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unlimited height

Posted: Wed Jun 24, 2009 5:48 pm
by Frog
how do i make my map so u can go really high?

Re: unlimited height

Posted: Wed Jun 24, 2009 6:35 pm
by jedikiller32
Change SetMaxFlyHeight in the LUA to a larger number (it's right under where you call your world lvl). That should do it.

Re: unlimited height

Posted: Wed Jun 24, 2009 8:30 pm
by Pelt
The maximum fly height (without setting maxflyheight in the mission lua and when taking off from the ground) seems to be between 200 to 280, while the maximum height an object can attain (at least in ZE) is 327.67 . May have something to do with the size of the skybox...

Re: unlimited height

Posted: Wed Jun 24, 2009 10:57 pm
by Teancum
But, you can also lower your train 100m or so, giving you more room.

Re: unlimited height

Posted: Thu Jun 25, 2009 4:33 pm
by Frog
Hidden/Spoiler:
--start header
function ScriptInit()
local CIS = 1
local REP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(REP,"red", "level.Must.objectives.1");
AddMissionObjective(REP,"orange", "level.Must.objectives.2");
AddMissionObjective(REP,"orange", "level.Must.objectives.3");
AddMissionObjective(CIS,"red", "level.Must.objectives.1");
AddMissionObjective(CIS,"orange", "level.Must.objectives.2");
AddMissionObjective(CIS,"orange","level.Must.objectives.3");
--end objectives
--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1cw");
--end soundlvl

-- Start sidelvls
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_basic",
"rep_inf_macewindu",
"rep_inf_jet_trooper");
--end sidelvls
--start loadouts
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid",10)
AddUnitClass(CIS, "cis_inf_assault",1)
AddUnitClass(CIS, "cis_inf_pilotdroid",2)
AddUnitClass(CIS, "cis_inf_assassindroid",2)
AddUnitClass(CIS, "cis_inf_droideka",1)
SetHeroClass(CIS, "cis_inf_countdooku")
SetTeamName(REP, "Republic")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "rep_inf_clone_trooper",10)
AddUnitClass(REP, "rep_inf_arc_trooper",1)
AddUnitClass(REP, "rep_inf_clone_pilot",2)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",2)
AddUnitClass(REP, "rep_inf_jet_trooper",1)
SetHeroClass(REP, "rep_inf_macewindu")
--end loadouts
--start teamstats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 200)
--end teamstats
--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 4)-- special -> droidekas
AddWalkerType(1, 4)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
--end memorypools
--start worldlvl
ReadDataFile("dc:Must\\Must.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment
--start birdsandfish
--end birdsandfish
--start deathregions
--end deathregions

--start soundconfig
OpenAudioStream("sound\\tat.lvl","tatcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\cw.lvl","cw_vo");
OpenAudioStream("sound\\cw.lvl","cw_tac_vo");
OpenAudioStream("sound\\tat.lvl","tat1_emt");
SetBleedingVoiceOver(CIS,CIS,"cis_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(CIS,REP,"cis_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,CIS,"rep_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,REP,"rep_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
SetAmbientMusic(CIS,1.0,"cis_tat_amb_start",0,1);
SetAmbientMusic(CIS,0.99,"cis_tat_amb_middle",1,1);
SetAmbientMusic(CIS,0.1,"cis_tat_amb_end",2,1);
SetAmbientMusic(REP,1.0,"rep_tat_amb_start",0,1);
SetAmbientMusic(REP,0.99,"rep_tat_amb_middle",1,1);
SetAmbientMusic(REP,0.1,"rep_tat_amb_end",2,1);
SetVictoryMusic(CIS,"cis_tat_amb_victory");
SetDefeatMusic (CIS,"cis_tat_amb_defeat");
SetVictoryMusic(REP,"rep_tat_amb_victory");
SetDefeatMusic (REP,"rep_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
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");
SetPlanetaryBonusVoiceOver(REP,REP,0,"rep_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(REP,CIS,0,"rep_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(REP,REP,1,"");
SetPlanetaryBonusVoiceOver(REP,CIS,1,"");
SetPlanetaryBonusVoiceOver(REP,REP,2,"rep_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(REP,CIS,2,"rep_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(REP,REP,3,"rep_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(REP,CIS,3,"rep_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(REP,REP,4,"rep_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(REP,CIS,4,"rep_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(REP,REP,5,"rep_bonus_rep_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(REP,CIS,5,"rep_bonus_cis_sabotage");
SetPlanetaryBonusVoiceOver(REP,REP,6,"");
SetPlanetaryBonusVoiceOver(REP,CIS,6,"");
SetPlanetaryBonusVoiceOver(REP,REP,7,"rep_bonus_rep_training");--advanced training
SetPlanetaryBonusVoiceOver(REP,CIS,7,"rep_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS,CIS,0,"cis_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(CIS,REP,0,"cis_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(CIS,CIS,1,"");
SetPlanetaryBonusVoiceOver(CIS,REP,1,"");
SetPlanetaryBonusVoiceOver(CIS,CIS,2,"cis_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(CIS,REP,2,"cis_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(CIS,CIS,3,"cis_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(CIS,REP,3,"cis_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(CIS,CIS,4,"cis_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(CIS,REP,4,"cis_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(CIS,CIS,5,"cis_bonus_cis_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(CIS,REP,5,"cis_bonus_rep_sabotage");
SetPlanetaryBonusVoiceOver(CIS,CIS,6,"");
SetPlanetaryBonusVoiceOver(CIS,REP,6,"");
SetPlanetaryBonusVoiceOver(CIS,CIS,7,"cis_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS,REP,7,"cis_bonus_rep_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer
end
--end footer
thats my lua
so i change the flyheight?