Fixed ObjectSpaceAssualt
Posted: Wed May 31, 2006 2:12 pm
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)
Now take this part:
and change it to THIS:
Now if you were to munge it now it should be correct:

3) Scroll to the bottom (we're going to fix the voiceovers) where it says this:
5) Now, right underneathe that there should be this (this specifies for the imps):
This is wierd but take this:
And CHANGE IT TO THIS:
Now where it specifies the all (just underneathe imps)
make the winVO and loseVO for the all this:
Now do the same swap for rep and cis.
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)
Code: Select all
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)
Code: Select all
SpaceAssaultSetupBitmaps(self.shipBitmapATT, self.shipBitmapDEF,
self.shieldBitmapATT, self.shieldBitmapDEF,
self.criticalSystemBitmapATT, self.criticalSystemBitmapDEF)
Code: Select all
SpaceAssaultSetupBitmaps(self.shipBitmapDEF, self.shipBitmapATT,
self.shieldBitmapDEF, self.shieldBitmapATT,
self.criticalSystemBitmapATT, self.criticalSystemBitmapDEF)

3) Scroll to the bottom (we're going to fix the voiceovers) where it says this:
Code: Select all
---------------------------------------------------------------------------
-- 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.
---------------------------------------------------------------------------Code: Select all
gSpaceAssaultSystems_template = {
imp = {
objTxt = "level.spa.objectives.imp.0",
fighterTxt = "level.spa.fighters.atk",
winVO = "IOSMP_obj_24",
loseVO = "IOSMP_obj_25",
Code: Select all
winVO = "IOSMP_obj_24",
loseVO = "IOSMP_obj_25",
Code: Select all
winVO = "AOSMP_obj_24",
loseVO = "AOSMP_obj_25",
make the winVO and loseVO for the all this:
Code: Select all
winVO = "IOSMP_obj_24",
loseVO = "IOSMP_obj_25",