[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- Empire Attacking (attacker is always #1)
REP = 1
CIS = 2
-- 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()
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"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "Capture all the CPs!", 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)
EnableSPHeroRules()
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(2497152 + 65536 * 0)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\dag.lvl;dag1cw")
--SetMaxFlyHeight(43)
--SetMaxPlayerFlyHeight (43)
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_hero_yoda")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_hero_countdooku")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 3) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
-- SetMemoryPoolSize ("MountedTurret",20)
-- SetMemoryPoolSize ("EntityTauntaun",0)
-- SetMemoryPoolSize ("EntitySoldier",0)
SetMemoryPoolSize ("EntityHover",0)
SetMemoryPoolSize ("EntityFlyer",0)
SetMemoryPoolSize ("EntityDroid",10)
SetMemoryPoolSize ("EntityCarrier",0)
SetMemoryPoolSize("Obstacle", 118)
SetMemoryPoolSize ("Weapon", 260)
SetupTeams{
rep = {
team = REP,
units = 25,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",11},
assault = { "rep_inf_ep3_rocketeer",4},
pilot = { "rep_inf_ep3_engineer",3},
sniper = { "rep_inf_ep3_sniper",2},
officer = {"rep_inf_ep3_officer",2},
special = { "rep_inf_ep3_jettrooper",3},
},
cis = {
team = CIS,
units = 25,
reinforcements = -1,
soldier = { "cis_inf_rifleman",11},
assault = { "cis_inf_rocketeer",4},
pilot = { "cis_inf_engineer",3},
sniper = { "cis_inf_sniper",2},
officer = {"cis_inf_officer",2},
special = { "cis_inf_droideka",3},
}
}
SetHeroClass(REP, "rep_hero_yoda")
SetHeroClass(CIS, "cis_hero_countdooku")
-- Local Stats
--SetTeamName (3, "locals")
--AddUnitClass (3, "ewk_inf_trooper", 4)
--AddUnitClass (3, "ewk_inf_repair", 6)
--SetUnitCount (3, 14)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(3,DEF)
-- Attacker Stats
SetUnitCount(ATT, 25)
SetReinforcementCount(ATT, 200)
--SetTeamAsFriend(ATT, 3)
-- Defender Stats
SetUnitCount(DEF, 25)
SetReinforcementCount(DEF, 200)
--SetTeamAsEnemy(DEF, 3)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dag\\dag1.lvl", "dag1_conquest", "dag1_cw")
SetDenseEnvironment("false")
SetAIViewMultiplier(0.35)
--AddDeathRegion("deathregion")
--SetStayInTurrets(1)
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
OpenAudioStream("sound\\dag.lvl", "dagcw_music")
OpenAudioStream("sound\\global.lvl", "global_vo_quick")
OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\dag.lvl", "dag1")
OpenAudioStream("sound\\dag.lvl", "dag1")
-- OpenAudioStream("sound\\dag.lvl", "dag1_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(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_myg_amb_end", 2,1)
SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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")
-- SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "CIS_bonus_CIS_medical")
-- SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical")
-- SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "")
-- SetPlanetaryBonusVoiceOver(CIS, REP, 1, "")
-- SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors")
-- SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors")
SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero")
SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero")
-- SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves")
-- SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves")
-- SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage")--sabotage
-- SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage")
-- SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "")
-- SetPlanetaryBonusVoiceOver(CIS, REP, 6, "")
-- SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training")--advanced training
-- SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training")--advanced training
-- SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical")
-- SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical")
-- SetPlanetaryBonusVoiceOver(REP, REP, 1, "")
-- SetPlanetaryBonusVoiceOver(REP, CIS, 1, "")
-- SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors")
-- SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors")
SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero")
SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero")
-- SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves")
-- SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves")
-- SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage")--sabotage
-- SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage")
-- SetPlanetaryBonusVoiceOver(REP, REP, 6, "")
-- SetPlanetaryBonusVoiceOver(REP, CIS, 6, "")
-- SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training")--advanced training
-- SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_training")--advanced training
-- Camera Stats
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493)
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893)
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324)
end
[/code]