BFront.log
Posted: Sat Jul 29, 2006 4:28 am
sry i don't know where i can post this question but it's in a way like modding... so i will ask: where can i find the BFront.log - data?
Message severity 3's make a map crash. It seems like you have alot of objects. How did you get them in your map? You might have done something wrong there.when posting this log leave out all of the messages that end in "invehicle"
Code: Select all
Message Severity: 3
.\Source\LoadUtil.cpp(1164)
Could not find odf "all_droid_r2d2"!
Message Severity: 3
.\Source\LoadUtil.cpp(1214)
Attempting to build an object, all_droid_r2d2, that does not have an .odf file associated with it Code: Select all
--
-- 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"}
cp5 = CommandPost:New{name = "local_cp2"}
--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",
isUberMode = true,
uberScoreLimit = 350,
multiplayerRules = true}
SetUberMode(1);
--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:Start()
EnableSPHeroRules()
AddDeathRegion("deathregion1")
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(40)
SetMaxPlayerFlyHeight (40)
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
SetMemoryPoolSize("Music", 40)
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:sound\\sou1.lvl;sou1cw")
ReadDataFile("SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_tuskenraider",
"tat_inf_jawa")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper",
"rep_walk_atte",
"rep_hero_obiwan",
"rep_fly_gunship",
"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\\kus.lvl",
"kus_inf_marine")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_weap_built_gunturret")
ReadDataFile("dc:SIDE\\ku2.lvl",
"ku2_inf_battle",
"ku2_inf_droid")
ReadDataFile("dc:SIDE\\re1.lvl",
"re1_inf_trooper")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",9, 15},
assault = { "rep_inf_ep2_rocketeer",5, 8},
engineer = { "rep_inf_ep2_engineer",5, 8},
sniper = { "rep_inf_ep2_sniper",5, 8},
officer = {"rep_inf_ep3_officer",5, 8},
special = { "rep_inf_ep2_jettrooper",5, 8},
AddUnitClass(REP, "re1_inf_trooper",2,5)
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "ku2_inf_battle",9, 15},
assault = { "cis_inf_rocketeer",5, 8},
engineer = { "cis_inf_engineer",5, 8},
sniper = { "cis_inf_sniper",5, 8},
officer = {"cis_inf_officer",5, 8},
special = { "cis_inf_droideka",5, 8},
AddUnitClass(CIS, "kus_inf_marine",2,5)
}
}
SetTeamName (3, "jawas")
AddUnitClass (3, "tat_inf_jawa", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)
SetTeamName (4, "tusken")
AddUnitClass (4, "tat_inf_tuskenhunter", 10,15)
AddUnitClass (4, "tat_inf_tuskenraider", 10,15)
SetUnitCount (4, 20)
AddAIGoal(4, "Deathmatch", 100)
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_obiwan")
-- ClearWalkers()
AddWalkerType(0, 8) -- special -> droidekas
AddWalkerType(1, 3) -- 2 attes with 3 leg pairs each
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 240
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1000)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 20)
SetMemoryPoolSize("EntityLight", 500)
SetMemoryPoolSize("EntityHover", 30)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 20)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Obstacle", 760)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("SoundSpaceRegion", 46)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:TA9\\TA9.lvl", "TA9_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\\geo.lvl", "geo1")
OpenAudioStream("sound\\geo.lvl", "geo1")
OpenAudioStream("sound\\geo.lvl", "geo1_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_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("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")
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(12.996091, 14.085528, 23.022005, 28.001889, -6.942698, 59.197201, 26.136919);
--Wrecked Ship
AddCameraShot(10.906778, 23.081875, 20.411906, 24.037192, 26.373968, -9.937874, 122.553581);
--War Room
AddCameraShot(23.994219, 34.074374, 37.077228, -12.005777, 90.939568, -49.293945, 69.571136);
end
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2
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"}
cp5 = CommandPost:New{name = "local_cp2"}
--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",
isUberMode = true,
uberScoreLimit = 350,
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:Start()
EnableSPHeroRules()
AddDeathRegion("deathregion1")
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(50)
SetMaxPlayerFlyHeight(50)
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\\hot.lvl;hot1gcw")
ReadDataFile("SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_tuskenraider",
"tat_inf_jawa")
ReadDataFile("SIDE\\all.lvl",
"all_fly_snowspeeder",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_engineer",
"all_inf_sniper",
"all_inf_officer",
"all_hero_luke_jedi",
"all_inf_wookiee",
"all_walk_tauntaun")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_sniper",
"imp_inf_engineer",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_walk_atat",
"imp_walk_atst_snow")
ReadDataFile("dc:SIDE\\luk.lvl",
"luk_hero_luke")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser",
"tur_weap_built_gunturret")
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 15},
assault = { "all_inf_rocketeer",5,8},
engineer = { "all_inf_engineer",5,8},
sniper = { "all_inf_sniper",5,8},
officer = { "all_inf_officer",5,8},
special = { "all_inf_wookiee",5,8},
},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 15},
assault = { "imp_inf_rocketeer",5,8},
engineer = { "imp_inf_engineer",5,8},
sniper = { "imp_inf_sniper",5,8},
officer = { "imp_inf_officer",5,8},
special = { "imp_inf_dark_trooper",5,8},
},
}
SetTeamName (3, "jawas")
AddUnitClass (3, "tat_inf_jawa", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)
SetTeamName (4, "tusken")
AddUnitClass (4, "tat_inf_tuskenhunter", 10,15)
AddUnitClass (4, "tat_inf_tuskenraider", 10,15)
SetUnitCount (4, 20)
AddAIGoal(4, "Deathmatch", 100)
SetHeroClass(IMP, "imp_hero_darthvader")
SetHeroClass(ALL, "luk_hero_luke")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 0 droidekas
AddWalkerType(1, 4) -- 6 atsts with 1 leg pairs each
AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each
SetMemoryPoolSize("ActiveRegion", 32)
SetMemoryPoolSize("Aimer", 90)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 248)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("ConnectivityGraphFollower", 56)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 17)
SetMemoryPoolSize("EntityFlyer", 12)
SetMemoryPoolSize("EntityLight", 218)
SetMemoryPoolSize("EntitySoundStatic", 13)
SetMemoryPoolSize("EntitySoundStream", 6)
SetMemoryPoolSize("FlagItem", 1)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 54)
SetMemoryPoolSize("MountedTurret", 46)
SetMemoryPoolSize("Navigator", 42)
SetMemoryPoolSize("Obstacle", 395)
SetMemoryPoolSize("OrdnanceTowCable", 40) -- !!!! need +4 extra for wrapped/fallen cables !!!!
SetMemoryPoolSize("PathFollower", 42)
SetMemoryPoolSize("PathNode", 268)
SetMemoryPoolSize("RedOmniLight", 230)
SetMemoryPoolSize("TreeGridStack", 342)
SetMemoryPoolSize("UnitController", 61)
SetMemoryPoolSize("UnitAgent", 61)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:TA9\\TA9.lvl", "TA9_conquest")
SetDenseEnvironment("false")
SetDefenderSnipeRange(170)
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "hot_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\hot.lvl", "hot_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
--SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .75, 1)
--SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .5, 1)
--SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .25, 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
-- SetAmbientMusic(ALL, 1.0, "all_hot_amb_start", 0,1)
-- SetAmbientMusic(ALL, 0.5, "all_hot_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.25,"all_hot_amb_end", 2,1)
-- SetAmbientMusic(IMP, 1.0, "imp_hot_amb_start", 0,1)
-- SetAmbientMusic(IMP, 0.5, "imp_hot_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.25,"imp_hot_amb_end", 2,1)
SetVictoryMusic(ALL, "all_hot_amb_victory")
SetDefeatMusic (ALL, "all_hot_amb_defeat")
SetVictoryMusic(IMP, "imp_hot_amb_victory")
SetDefeatMusic (IMP, "imp_hot_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
--Tat2 Mos Eisley Houses
AddCameraShot(0.974338, -12.222180, 10.035172, 15.008020, -32.664650, 23.668301, 43.955681);
AddCameraShot(20.390197, -67.089729, -46.893040, -65.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(140.169759, 50.002225, -34.985398, 23.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(50.677453, -60.041535, 346.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(70.866029, -24.156506, 34.467299, 23.084449, 7.685640, 7.130688, -10.895234);
end
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isUberMode = true,
uberScoreLimit = 350,
multiplayerRules = true}
TDM:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
EnableSPHeroRules()
AddDeathRegion("deathregion1")
end
---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo
ReadDataFile("ingame.lvl")
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hero_emperor",
"imp_hero_bobafett")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_anakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan")
ReadDataFile("SIDE\\cis.lvl",
"cis_hero_grievous",
"cis_hero_darthmaul",
"cis_hero_countdooku",
"cis_hero_jangofett")
--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]
--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")
SetupTeams{
hero = {
team = ALL,
units = 120,
reinforcements = -1,
soldier = { "all_hero_hansolo_tat",1,20},
assault = { "all_hero_chewbacca", 1,20},
engineer= { "all_hero_luke_jedi", 1,20},
sniper = { "rep_hero_obiwan", 1,20},
officer = { "rep_hero_yoda", 1,20},
special = { "rep_hero_macewindu", 1,20},
},
}
AddUnitClass(ALL,"all_hero_leia", 1,20)
AddUnitClass(ALL,"rep_hero_aalya", 1,20)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,20)
SetupTeams{
villain = {
team = IMP,
units = 120,
reinforcements = -1,
soldier = { "imp_hero_bobafett", 1,20},
assault = { "imp_hero_darthvader",1,20},
engineer= { "cis_hero_darthmaul", 1,20},
sniper = { "cis_hero_jangofett", 1,20},
officer = { "cis_hero_grievous", 1,20},
special = { "imp_hero_emperor", 1,20},
},
}
SetTeamName (3, "jawas")
AddUnitClass (3, "tat_inf_jawa", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)
SetTeamName (4, "tusken")
AddUnitClass (4, "tat_inf_tuskenhunter", 10,15)
AddUnitClass (4, "tat_inf_tuskenraider", 10,15)
SetUnitCount (4, 20)
AddAIGoal(4, "Deathmatch", 100)
AddUnitClass(IMP, "rep_hero_anakin",1,20)
AddUnitClass(IMP, "cis_hero_countdooku",1,20)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:TA9\\TA9.lvl", "TA9_eli")
SetDenseEnvironment("false")
-- Sound Stats
ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")
SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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")
SetAttackingTeam(ATT)
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
endCode: Select all
ucft
{
REQN
{
"config"
}
REQN
{
"texture"
"TA9_map"
}
REQN
{
"path"
"TA9"
}
REQN
{
"congraph"
"TA9"
}
REQN
{
"envfx"
"TA9"
}
REQN
{
"world"
"TA9"
}
REQN
{
"prop"
"TA9"
}
REQN
{
"class"
"bluelight"
"redlight"
"greenlight"
"whitelight"
}
REQN
{
"config"
"flyerspray"
"walkerstomp"
"hailfire_wake"
}
REQN
{
"lvl"
"TA9_conquest"
"TA9_ctf"
"TA9_1flag"
"TA9_eli"
}
REQN
{
"boundary"
"TA9"
}
}