I have the ord.odf in my side, that isn't causing the crash. My conquest mode, xl mode, and hunt mode all have a few of the samethinggs in them. Conquest and xl are exactly the same, except for my ally side for teh rep. Hunt has all them of though, so it's not my jedi. Xl doesn't have the dwarfspider in it, yet, so it might be that. Here is my lua:
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--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- 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()
AddAIGoal(3, "Deathmatch", 100)
AddAIGoal(4, "Deathmatch", 100)
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"}
cp7 = CommandPost:New{name = "cp7"}
CP8 = CommandPost:New{name = "CP8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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:AddCommandPost(cp7)
conquest:AddCommandPost(CP8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:Start()
SetUberMode(1);
EnableSPHeroRules()
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",520) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",520) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",500) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4750) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",160) -- should be ~1x #combo
-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
SetTeamAggressiveness(CIS, 0.9)
SetTeamAggressiveness(REP, 1.0)
SetMemoryPoolSize("Music", 45)
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
"rep_fly_command",
"rep_fly_commandship",
"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_sc",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_commander",
"rep_inf_ep3_arctrooper",
"rep_inf_ep3_pilot",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_engineer",
"rep_hero_macewindu",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan",
"rep_hero_anakin",
"rep_hero_shaakti",
"rep_hero_plokoon",
"rep_hero_luminara",
"rep_hover_barcspeeder",
"rep_walk_sphat",
"rep_walk_atte")
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_marine",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_hover_stap",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\geo.lvl",
--"geo_walk_dwarfspider",
"geo_fly_geofighter",
--"geo_fly_geofighter_sc",
"geo_inf_acklay",
"geo_inf_geonosian")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", 19)
AddWalkerType(0, 60) -- 40 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 9) -- 2 dwarf spiders with 2 leg pairs each
AddWalkerType(2, 8) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 2) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 295)
SetMemoryPoolSize("AmmoCounter", 2095)
SetMemoryPoolSize("AcklayData", 34)
SetMemoryPoolSize("BaseHint", 480)
SetMemoryPoolSize ("ClothData",100)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", 2095)
SetMemoryPoolSize("EntityCloth",90)
SetMemoryPoolSize("EntityFlyer", 18)
SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 57)
SetMemoryPoolSize("Navigator", 448)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2275)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1850)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1450)
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PassengerSlot", 18)
SetMemoryPoolSize("PathFollower", 440)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("RedShadingState", 25)
SetMemoryPoolSize("TreeGridStack", 655)
SetMemoryPoolSize("UnitAgent", 495)
SetMemoryPoolSize("UnitController", 495)
SetMemoryPoolSize("WalkerBlend", 115)
SetMemoryPoolSize("WalkerBlendUnit", 185)
SetMemoryPoolSize("Weapon", 2095)
SetMemoryPoolSize("WeaponDispenser", 120)
SetMemoryPoolSize("SoldierAnimation", 2000)
SetSpawnDelay(5.0, 0.25)
SetupTeams{
rep = {
team = REP,
units = 100,
reinforcements = 1000,
soldier = { "rep_inf_ep3_rocketeer",6, 11},
pilot = { "rep_inf_ep3_sniper",6, 11},
assault = {"rep_inf_ep3_engineer",6, 11},
sniper = { "rep_inf_ep3_pilot",6, 10},
marine = { "rep_inf_ep3_officer",4, 8},
engineer = { "rep_inf_ep3_jettrooper",5, 8},
officer = {"rep_inf_ep2_commander",3, 7},
special = { "rep_inf_ep3_arctrooper",1, 4},
AddUnitClass(1, "rep_inf_ep3_rifleman",15, 30)
},
cis = {
team = CIS,
units = 160,
reinforcements = 800,
soldier = { "cis_inf_rifleman",20, 40},
pilot = { "geo_inf_geonosian",10, 20},
assault = { "cis_inf_rocketeer",10, 15},
engineer = { "cis_inf_engineer",10, 15},
sniper = { "cis_inf_sniper",10, 15},
officer = {"cis_inf_marine",15, 30},
special = { "cis_inf_droideka",15, 25},
}
}
SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")
-- Attacker Stats
--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
-- Defender Stats
--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)
-- Local Stats
SetTeamName(3, "locals")
SetUnitCount(3, 90)
AddUnitClass(3, "geo_inf_geonosian", 70)
AddUnitClass(3, "geo_inf_acklay", 20)
SetTeamAsFriend(3, DEF)
-- Attacker Stats
--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(ATT,4)
-- Defender Stats
--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsEnemy(DEF,4)
SetTeamName(4, "locals")
SetUnitCount(4, 100)
AddUnitClass(4, "rep_inf_ep2_rifleman",93)
AddUnitClass(4, "rep_hero_aalya",1)
AddUnitClass(4, "rep_hero_anakin",1)
AddUnitClass(4, "rep_hero_kiyadimundi",1)
AddUnitClass(4, "rep_hero_luminara",1)
AddUnitClass(4, "rep_hero_obiwan",1)
AddUnitClass(4, "rep_hero_plokoon",1)
AddUnitClass(4, "rep_hero_shaakti",1)
SetTeamAsFriend(4, ATT)
ReadDataFile("dc:BOG\\geo1.lvl", "geo1_conquest")
SetDenseEnvironment("false")
SetMinFlyHeight(-120)
SetMaxFlyHeight(200)
SetMaxPlayerFlyHeight(205)
-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)
-- Sound
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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
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(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)
SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")
--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end
-Use "code" tags, it cuts down on the smileys-in-luas. -Mav