The Side's REQ
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"klg_inf_soldier"
"klg_inf_assault"
}
}
{
REQN
{
"lvl"
"klg_inf_soldier"
"klg_inf_assault"
}
}
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"klg_inf_assault"
}
REQN
{
"model"
"hud_wampa"
}
REQN
{
"texture"
"hud_white"
}
}
{
REQN
{
"class"
"klg_inf_assault"
}
REQN
{
"model"
"hud_wampa"
}
REQN
{
"texture"
"hud_white"
}
}
Hidden/Spoiler:
GameObjectClass]
ClassParent = "klg_inf_default"
[Properties]
GeometryName = "cis_inf_bdroid"
GeometryLowRes = "cis_inf_bdroid_low1"
SkeletonName = "wampa"
FirstPerson = "CIS\cisbdrd;cis_1st_bdroid"
OverrideTexture = "klag_red"
UnitType = "trooper"
WEAPONSECTION = 1
WeaponName = "klg_weap_inf_smash"
WeaponAmmo = "0"
WEAPONSECTION = 2
WeaponName = "klg_weap_inf_toss"
WeaponAmmo = "0"
WeaponChannel = 1
WEAPONSECTION = 3
WeaponName = "klg_weap_inf_roar"
WeaponAmmo = "0"
WeaponChannel = 1
HurtSound = "all_inf_com_chatter_wound_wookie"
DeathSound = "all_inf_com_chatter_death_wookie"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "wok_inf_soldier"
VOUnitType = 2
VOSound = "wok1_command_follow SC_Follow"
VOSound = "wok1_command_stopFollow SC_StopFollow"
VOSound = "wok1_command_stopVehicle SC_VehicleWaitUp"
VOSound = "wok1_command_getIn SC_GetIn"
VOSound = "wok1_command_getOut SC_GetOut"
VOSound = "wok1_response_follow SC_FollowResponse"
VOSound = "wok1_response_stopFollow SC_StopFollowResponse"
VOSound = "wok1_response_stopVehicle SC_VehicleWaitUpResponse"
VOSound = "wok1_response_getIn SC_GetInResponse"
VOSound = "wok1_response_getOut SC_GetOutResponse"
VOSound = "wok1_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "wok1_inf_chatter_NearbyEnemySlaughter NearbyEnemySlaughter"
VOSound = "wok1_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
VOSound = "wok1_inf_chatter_KillingSpree4 KillingSpree4"
VOSound = "wok1_inf_chatter_KillingSpree8 KillingSpree8"
VOSound = "wok1_inf_chatter_HeadshotKill HeadshotKill"
VOSound = "wok1_inf_chatter_Grenade Grenade"
VOSound = "wok1_inf_chatter_FriendlyFire FriendlyFire"
VOSound = "wok1_inf_chatter_RebelsShootDeadBody RebelsShootDeadBody"
VOSound = "wok1_inf_chatter_GivePowerup GivePowerup"
ClassParent = "klg_inf_default"
[Properties]
GeometryName = "cis_inf_bdroid"
GeometryLowRes = "cis_inf_bdroid_low1"
SkeletonName = "wampa"
FirstPerson = "CIS\cisbdrd;cis_1st_bdroid"
OverrideTexture = "klag_red"
UnitType = "trooper"
WEAPONSECTION = 1
WeaponName = "klg_weap_inf_smash"
WeaponAmmo = "0"
WEAPONSECTION = 2
WeaponName = "klg_weap_inf_toss"
WeaponAmmo = "0"
WeaponChannel = 1
WEAPONSECTION = 3
WeaponName = "klg_weap_inf_roar"
WeaponAmmo = "0"
WeaponChannel = 1
HurtSound = "all_inf_com_chatter_wound_wookie"
DeathSound = "all_inf_com_chatter_death_wookie"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "wok_inf_soldier"
VOUnitType = 2
VOSound = "wok1_command_follow SC_Follow"
VOSound = "wok1_command_stopFollow SC_StopFollow"
VOSound = "wok1_command_stopVehicle SC_VehicleWaitUp"
VOSound = "wok1_command_getIn SC_GetIn"
VOSound = "wok1_command_getOut SC_GetOut"
VOSound = "wok1_response_follow SC_FollowResponse"
VOSound = "wok1_response_stopFollow SC_StopFollowResponse"
VOSound = "wok1_response_stopVehicle SC_VehicleWaitUpResponse"
VOSound = "wok1_response_getIn SC_GetInResponse"
VOSound = "wok1_response_getOut SC_GetOutResponse"
VOSound = "wok1_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "wok1_inf_chatter_NearbyEnemySlaughter NearbyEnemySlaughter"
VOSound = "wok1_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
VOSound = "wok1_inf_chatter_KillingSpree4 KillingSpree4"
VOSound = "wok1_inf_chatter_KillingSpree8 KillingSpree8"
VOSound = "wok1_inf_chatter_HeadshotKill HeadshotKill"
VOSound = "wok1_inf_chatter_Grenade Grenade"
VOSound = "wok1_inf_chatter_FriendlyFire FriendlyFire"
VOSound = "wok1_inf_chatter_RebelsShootDeadBody RebelsShootDeadBody"
VOSound = "wok1_inf_chatter_GivePowerup GivePowerup"
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"
[Properties]
HUDTag = "hud_wampa"
// impact explosion
Explosion = "klg_weap_inf_smash_exp"
OnSound = "overrideparentsound"
TurnOnSound = "overrideparentsound"
TurnOffSound = "overrideparentsound"
HitEffect = "hot_sfx_weap_pawsmash"
AddHitEffect = "com_sfx_bif"
AddHitEffect = "com_sfx_zap"
AddHitEffect = "com_sfx_blammo"
AddHitEffect = "com_sfx_pow"
HitSound = "wampa_impact"
GeometryName = "hot_inf_weap_l_smash"
ComboAnimationBank = "human_sabre melee hot_inf_wampa"
NumDamageEdges = "3"
OffhandFirePointName = "hp_fire_lightsabre bone_r_hand"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "7 85 255 255"
OffhandGeometryName = "hot_inf_weap_r_smash"
OffhandFirePointName = "hp_fire_lightsabre bone_l_hand"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "82 255 7 255"
OffhandGeometryName = "hot_inf_weap_head_smash"
OffhandFirePointName = "hp_fire_lightsabre bone_head"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "82 255 7 255"
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"
[Properties]
HUDTag = "hud_wampa"
// impact explosion
Explosion = "klg_weap_inf_smash_exp"
OnSound = "overrideparentsound"
TurnOnSound = "overrideparentsound"
TurnOffSound = "overrideparentsound"
HitEffect = "hot_sfx_weap_pawsmash"
AddHitEffect = "com_sfx_bif"
AddHitEffect = "com_sfx_zap"
AddHitEffect = "com_sfx_blammo"
AddHitEffect = "com_sfx_pow"
HitSound = "wampa_impact"
GeometryName = "hot_inf_weap_l_smash"
ComboAnimationBank = "human_sabre melee hot_inf_wampa"
NumDamageEdges = "3"
OffhandFirePointName = "hp_fire_lightsabre bone_r_hand"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "7 85 255 255"
OffhandGeometryName = "hot_inf_weap_r_smash"
OffhandFirePointName = "hp_fire_lightsabre bone_l_hand"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "82 255 7 255"
OffhandGeometryName = "hot_inf_weap_head_smash"
OffhandFirePointName = "hp_fire_lightsabre bone_head"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "82 255 7 255"
Hidden/Spoiler:
[ExplosionClass]
ClassLabel = "explosion"
[Properties]
// Important
HurtOwner = 0
Push = "8.0"
PushRadiusInner = "3.5"
PushRadiusOuter = "4.5"
Shake = "2.4"
ShakeLength = "1.20"
ShakeRadiusInner = "5.0"
ShakeRadiusOuter = "5.0"
LifeSpan = "0.3"
Damage = "800.0"
DamageRadiusInner = "4.0"
DamageRadiusOuter = "6.0"
Effect = "hot_sfx_weap_smash"
ArmorScale = "1.0"
HealthScale = "1.0"
ShieldScale = "0.5"
// push EVERYBODY!!!!!!
PushDeadOnly = 0
SoundProperty = "hoth_rumble"
ClassLabel = "explosion"
[Properties]
// Important
HurtOwner = 0
Push = "8.0"
PushRadiusInner = "3.5"
PushRadiusOuter = "4.5"
Shake = "2.4"
ShakeLength = "1.20"
ShakeRadiusInner = "5.0"
ShakeRadiusOuter = "5.0"
LifeSpan = "0.3"
Damage = "800.0"
DamageRadiusInner = "4.0"
DamageRadiusOuter = "6.0"
Effect = "hot_sfx_weap_smash"
ArmorScale = "1.0"
HealthScale = "1.0"
ShieldScale = "0.5"
// push EVERYBODY!!!!!!
PushDeadOnly = 0
SoundProperty = "hoth_rumble"
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--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"}
--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:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- 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 ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("DC:SIDE\\tya.lvl",
"HT-T14")
ReadDataFile("DC:SIDE\\klg.lvl",
"klg_inf_soldier",
"klg_inf_assault")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_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},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "klg_inf_soldier",9, 25},
assault = { "klg_inf_assault",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},
}
}
SetHeroClass(CIS, "HT-T14")
SetHeroClass(REP, "rep_hero_anakin")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TYA\\TYA.lvl", "TYA_conquest")
ReadDataFile("dc:TYA\\TYA.lvl", "TYA_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")
--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--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"}
--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:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- 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 ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("DC:SIDE\\tya.lvl",
"HT-T14")
ReadDataFile("DC:SIDE\\klg.lvl",
"klg_inf_soldier",
"klg_inf_assault")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_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},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "klg_inf_soldier",9, 25},
assault = { "klg_inf_assault",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},
}
}
SetHeroClass(CIS, "HT-T14")
SetHeroClass(REP, "rep_hero_anakin")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TYA\\TYA.lvl", "TYA_conquest")
ReadDataFile("dc:TYA\\TYA.lvl", "TYA_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")
--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
EDIT: This is what the BFront2 log says about it
Hidden/Spoiler:
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1538
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: klg_inf_soldier
uf_updateClassIndex(): Added class: klg_inf_assault
Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "klg_inf_assault" (check the side's .req file)
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_officer
uf_updateClassIndex(): Added class: cis_inf_droideka
uf_updateClassIndex(): Added class: HT-T14
uf_updateClassIndex(): Added class: rep_hero_anakin
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1538
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: klg_inf_soldier
uf_updateClassIndex(): Added class: klg_inf_assault
Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "klg_inf_assault" (check the side's .req file)
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_officer
uf_updateClassIndex(): Added class: cis_inf_droideka
uf_updateClassIndex(): Added class: HT-T14
uf_updateClassIndex(): Added class: rep_hero_anakin



