Random Hero Script
Hidden/Spoiler:
function DecideHeroes(aalya, anakin, kiyadimundi, yoda, macewindu, obiwan, countdooku, yoda, darthmaul, grievous, jangofett)
local herocis = countdooku + darthmaul + grievous + jangofett
local herorep = macewindu + aalya + anakin + kiyadimundi + obiwan + yoda
herostrCis = 0
herostrRep = 0
supportstrCis = 0
supportstrRep = 0
local heroreprand = math.random(1, herorep)
if heroreprand <= macewindu then
herostrRep = "rep_hero_macewindu"
supportstrRep = "rep_inf_ep3_rifleman"
elseif heroreprand <= (aalya + macewindu) then
herostrRep = "rep_hero_aalya"
supportstrRep = "rep_inf_ep3_rifleman"
elseif heroreprand <= (anakin + aalya + macewindu) then
herostrRep = "rep_hero_anakin"
supportstrRep = "rep_inf_ep3_rifleman"
elseif heroreprand <= (kiyadimundi + anakin + aalya + macewindu) then
herostrRep = "rep_hero_kiyadimundi"
supportstrRep = "rep_inf_ep3_rifleman"
elseif heroreprand <= (obiwan + kiyadimundi + anakin + aalya + macewindu) then
herostrRep = "rep_hero_obiwan"
supportstrRep = "rep_inf_ep3_rifleman"
elseif heroreprand <= (yoda + obiwan + kiyadimundi + anakin + aalya + macewindu) then
herostrRep = "rep_hero_yoda"
supportstrRep = "rep_inf_ep3_rifleman"
end
local herocisrand = math.random(1, herocis)
if herocisrand <= (countdooku) then
herostrCis = "cis_hero_countdooku"
supportstrCis = "cis_inf_marine"
elseif herocisrand <= (darthmaul + countdooku) then
herostrCis = "cis_hero_darthmaul"
supportstrCis = "cis_inf_marine"
elseif herocisrand <= (grievous + darthmaul + countdooku) then
herostrCis = "cis_hero_grievous"
supportstrCis = "cis_inf_marine"
elseif herocisrand <= (jangofett + grievous + darthmaul + countdooku) then
herostrCis = "cis_hero_jangofett"
supportstrCis = "cis_inf_marine"
end
end
local herocis = countdooku + darthmaul + grievous + jangofett
local herorep = macewindu + aalya + anakin + kiyadimundi + obiwan + yoda
herostrCis = 0
herostrRep = 0
supportstrCis = 0
supportstrRep = 0
local heroreprand = math.random(1, herorep)
if heroreprand <= macewindu then
herostrRep = "rep_hero_macewindu"
supportstrRep = "rep_inf_ep3_rifleman"
elseif heroreprand <= (aalya + macewindu) then
herostrRep = "rep_hero_aalya"
supportstrRep = "rep_inf_ep3_rifleman"
elseif heroreprand <= (anakin + aalya + macewindu) then
herostrRep = "rep_hero_anakin"
supportstrRep = "rep_inf_ep3_rifleman"
elseif heroreprand <= (kiyadimundi + anakin + aalya + macewindu) then
herostrRep = "rep_hero_kiyadimundi"
supportstrRep = "rep_inf_ep3_rifleman"
elseif heroreprand <= (obiwan + kiyadimundi + anakin + aalya + macewindu) then
herostrRep = "rep_hero_obiwan"
supportstrRep = "rep_inf_ep3_rifleman"
elseif heroreprand <= (yoda + obiwan + kiyadimundi + anakin + aalya + macewindu) then
herostrRep = "rep_hero_yoda"
supportstrRep = "rep_inf_ep3_rifleman"
end
local herocisrand = math.random(1, herocis)
if herocisrand <= (countdooku) then
herostrCis = "cis_hero_countdooku"
supportstrCis = "cis_inf_marine"
elseif herocisrand <= (darthmaul + countdooku) then
herostrCis = "cis_hero_darthmaul"
supportstrCis = "cis_inf_marine"
elseif herocisrand <= (grievous + darthmaul + countdooku) then
herostrCis = "cis_hero_grievous"
supportstrCis = "cis_inf_marine"
elseif herocisrand <= (jangofett + grievous + darthmaul + countdooku) then
herostrCis = "cis_hero_jangofett"
supportstrCis = "cis_inf_marine"
end
end
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("naterandom")
Conquest = ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
-- Empire Attacking (attacker is always #1)
CIS = 1
REP = 2
GAR = 3
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- 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()
DisableBarriers("cambar1")
DisableBarriers("cambar2")
DisableBarriers("cambar3")
DisableBarriers("turbar1")
DisableBarriers("turbar2")
DisableBarriers("turbar3")
DisableBarriers("camveh")
SetMapNorthAngle(180, 1)
AddAIGoal (GAR, "Deathmatch", 100)
AICanCaptureCP("CP1", GAR, true)
AICanCaptureCP("CP2", GAR, true)
AICanCaptureCP("CP3", GAR, true)
AICanCaptureCP("CP4", GAR, true)
AICanCaptureCP("CP5", GAR, true)
AICanCaptureCP("CP6", GAR, true)
--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","CP6Spawn")
herosupport:Start()
EnableSPHeroRules()
WeatherMode = math.random(1,4)
if WeatherMode == 1 then
ReadDataFile("dc:BFE\\sky.lvl", "nabsunrise")
elseif WeatherMode == 2 then
ReadDataFile("dc:BFE\\sky.lvl", "nabday")
elseif WeatherMode == 3 then
ReadDataFile("dc:BFE\\sky.lvl", "nabnight")
elseif WeatherMode == 4 then
ReadDataFile("dc:BFE\\sky.lvl", "nabcloud")
end
end
function ScriptInit()
if not ScriptCB_InMultiplayer() then
DecideHeroes(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)
elseif ScriptCB_InMultiplayer() then
herostrCis = "cis_hero_darthmaul"
herostrRep = "rep_hero_obiwan"
end
StealArtistHeap(1200*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3100000)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\nab.lvl;nab2cw")
ReadDataFile("dc:SIDE\\comaat.lvl",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rocketeer",
"cis_inf_rifleman")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
herostrRep,
supportstrRep,
"rep_walk_oneman_atst")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
herostrCis,
supportstrCis)
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")
ReadDataFile("SIDE\\gar.lvl",
"gar_inf_soldier")
SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",9, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
}
}
SetupTeams{
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetupTeams{
gar = {
team = GAR,
units = 5,
reinforcements = 50,
soldier = { "gar_inf_soldier",5},
}
}
AddUnitClass(CIS, supportstrCis, 1, 4)
AddUnitClass(REP, supportstrRep, 1, 4)
--if ScriptCB_InMultiplayer() then
--SetHeroClass(REP, herostrRep)
--SetHeroClass(CIS, herostrCis)
--else
--end
SetTeamAsEnemy(GAR, ATT)
SetTeamAsEnemy(ATT, GAR)
SetTeamAsFriend(GAR, DEF)
SetTeamAsFriend(DEF, GAR)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas with 0 leg pairs each
AddWalkerType(1, 3) -- ATSTs
local weaponCnt = 220
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 128)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 44)
SetMemoryPoolSize("EntityHover", 4)
SetMemoryPoolSize("MountedTurret", 11)
SetMemoryPoolSize("Navigator", 40)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 40)
SetMemoryPoolSize("PathNode", 200)
SetMemoryPoolSize("TreeGridStack", 400)
SetMemoryPoolSize("UnitAgent", 40)
SetMemoryPoolSize("UnitController", 40)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("NAB\\nab2.lvl","naboo2_Conquest")
SetDenseEnvironment("true")
--AddDeathRegion("Water")
AddDeathRegion("Waterfall")
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "all_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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2_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, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "repleaving")
SetOutOfBoundsVoiceOver(1, "cisleaving")
SetAmbientMusic(REP, 1.0, "rep_nab_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_nab_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_nab_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_nab_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_nab_amb_end", 2,1)
SetVictoryMusic(REP, "rep_nab_amb_victory")
SetDefeatMusic (REP, "rep_nab_amb_defeat")
SetVictoryMusic(CIS, "cis_nab_amb_victory")
SetDefeatMusic (CIS, "cis_nab_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")
-- Camera Stats
--Nab2 Theed
--Palace
AddCameraShot(0.038177, -0.005598, -0.988683, -0.144973, -0.985535, 18.617458, -123.316505);
AddCameraShot(0.993106, -0.109389, 0.041873, 0.004612, 6.576932, 24.040697, -25.576218);
AddCameraShot(0.851509, -0.170480, 0.486202, 0.097342, 158.767715, 22.913860, -0.438658);
AddCameraShot(0.957371, -0.129655, -0.255793, -0.034641, 136.933548, 20.207420, 99.608246);
AddCameraShot(0.930364, -0.206197, 0.295979, 0.065598, 102.191856, 22.665434, 92.389435);
AddCameraShot(0.997665, -0.068271, 0.002086, 0.000143, 88.042351, 13.869274, 93.643898);
AddCameraShot(0.968900, -0.100622, 0.224862, 0.023352, 4.245263, 13.869274, 97.208542);
AddCameraShot(0.007091, -0.000363, -0.998669, -0.051089, -1.309990, 16.247049, 15.925866);
AddCameraShot(-0.274816, 0.042768, -0.949121, -0.147705, -55.505108, 25.990822, 86.987534);
AddCameraShot(0.859651, -0.229225, 0.441156, 0.117634, -62.493008, 31.040747, 117.995369);
AddCameraShot(0.703838, -0.055939, 0.705928, 0.056106, -120.401054, 23.573559, -15.484946);
AddCameraShot(0.835474, -0.181318, -0.506954, -0.110021, -166.314774, 27.687098, -6.715797);
AddCameraShot(0.327573, -0.024828, -0.941798, -0.071382, -109.700180, 15.415476, -84.413605);
AddCameraShot(-0.400505, 0.030208, -0.913203, -0.068878, 82.372711, 15.415476, -42.439548);
herosupport = AIHeroSupport:New{gameMode = "conquest",}
herosupport:SetHeroClass(REP, "herostrRep")
herosupport:SetHeroClass(CIS, "herostrCis")
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("naterandom")
Conquest = ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
-- Empire Attacking (attacker is always #1)
CIS = 1
REP = 2
GAR = 3
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- 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()
DisableBarriers("cambar1")
DisableBarriers("cambar2")
DisableBarriers("cambar3")
DisableBarriers("turbar1")
DisableBarriers("turbar2")
DisableBarriers("turbar3")
DisableBarriers("camveh")
SetMapNorthAngle(180, 1)
AddAIGoal (GAR, "Deathmatch", 100)
AICanCaptureCP("CP1", GAR, true)
AICanCaptureCP("CP2", GAR, true)
AICanCaptureCP("CP3", GAR, true)
AICanCaptureCP("CP4", GAR, true)
AICanCaptureCP("CP5", GAR, true)
AICanCaptureCP("CP6", GAR, true)
--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","CP6Spawn")
herosupport:Start()
EnableSPHeroRules()
WeatherMode = math.random(1,4)
if WeatherMode == 1 then
ReadDataFile("dc:BFE\\sky.lvl", "nabsunrise")
elseif WeatherMode == 2 then
ReadDataFile("dc:BFE\\sky.lvl", "nabday")
elseif WeatherMode == 3 then
ReadDataFile("dc:BFE\\sky.lvl", "nabnight")
elseif WeatherMode == 4 then
ReadDataFile("dc:BFE\\sky.lvl", "nabcloud")
end
end
function ScriptInit()
if not ScriptCB_InMultiplayer() then
DecideHeroes(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)
elseif ScriptCB_InMultiplayer() then
herostrCis = "cis_hero_darthmaul"
herostrRep = "rep_hero_obiwan"
end
StealArtistHeap(1200*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3100000)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\nab.lvl;nab2cw")
ReadDataFile("dc:SIDE\\comaat.lvl",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rocketeer",
"cis_inf_rifleman")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
herostrRep,
supportstrRep,
"rep_walk_oneman_atst")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
herostrCis,
supportstrCis)
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")
ReadDataFile("SIDE\\gar.lvl",
"gar_inf_soldier")
SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",9, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
}
}
SetupTeams{
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetupTeams{
gar = {
team = GAR,
units = 5,
reinforcements = 50,
soldier = { "gar_inf_soldier",5},
}
}
AddUnitClass(CIS, supportstrCis, 1, 4)
AddUnitClass(REP, supportstrRep, 1, 4)
--if ScriptCB_InMultiplayer() then
--SetHeroClass(REP, herostrRep)
--SetHeroClass(CIS, herostrCis)
--else
--end
SetTeamAsEnemy(GAR, ATT)
SetTeamAsEnemy(ATT, GAR)
SetTeamAsFriend(GAR, DEF)
SetTeamAsFriend(DEF, GAR)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas with 0 leg pairs each
AddWalkerType(1, 3) -- ATSTs
local weaponCnt = 220
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 128)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 44)
SetMemoryPoolSize("EntityHover", 4)
SetMemoryPoolSize("MountedTurret", 11)
SetMemoryPoolSize("Navigator", 40)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 40)
SetMemoryPoolSize("PathNode", 200)
SetMemoryPoolSize("TreeGridStack", 400)
SetMemoryPoolSize("UnitAgent", 40)
SetMemoryPoolSize("UnitController", 40)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("NAB\\nab2.lvl","naboo2_Conquest")
SetDenseEnvironment("true")
--AddDeathRegion("Water")
AddDeathRegion("Waterfall")
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "all_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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2_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, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "repleaving")
SetOutOfBoundsVoiceOver(1, "cisleaving")
SetAmbientMusic(REP, 1.0, "rep_nab_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_nab_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_nab_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_nab_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_nab_amb_end", 2,1)
SetVictoryMusic(REP, "rep_nab_amb_victory")
SetDefeatMusic (REP, "rep_nab_amb_defeat")
SetVictoryMusic(CIS, "cis_nab_amb_victory")
SetDefeatMusic (CIS, "cis_nab_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")
-- Camera Stats
--Nab2 Theed
--Palace
AddCameraShot(0.038177, -0.005598, -0.988683, -0.144973, -0.985535, 18.617458, -123.316505);
AddCameraShot(0.993106, -0.109389, 0.041873, 0.004612, 6.576932, 24.040697, -25.576218);
AddCameraShot(0.851509, -0.170480, 0.486202, 0.097342, 158.767715, 22.913860, -0.438658);
AddCameraShot(0.957371, -0.129655, -0.255793, -0.034641, 136.933548, 20.207420, 99.608246);
AddCameraShot(0.930364, -0.206197, 0.295979, 0.065598, 102.191856, 22.665434, 92.389435);
AddCameraShot(0.997665, -0.068271, 0.002086, 0.000143, 88.042351, 13.869274, 93.643898);
AddCameraShot(0.968900, -0.100622, 0.224862, 0.023352, 4.245263, 13.869274, 97.208542);
AddCameraShot(0.007091, -0.000363, -0.998669, -0.051089, -1.309990, 16.247049, 15.925866);
AddCameraShot(-0.274816, 0.042768, -0.949121, -0.147705, -55.505108, 25.990822, 86.987534);
AddCameraShot(0.859651, -0.229225, 0.441156, 0.117634, -62.493008, 31.040747, 117.995369);
AddCameraShot(0.703838, -0.055939, 0.705928, 0.056106, -120.401054, 23.573559, -15.484946);
AddCameraShot(0.835474, -0.181318, -0.506954, -0.110021, -166.314774, 27.687098, -6.715797);
AddCameraShot(0.327573, -0.024828, -0.941798, -0.071382, -109.700180, 15.415476, -84.413605);
AddCameraShot(-0.400505, 0.030208, -0.913203, -0.068878, 82.372711, 15.415476, -42.439548);
herosupport = AIHeroSupport:New{gameMode = "conquest",}
herosupport:SetHeroClass(REP, "herostrRep")
herosupport:SetHeroClass(CIS, "herostrCis")
end
Hidden/Spoiler:
uf_updateClassIndex(): Added class: herostrRep
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "herostrRep" not found for team 2 (check the side's .req file)
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(658)
Team missing hero class "0xc3fcf04f" (check the side's .req file)
uf_updateClassIndex(): Added class: herostrCis
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "herostrCis" not found for team 1 (check the side's .req file)
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(658)
Team missing hero class "0x61a0d035" (check the side's .req file)
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "herostrRep" not found for team 2 (check the side's .req file)
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(658)
Team missing hero class "0xc3fcf04f" (check the side's .req file)
uf_updateClassIndex(): Added class: herostrCis
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "herostrCis" not found for team 1 (check the side's .req file)
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(658)
Team missing hero class "0x61a0d035" (check the side's .req file)
Sorry for multiple question threads, I'm just going into depths I've never been in before.




