stats
--SetTeamName (3, "locals")
--AddUnitClass (3, "ewk_inf_trooper", 4)
--AddUnitClass (3, "ewk_inf_repair", 6)
--SetUnitCount (3, 14)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(3,DEF)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dea\\dea1.lvl", "dea1_Conquest")
SetDenseEnvironment("true")
--SetStayInTurrets(1)
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
-- OpenAudioStream("sound\\cor.lvl", "dea1gcw_emt")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")
SetAmbientMusic(ALL, 1.0, "all_dea_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_dea_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_dea_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_dea_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_dea_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_dea_amb_end", 2,1)
SetVictoryMusic(ALL, "all_dea_amb_victory")
SetDefeatMusic (ALL, "all_dea_amb_defeat")
SetVictoryMusic(IMP, "imp_dea_amb_victory")
SetDefeatMusic (IMP, "imp_dea_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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")
SetAttackingTeam(ATT)
AddCameraShot(0, 0, 0, 0, 0, 0, 0);
end
[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- 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()
TrashStuff();
PlayAnimExtend();
PlayAnimTakExtend();
BlockPlanningGraphArcs("compactor")
OnObjectKillName(CompactorConnectionOn, "grate01")
DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")
OnObjectRespawnName(PlayAnimExtend, "Panel-Chasm");
OnObjectKillName(PlayAnimRetract, "Panel-Chasm");
OnObjectRespawnName(PlayAnimTakExtend, "Panel-Tak");
OnObjectKillName(PlayAnimTakRetract, "Panel-Tak");
-- MapHideCommandPosts()
-- KillObject("CP1")
-- KillObject("CP2")
-- KillObject("CP3")
-- KillObject("CP4")
-- KillObject("CP5")
-- KillObject("CP6")
-- KillObject("CP7")
DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")
SetProperty("CP1", "SpawnPath", "")
SetProperty("CP2", "SpawnPath", "")
SetProperty("CP3", "SpawnPath", "")
AddDeathRegion("DeathRegion01")
AddDeathRegion("DeathRegion02")
AddDeathRegion("DeathRegion03")
AddDeathRegion("DeathRegion04")
AddDeathRegion("DeathRegion05")
------------------------- SETUP THE FIRST FEW TIMERS
dead = CreateTimer("dead")
dead2 = CreateTimer("dead2")
win = CreateTimer("win")
SetTimerValue(win, 300)
cool1 = CreateTimer("cool1")
SetTimerValue(cool1, 30)
cool2 = CreateTimer("cool2")
SetTimerValue(cool2, 120)
cool3 = CreateTimer("cool3")
SetTimerValue(cool3, 180)
cool4 = CreateTimer("cool4")
SetTimerValue(cool4, 240)
cool5 = CreateTimer("cool5")
SetTimerValue(cool5, 270)
cool6 = CreateTimer("cool6")
SetTimerValue(cool6, 285)
cool7 = CreateTimer("cool7")
SetTimerValue(cool7, 295)
alive = CreateTimer("alive")
SetTimerValue(alive, 1)
SetTimerValue(spawn, 60)
SetTimerValue(dead, 1)
SetTimerValue(dead2, 1)
----------------------------------------------------
ShowObjectiveTextPopup("level.PRH.load", DEF)
ShowObjectiveTextPopup("level.PRH.load", ATT)
-------------------------------------------------- ONCE THE FIRST ONE SPAWNS START THE TIMERS
print("1")
onfirstspawn = OnCharacterSpawn(
function(character)
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
-- StartTimer(alive)
StartTimer(dead)
StartTimer(cool1)
StartTimer(cool2)
StartTimer(cool3)
StartTimer(cool4)
StartTimer(cool5)
StartTimer(cool6)
StartTimer(cool7)
StartTimer(spawn)
StartTimer(win)
ShowTimer(win)
print("2")
end
)
------------------------------------------------------------------------------
--------------------------------- RELEASE THE HOUNDS SPAWN TIMER
OnTimerElapse(
function(timer)
print("4")
ShowMessageText("level.PRH.seekerscanspawn")
SetProperty("CP1", "SpawnPath", "CP1Spawn")
SetProperty("CP2", "SpawnPath", "CP2Spawn")
SetProperty("CP3", "SpawnPath", "CP3Spawn")
SetProperty("CP4", "SpawnPath", "")
SetProperty("CP5", "SpawnPath", "")
SetProperty("CP6", "SpawnPath", "")
DestroyTimer(timer)
end,
spawn
)
-------------------------------------------------------
------------------------------------- VICTORY TIMER
OnTimerElapse(
function(timer)
print("4")
MissionVictory(1)
DestroyTimer(timer)
end,
win
)
OnTimerElapse(
function(timer)
ShowMessageText("level.PRH.30seek")
DestroyTimer(timer)
end,
cool1
)
OnTimerElapse(
function(timer)
ShowMessageText("level.PRH.3minsleft")
DestroyTimer(timer)
end,
cool2
)
OnTimerElapse(
function(timer)
ShowMessageText("level.PRH.2minsleft")
DestroyTimer(timer)
end,
cool3
)
OnTimerElapse(
function(timer)
ShowMessageText("level.PRH.1minleft")
DestroyTimer(timer)
end,
cool4
)
OnTimerElapse(
function(timer)
ShowMessageText("level.PRH.30secsleft")
DestroyTimer(timer)
end,
cool5
)
OnTimerElapse(
function(timer)
ShowMessageText("level.PRH.15secsleft")
DestroyTimer(timer)
end,
cool6
)
OnTimerElapse(
function(timer)
ShowMessageText("level.PRH.5secsleft")
DestroyTimer(timer)
end,
cool7
)
OnTimerElapse(
function(timer)
print("Checking for dead people...")
if GetNumTeamMembersAlive(1) == 0 then
print("Dead people found, seekers win.")
MissionVictory(2)
DestroyTimer(timer)
end
print("No dead people found.")
SetTimerValue(dead, 1)
StartTimer(dead)
end,
dead
)
-----------TEAM 1 IS PROPS AND TEAM 2 IS SEEKERS
end
function CompactorConnectionOn()
UnblockPlanningGraphArcs ("compactor")
end
--START BRIDGEWORK!
-- OPEN
function PlayAnimExtend()
PauseAnimation("bridgeclose");
RewindAnimation("bridgeopen");
PlayAnimation("bridgeopen");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection122");
DisableBarriers("BridgeBarrier");
end
-- CLOSE
function PlayAnimRetract()
PauseAnimation("bridgeopen");
RewindAnimation("bridgeclose");
PlayAnimation("bridgeclose");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection122");
EnableBarriers("BridgeBarrier");
end
--START BRIDGEWORK TAK!!!
-- OPEN
function PlayAnimTakExtend()
PauseAnimation("TakBridgeOpen");
RewindAnimation("TakBridgeClose");
PlayAnimation("TakBridgeClose");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection128");
DisableBarriers("Barrier222");
end
-- CLOSE
function PlayAnimTakRetract()
PauseAnimation("TakBridgeClose");
RewindAnimation("TakBridgeOpen");
PlayAnimation("TakBridgeOpen");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection128");
EnableBarriers("Barrier222");
end
function TrashStuff()
trash_open = 1
trash_closed = 0
trash_timer = CreateTimer("trash_timer")
SetTimerValue(trash_timer, 7)
StartTimer(trash_timer)
trash_death = OnTimerElapse(
function(timer)
if trash_open == 1 then
AddDeathRegion("deathregion")
SetTimerValue(trash_timer, 5)
StartTimer(trash_timer)
trash_closed = 1
trash_open = 0
print("death region added")
elseif trash_closed == 1 then
RemoveRegion("deathregion")
SetTimerValue(trash_timer, 15)
StartTimer(trash_timer)
print("death region removed")
trash_closed = 0
trash_open = 1
end
end,
trash_timer
)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
-- Empire Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
ReadDataFile("sound\\dea.lvl;dea1gcw")
ReadDataFile("dc:sound\\tss.lvl;tssgcw")
SetMaxFlyHeight(72)
SetMaxPlayerFlyHeight (72)
AISnipeSuitabilityDist(30)
ReadDataFile("dc:SIDE\\prh.lvl",
"prh_inf_healthdroid",
"prh_inf_ammodroid",
"prh_inf_dea1_barrel",
"prh_inf_dea1_crate",
"prh_inf_seeker",
"prh_inf_dea1_door")
SetupTeams{
all={
team = ALL,
units = 32,
reinforcements = -1,
soldier = {"prh_inf_healthdroid",0, 0},
assault = {"prh_inf_ammodroid",0, 0},
engineer = {"prh_inf_dea1_barrel",0, 0},
sniper = {"prh_inf_dea1_door",0, 0},
officer = {"",0, 0},
special = {"prh_inf_dea1_crate",0, 0},
},
imp={
team = IMP,
units = 32,
reinforcements = -1,
soldier = {"prh_inf_seeker",0, 0},
}
}
-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 200
SetMemoryPoolSize ("Aimer", 0)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 300)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 18)
SetMemoryPoolSize ("EntityLight", 100)
SetMemoryPoolSize ("EntitySoundStatic", 30)
SetMemoryPoolSize ("SoundSpaceRegion", 50)
SetMemoryPoolSize ("SoldierAnimation", 750)
SetMemoryPoolSize ("MountedTurret", 0)
SetMemoryPoolSize ("Navigator", 500)
SetMemoryPoolSize ("Obstacle", 560)
SetMemoryPoolSize ("PathFollower", 50)
SetMemoryPoolSize ("PathNode", 512)
SetMemoryPoolSize ("RedOmniLight", 130)
SetMemoryPoolSize ("UnitAgent", 600)
SetMemoryPoolSize ("Timer", 630)
SetMemoryPoolSize ("ShieldEffect", 0)
SetMemoryPoolSize ("TreeGridStack", 200)
SetMemoryPoolSize ("UnitAgent", 50)
SetMemoryPoolSize ("UnitController", 50)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize ("EntityFlyer", 6)
-- Local Stats
--SetTeamName (3, "locals")
--AddUnitClass (3, "ewk_inf_trooper", 4)
--AddUnitClass (3, "ewk_inf_repair", 6)
--SetUnitCount (3, 14)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(3,DEF)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dea\\dea1.lvl", "dea1_Conquest")
SetDenseEnvironment("true")
--SetStayInTurrets(1)
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
-- OpenAudioStream("sound\\cor.lvl", "dea1gcw_emt")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")
SetAmbientMusic(ALL, 1.0, "all_dea_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_dea_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_dea_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_dea_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_dea_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_dea_amb_end", 2,1)
SetVictoryMusic(ALL, "all_dea_amb_victory")
SetDefeatMusic (ALL, "all_dea_amb_defeat")
SetVictoryMusic(IMP, "imp_dea_amb_victory")
SetDefeatMusic (IMP, "imp_dea_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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")
SetAttackingTeam(ATT)
AddCameraShot(0, 0, 0, 0, 0, 0, 0);
end
[/code]


