Double Icon Problem (Floating and Fixed Simultaneously)
Posted: Sun Sep 12, 2010 4:14 am
by Lagomorphia
I'm getting this really odd error where a while after using the floating icon fix I get not only the fixed icon, but also the floating one! This only happens with the DC-17 ICWS weapons. I have rescaled them. These scales are different for each attachment, but I rescaled them somewhat before the problem started. I have also cleaned several times, have deleted the BUILD/sides/rc1 and Addon/TST folders more than once and at the same time, and have even made a new map, which worked once, but after loading the original LUA it came back and won't go away.
Ironically this started just after Gametoast went down.
DC-17 blaster ODF
DC-17 blaster .msh option
Mission LUA
extraweapons HUD
Ironically this started just after Gametoast went down.
DC-17 blaster ODF
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "rep_weap_dc17blast.msh"
[Properties]
ScoreForMedalsType = -1
MedalsTypeToLock = -1
GeometryName = "rep_weap_dc17blast"
HUDTag = "rep_weap_dc17blast"
HighResGeometry = "rep_weap_dc17blast"
OrdnanceName = "rep_weap_inf_rifle_ord"
FirePointName = "hp_fire"
RoundsPerClip = "50"
ReloadTime = "1.5"
ShotDelay = "0.17"
//******************************************************
//*************** SOUND ****************
//******************************************************
MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
FireSound = "rep_weap_inf_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
ClassParent = "com_weap_inf_rifle"
GeometryName = "rep_weap_dc17blast.msh"
[Properties]
ScoreForMedalsType = -1
MedalsTypeToLock = -1
GeometryName = "rep_weap_dc17blast"
HUDTag = "rep_weap_dc17blast"
HighResGeometry = "rep_weap_dc17blast"
OrdnanceName = "rep_weap_inf_rifle_ord"
FirePointName = "hp_fire"
RoundsPerClip = "50"
ReloadTime = "1.5"
ShotDelay = "0.17"
//******************************************************
//*************** SOUND ****************
//******************************************************
MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
FireSound = "rep_weap_inf_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
Hidden/Spoiler:
-hiresshadow
-scale 1.1
-scale 1.1
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("AIHeroSupport")
---------------------------------------------------------------------------
-- 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()
--START BRIDGEWORK!
-- OPEN
function PlayAnimDrop()
PauseAnimation("lava_bridge_raise");
RewindAnimation("lava_bridge_drop");
PlayAnimation("lava_bridge_drop");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection82");
BlockPlanningGraphArcs("Connection83");
EnableBarriers("Bridge");
end
-- CLOSE
function PlayAnimRise()
PauseAnimation("lava_bridge_drop");
RewindAnimation("lava_bridge_raise");
PlayAnimation("lava_bridge_raise");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection82");
UnblockPlanningGraphArcs("Connection83");
DisableBarriers("Bridge");
end
EnableSPHeroRules()
PlayAnimRise()
DisableBarriers("BALCONEY")
DisableBarriers("bALCONEY2")
DisableBarriers("hallway_f")
DisableBarriers("hackdoor")
DisableBarriers("outside")
OnObjectRespawnName(PlayAnimRise, "DingDong");
OnObjectKillName(PlayAnimDrop, "DingDong");
UnblockPlanningGraphArcs("Connection74")
DisableBarriers("1")
--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()
herosupport:AddSpawnCP("cp1","cp1spawn")
herosupport:AddSpawnCP("cp2","cp2spawn")
herosupport:AddSpawnCP("cp3","cp3spawn")
herosupport:AddSpawnCP("cp4","cp4spawn")
herosupport:AddSpawnCP("cp5","cp5spawn")
herosupport:AddSpawnCP("cp6","path37")
herosupport:Start()
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3600000)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
ReadDataFile("ingame.lvl")
-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)
AISnipeSuitabilityDist(30)
ReadDataFile("sound\\mus.lvl;mus1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_pilot",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_hero_obiwan")
----"rep_bldg_defensegridturret")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_pilot",
"cis_inf_marine",
"cis_hero_darthmaul",
"cis_hero_grievous",
"cis_hero_jangofett",
"CIS_inf_officer",
"cis_inf_droideka")
----"cis_bldg_defensegridturret")
ReadDataFile("dc:SIDE\\dro.lvl",
"cis_inf_battledroid",
"cis_inf_rocketdroid",
"cis_inf_flamedroid",
"cis_inf_battledroid_officer")
ReadDataFile("dc:SIDE\\drg.lvl",
"cis_hero_durge")
ReadDataFile("dc:SIDE\\clnhero.lvl",
"rep_hero_alpha17")
ReadDataFile("dc:SIDE\\mag.lvl",
"cis_inf_magnaguard_ptc")
ReadDataFile("dc:SIDE\\rc1.lvl",
"rep_inf_commando",
"rep_inf_delta")
ReadDataFile("dc:SIDE\\geo.lvl",
"geo_inf_geonosian_elite")
ReadDataFile("dc:SIDE\\bx1.lvl",
"cis_inf_commandosword")
ReadDataFile("dc:SIDE\\cln.lvl",
"rep_inf_ep3_rocketeer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_officer")
SetAttackingTeam(ATT)
SetupTeams{
REP = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",7, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer", 1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = { "rep_inf_ep2_officer", 1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
extra1 = { "rep_inf_commando",1, 4},
},
}
SetupTeams{
CIS = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "CIS_inf_battledroid",7, 25},
assault = { "CIS_inf_rocketeer",1, 4},
engineer = { "CIS_inf_engineer", 1, 4},
sniper = { "CIS_inf_sniper",1, 4},
officer = { "CIS_inf_battledroid_officer", 1, 4},
special = { "cis_inf_flamedroid",1, 4},
extra1 = { "cis_inf_droideka",1, 4},
extra2 = { "cis_inf_magnaguard_ptc",1, 4},
extra3 = { "geo_inf_geonosian_elite",1, 2},
}
}
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
local weaponCnt = 220
SetMemoryPoolSize("Aimer", 15)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 20)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 133)
SetMemoryPoolSize("FlagItem", 2)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize("MountedTurret", 3)
SetMemoryPoolSize("Obstacle", 309)
SetMemoryPoolSize("TreeGridStack", 200)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("mus\\mus1.lvl", "MUS1_CONQUEST")
SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
-- Sound Stats
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\\mus.lvl", "mus1")
OpenAudioStream("sound\\mus.lvl", "mus1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\mus.lvl", "mus1_emt")
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)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_mus_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_mus_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_mus_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_mus_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_mus_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_mus_amb_end", 2,1)
SetVictoryMusic(REP, "rep_mus_amb_victory")
SetDefeatMusic (REP, "rep_mus_amb_defeat")
SetVictoryMusic(CIS, "cis_mus_amb_victory")
SetDefeatMusic (CIS, "cis_mus_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")
AddCameraShot(0.446393, -0.064402, -0.883371, -0.127445, -93.406929, 72.953865, -35.479401);
AddCameraShot(-0.297655, 0.057972, -0.935337, -0.182169, -2.384067, 71.165306, 18.453350);
AddCameraShot(0.972488, -0.098362, 0.210097, 0.021250, -42.577881, 69.453072, 4.454691);
AddCameraShot(0.951592, -0.190766, -0.236300, -0.047371, -44.607018, 77.906273, 113.228661);
AddCameraShot(0.841151, -0.105984, 0.526154, 0.066295, 109.567764, 77.906273, 7.873035);
AddCameraShot(0.818472, -0.025863, 0.573678, 0.018127, 125.781593, 61.423031, 9.809184);
AddCameraShot(-0.104764, 0.000163, -0.994496, -0.001550, -13.319855, 70.673264, 63.436607);
AddCameraShot(0.971739, 0.102058, 0.211692, -0.022233, -5.680069, 68.543945, 57.904160);
AddCameraShot(0.178437, 0.004624, -0.983610, 0.025488, -66.947433, 68.543945, 6.745875);
AddCameraShot(-0.400665, 0.076364, -0896894, -0.170941, 96.201210, 79.913033, -58.604382)
herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 2500, gameMode = "NonConquest",}
herosupport:SetHeroClass(REP, "rep_hero_alpha17")
herosupport:SetHeroClass(CIS "cis_hero_durge")
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("AIHeroSupport")
---------------------------------------------------------------------------
-- 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()
--START BRIDGEWORK!
-- OPEN
function PlayAnimDrop()
PauseAnimation("lava_bridge_raise");
RewindAnimation("lava_bridge_drop");
PlayAnimation("lava_bridge_drop");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection82");
BlockPlanningGraphArcs("Connection83");
EnableBarriers("Bridge");
end
-- CLOSE
function PlayAnimRise()
PauseAnimation("lava_bridge_drop");
RewindAnimation("lava_bridge_raise");
PlayAnimation("lava_bridge_raise");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection82");
UnblockPlanningGraphArcs("Connection83");
DisableBarriers("Bridge");
end
EnableSPHeroRules()
PlayAnimRise()
DisableBarriers("BALCONEY")
DisableBarriers("bALCONEY2")
DisableBarriers("hallway_f")
DisableBarriers("hackdoor")
DisableBarriers("outside")
OnObjectRespawnName(PlayAnimRise, "DingDong");
OnObjectKillName(PlayAnimDrop, "DingDong");
UnblockPlanningGraphArcs("Connection74")
DisableBarriers("1")
--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()
herosupport:AddSpawnCP("cp1","cp1spawn")
herosupport:AddSpawnCP("cp2","cp2spawn")
herosupport:AddSpawnCP("cp3","cp3spawn")
herosupport:AddSpawnCP("cp4","cp4spawn")
herosupport:AddSpawnCP("cp5","cp5spawn")
herosupport:AddSpawnCP("cp6","path37")
herosupport:Start()
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3600000)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
ReadDataFile("ingame.lvl")
-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)
AISnipeSuitabilityDist(30)
ReadDataFile("sound\\mus.lvl;mus1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_pilot",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_hero_obiwan")
----"rep_bldg_defensegridturret")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_pilot",
"cis_inf_marine",
"cis_hero_darthmaul",
"cis_hero_grievous",
"cis_hero_jangofett",
"CIS_inf_officer",
"cis_inf_droideka")
----"cis_bldg_defensegridturret")
ReadDataFile("dc:SIDE\\dro.lvl",
"cis_inf_battledroid",
"cis_inf_rocketdroid",
"cis_inf_flamedroid",
"cis_inf_battledroid_officer")
ReadDataFile("dc:SIDE\\drg.lvl",
"cis_hero_durge")
ReadDataFile("dc:SIDE\\clnhero.lvl",
"rep_hero_alpha17")
ReadDataFile("dc:SIDE\\mag.lvl",
"cis_inf_magnaguard_ptc")
ReadDataFile("dc:SIDE\\rc1.lvl",
"rep_inf_commando",
"rep_inf_delta")
ReadDataFile("dc:SIDE\\geo.lvl",
"geo_inf_geonosian_elite")
ReadDataFile("dc:SIDE\\bx1.lvl",
"cis_inf_commandosword")
ReadDataFile("dc:SIDE\\cln.lvl",
"rep_inf_ep3_rocketeer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_officer")
SetAttackingTeam(ATT)
SetupTeams{
REP = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",7, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer", 1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = { "rep_inf_ep2_officer", 1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
extra1 = { "rep_inf_commando",1, 4},
},
}
SetupTeams{
CIS = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "CIS_inf_battledroid",7, 25},
assault = { "CIS_inf_rocketeer",1, 4},
engineer = { "CIS_inf_engineer", 1, 4},
sniper = { "CIS_inf_sniper",1, 4},
officer = { "CIS_inf_battledroid_officer", 1, 4},
special = { "cis_inf_flamedroid",1, 4},
extra1 = { "cis_inf_droideka",1, 4},
extra2 = { "cis_inf_magnaguard_ptc",1, 4},
extra3 = { "geo_inf_geonosian_elite",1, 2},
}
}
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
local weaponCnt = 220
SetMemoryPoolSize("Aimer", 15)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 20)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 133)
SetMemoryPoolSize("FlagItem", 2)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize("MountedTurret", 3)
SetMemoryPoolSize("Obstacle", 309)
SetMemoryPoolSize("TreeGridStack", 200)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("mus\\mus1.lvl", "MUS1_CONQUEST")
SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
-- Sound Stats
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\\mus.lvl", "mus1")
OpenAudioStream("sound\\mus.lvl", "mus1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\mus.lvl", "mus1_emt")
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)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_mus_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_mus_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_mus_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_mus_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_mus_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_mus_amb_end", 2,1)
SetVictoryMusic(REP, "rep_mus_amb_victory")
SetDefeatMusic (REP, "rep_mus_amb_defeat")
SetVictoryMusic(CIS, "cis_mus_amb_victory")
SetDefeatMusic (CIS, "cis_mus_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")
AddCameraShot(0.446393, -0.064402, -0.883371, -0.127445, -93.406929, 72.953865, -35.479401);
AddCameraShot(-0.297655, 0.057972, -0.935337, -0.182169, -2.384067, 71.165306, 18.453350);
AddCameraShot(0.972488, -0.098362, 0.210097, 0.021250, -42.577881, 69.453072, 4.454691);
AddCameraShot(0.951592, -0.190766, -0.236300, -0.047371, -44.607018, 77.906273, 113.228661);
AddCameraShot(0.841151, -0.105984, 0.526154, 0.066295, 109.567764, 77.906273, 7.873035);
AddCameraShot(0.818472, -0.025863, 0.573678, 0.018127, 125.781593, 61.423031, 9.809184);
AddCameraShot(-0.104764, 0.000163, -0.994496, -0.001550, -13.319855, 70.673264, 63.436607);
AddCameraShot(0.971739, 0.102058, 0.211692, -0.022233, -5.680069, 68.543945, 57.904160);
AddCameraShot(0.178437, 0.004624, -0.983610, 0.025488, -66.947433, 68.543945, 6.745875);
AddCameraShot(-0.400665, 0.076364, -0896894, -0.170941, 96.201210, 79.913033, -58.604382)
herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 2500, gameMode = "NonConquest",}
herosupport:SetHeroClass(REP, "rep_hero_alpha17")
herosupport:SetHeroClass(CIS "cis_hero_durge")
end
Hidden/Spoiler:
Code:
ViewPort("Transforms")
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("rep_weap_dc17blast", "com_inv_mesh")
NameMesh("rep_weap_dc17sniper", "com_inv_mesh")
NameMesh("rep_weap_dc17antia", "com_inv_mesh")
NameMesh("gar_weap_inf_rifle", "com_inv_mesh")
EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
//change position, rotation and scale of first weapon here, remove unused lines
MeshInfo("rep_weap_dc17blast")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("rep_weap_dc17sniper")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("rep_weap_dc17antia")
{
Position(-0.204363, 0.367216, 0.000847, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.560000, 0.560000, 0.560000)
}
MeshInfo("gar_weap_inf_fusioncutter")
{
Position(-0.240446, 0.358461, 0.001095, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
}
}
}
}
// Second Weapons Section
TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("gar_weap_inf_thermaldetonator", "com_inv_mesh")
EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
// adjust position, rotation and scale of second weapon here
MeshInfo("gar_weap_inf_thermaldetonator")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
}
}
}
ViewPort("Transforms")
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("rep_weap_dc17blast", "com_inv_mesh")
NameMesh("rep_weap_dc17sniper", "com_inv_mesh")
NameMesh("rep_weap_dc17antia", "com_inv_mesh")
NameMesh("gar_weap_inf_rifle", "com_inv_mesh")
EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
//change position, rotation and scale of first weapon here, remove unused lines
MeshInfo("rep_weap_dc17blast")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("rep_weap_dc17sniper")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("rep_weap_dc17antia")
{
Position(-0.204363, 0.367216, 0.000847, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.560000, 0.560000, 0.560000)
}
MeshInfo("gar_weap_inf_fusioncutter")
{
Position(-0.240446, 0.358461, 0.001095, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
}
}
}
}
// Second Weapons Section
TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("gar_weap_inf_thermaldetonator", "com_inv_mesh")
EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
// adjust position, rotation and scale of second weapon here
MeshInfo("gar_weap_inf_thermaldetonator")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
}
}
}