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Fixed ObjectSpaceAssualt

Posted: Wed May 31, 2006 2:12 pm
by xwingguy
If you've done space modding, you may have noticed this:

1) Spaces Assualt icons in upper right hand corner of the screen are screwed up
2) When you win the game, you here the opponent's team Win Voiceover.

How to fix it:
1) Go to your data_@#$/Common/Scripts/ObjectiveSpaceAssault.lua file
2) Open it and find this section of code, we're gonna fix those icons first (it's just a little ways down)

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function ObjectiveSpaceAssault:Start()
	--=======================================
    -- Initialization logic
    --=======================================   
	assert(self.multiplayerRules == true, "ObjectiveSpaceAssault is intended for multiplayer gametypes only! (i.e. set multiplayerRules = true)")	
	self.showTeamPoints = true
	
	--initialize the base objective data
	Objective.Start(self)
	
	--notify C++ that we're running space assault now 
	--(so it can do team scoring with critical systems and whatnot)
	SpaceAssaultEnable(true)	
	SpaceAssaultSetupBitmaps(self.shipBitmapATT, self.shipBitmapDEF,
							 self.shieldBitmapATT, self.shieldBitmapDEF,
							 self.criticalSystemBitmapATT, self.criticalSystemBitmapDEF)
							 
 
	SetReinforcementCount(self.teamATT, -1)
	SetReinforcementCount(self.teamDEF, -1)

Now take this part:

Code: Select all

SpaceAssaultSetupBitmaps(self.shipBitmapATT, self.shipBitmapDEF,
							 self.shieldBitmapATT, self.shieldBitmapDEF,
							 self.criticalSystemBitmapATT, self.criticalSystemBitmapDEF)
												 
and change it to THIS:

Code: Select all

	SpaceAssaultSetupBitmaps(self.shipBitmapDEF, self.shipBitmapATT,
							 self.shieldBitmapDEF, self.shieldBitmapATT,
							 self.criticalSystemBitmapATT, self.criticalSystemBitmapDEF)
						 
Now if you were to munge it now it should be correct:
Image

3) Scroll to the bottom (we're going to fix the voiceovers) where it says this:

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---------------------------------------------------------------------------
-- gSpaceAssaultSystems_template
-- Common data for all the systems
-- Assumes only IMP v ALL and REP v CIS
-- I'm not happy with the way this is implemented, but it seems like the simplest.
-- Ideally, we send out an "engines destroyed" event, and each side interprets as needed
-- instead of encoding the vo's and objectives with the object.
---------------------------------------------------------------------------
5) Now, right underneathe that there should be this (this specifies for the imps):

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gSpaceAssaultSystems_template = {
	imp = {
		objTxt		= "level.spa.objectives.imp.0",
		fighterTxt	= "level.spa.fighters.atk",
		winVO		= "IOSMP_obj_24",
		loseVO		= "IOSMP_obj_25",
This is wierd but take this:

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		winVO		= "IOSMP_obj_24",
		loseVO		= "IOSMP_obj_25",
And CHANGE IT TO THIS:

Code: Select all

		winVO		= "AOSMP_obj_24",
		loseVO		= "AOSMP_obj_25",
Now where it specifies the all (just underneathe imps)
make the winVO and loseVO for the all this:

Code: Select all

		winVO		= "IOSMP_obj_24",
		loseVO		= "IOSMP_obj_25",
Now do the same swap for rep and cis.