Crash while adding Locals in Space Map
Posted: Wed Oct 20, 2010 8:46 pm
by stardestroyer001
I've tried to add locals to my space map, however I'm getting a peculiar crash.
I load BF2 in the debug, select my map and stuff, add it, and then press launch. It immediately crashes. Immediately. I've never seen my computer do anything that fast before!
Anyways, here's the log:
It looks like the standard boot up output. So, what did I do wrong to make it crash?
Additional Info:
SC1c_cmn.lua:
Resources: http://www.gametoast.com/forums/viewtop ... =27&t=6088
I load BF2 in the debug, select my map and stuff, add it, and then press launch. It immediately crashes. Immediately. I've never seen my computer do anything that fast before!
Anyways, here's the log:
Hidden/Spoiler:
Opened logfile BFront2.log 2010-10-20 2045
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: Found custom_gc_11.lvl
custom_gc_11: Entered
ifs_freeform_init_dt.lua
ifs_freeform_start_dt.lua
custom_gc_11: Taking control of custom_GetGCButtonList()...
custom_gc_11: Taking control of custom_PressedGCButton()...
custom_gc_11: Exited
custom_gc_10: No custom_gc_12.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_11: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_11: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Closed any open movie
ifs_missionselect_pcMulti_ChangeMovieFile(): Opening movie: MOVIES\pre-movie.mvs
ifs_missionselect_pcMulti_ChangeMovieFile(): Finished opening movie
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Same as last movie
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Same as last movie
this.CurButton = check_mode4
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
table: 05019134
The key is mapluafile, the formated value is: SC1<A>_<B>
The key, value is: era_c 1
The key, value is: mode_assault_c 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key, value is: mode_1flag_c 1
custom_printTable(): Returning
custom_printTable(): table: 04C46BAC
The key, value is: key mode_1flag
The key, value is: subst 1flag
The key, value is: showstr modename.name.1flag
The key, value is: descstr modename.description.1flag
The key, value is: icon mode_icon_ctf
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: SC1c_Diet Dr. Pepper idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: Found custom_gc_11.lvl
custom_gc_11: Entered
ifs_freeform_init_dt.lua
ifs_freeform_start_dt.lua
custom_gc_11: Taking control of custom_GetGCButtonList()...
custom_gc_11: Taking control of custom_PressedGCButton()...
custom_gc_11: Exited
custom_gc_10: No custom_gc_12.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_11: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_11: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Closed any open movie
ifs_missionselect_pcMulti_ChangeMovieFile(): Opening movie: MOVIES\pre-movie.mvs
ifs_missionselect_pcMulti_ChangeMovieFile(): Finished opening movie
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Same as last movie
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Same as last movie
this.CurButton = check_mode4
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
table: 05019134
The key is mapluafile, the formated value is: SC1<A>_<B>
The key, value is: era_c 1
The key, value is: mode_assault_c 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key, value is: mode_1flag_c 1
custom_printTable(): Returning
custom_printTable(): table: 04C46BAC
The key, value is: key mode_1flag
The key, value is: subst 1flag
The key, value is: showstr modename.name.1flag
The key, value is: descstr modename.description.1flag
The key, value is: icon mode_icon_ctf
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: SC1c_Diet Dr. Pepper idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
It looks like the standard boot up output. So, what did I do wrong to make it crash?
Additional Info:
SC1c_cmn.lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- stardestroyer001's Common file for Space Coruscant v1.0
-- Common script that shares all setup information
ScriptCB_DoFile("setup_teams")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
LOC = 3
-- These variables do not change
ATT = 1
DEF = 2
function SetupUnits()
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_fly_gunship_sc",
"rep_fly_vwing",
"rep_hero_anakin",
"rep_hero_obiwan",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_veh_remote_terminal")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_droideka",
"cis_inf_pilot",
"cis_inf_marine",
"cis_inf_rifleman",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_hero_grievous",
"cis_hero_countdooku",
"cis_fly_tridroidfighter")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_fly_ai_trooptrans")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_knight_04",
"jed_master_01")
ReadDataFile("dc:SIDE\\SC1.lvl",
"cis_inf_magnaguard_ptc",
"rep_fly_obiwanstarfighter_sc")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end
myTeamConfig = {
rep = {
team = REP,
units = 60,
reinforcements = -1,
pilot = { "rep_inf_ep3_pilot",20},
soldier = { "rep_inf_ep3_marine",30},
engineer = { "jed_master_01",1, 2},
sniper = { "jed_knight_04",1, 5},
jedi = { "rep_hero_anakin",0, 1},
jedimajor = { "rep_hero_obiwan",0, 1},
},
cis = {
team = CIS,
units = 60,
reinforcements = -1,
pilot = { "cis_inf_pilot",15},
soldier = { "cis_inf_rifleman",15},
officer = { "cis_inf_droideka",1, 5},
special = { "cis_inf_magnaguard_ptc",1, 4},
jedi = { "cis_hero_grievous",0, 1},
jedimajor = { "cis_hero_countdooku",0, 1},
marine = { "cis_inf_marine",10},
},
}
SetTeamName (3, "jawas")
AddUnitClass (3, "cis_inf_pilot",10, 15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)
ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--CIS turrets
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"cis_turr_1", "cis_turr_2", "cis_turr_3", "cis_turr_4", "cis_turr_5", "cis_turr_6"} }
turretLinkageCIS:Init()
function turretLinkageCIS:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)
BroadcastVoiceOver( "ROSMP_obj_20", REP )
BroadcastVoiceOver( "COSMP_obj_21", CIS )
end
function turretLinkageCIS:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", REP)
ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)
BroadcastVoiceOver( "ROSMP_obj_22", REP )
BroadcastVoiceOver( "COSMP_obj_23", CIS )
end
--REP turrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageREP:Init()
function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)
BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)
BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end
function ScriptPreInit()
SetWorldExtents(10000)
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("dc:Load\\common.lvl")
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",600) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",3000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo -- should be ~1x #combo
-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")
SetMinFlyHeight(-800)
SetMaxFlyHeight(500)
SetMinPlayerFlyHeight(-800)
SetMaxPlayerFlyHeight(500)
SetAIVehicleNotifyRadius(1000)
ReadDataFile("dc:sound\\efx.lvl;efxcw")
ReadDataFile("sound\\spa.lvl;spa2cw")
ReadDataFile("SIDE\\\\cis.lvl",
"cis_inf_pilot")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);
SetupUnits()
SetupTeams(myTeamConfig)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 5) -- 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 = 380
local guyCnt = 32
local units = 200
SetMemoryPoolSize("Aimer", 350)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("Combo::DamageSample", 2861)
SetMemoryPoolSize("ConnectivityGraphFollower", 30)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityDroideka",5)
SetMemoryPoolSize("EntityDroid",0)
SetMemoryPoolSize("EntityHover", 16)
SetMemoryPoolSize("EntityFlyer", 48)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1600)
SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 2100)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1250)
SetMemoryPoolSize("EntityLight", 170)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoldier",guyCnt)
SetMemoryPoolSize("SoldierAnimation", 800)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 180)
SetMemoryPoolSize("Music", 35)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 150)
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("PathFollower", 60)
SetMemoryPoolSize("PathNode", 92)
SetMemoryPoolSize("RedOmniLight", 178)
SetMemoryPoolSize("TentacleSimulator", 10)
SetMemoryPoolSize("TreeGridStack", 270)
SetMemoryPoolSize("UnitAgent", units)
SetMemoryPoolSize("UnitController", units)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end
ReadDataFile("dc:SC1\\spa_sky.lvl", "cor")
ReadDataFile("dc:SC1\\SC1.lvl", myGameMode)
SetDenseEnvironment("false")
SetParticleLODBias(15000)
-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
local voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("dc:sound\\efx.lvl", "efxcw_music")
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tat.lvl", "tat1_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(REP, "Repleaving")
SetOutOfBoundsVoiceOver(CIS, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1);
--SetAmbientMusic(REP, 0.99, "rep_kam_amb_middle", 1,1);
--SetAmbientMusic(REP, 0.1,"rep_kam_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start", 0,1);
--SetAmbientMusic(CIS, 0.99, "cis_kam_amb_middle", 1,1);
--SetAmbientMusic(CIS, 0.1,"cis_kam_amb_end", 2,1);
SetVictoryMusic(REP, "rep_kam_amb_victory")
SetDefeatMusic (REP, "all_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_kam_amb_victory")
SetDefeatMusic (CIS, "imp_tat_amb_defeat")
SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end", 2,1)
SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetVictoryMusic(CIS, "cis_spa_amb_victory")
SetDefeatMusic (CIS, "cis_spa_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 Battle over Felucia
-- ARC170Carrier Hangar Exterior Shot
AddCameraShot(0.962752, 0.242761, -0.115453, 0.029112, 1190.458984, 130.080994, -1005.170349);
-- Invisible Hand w/Autoturret looking at battle
AddCameraShot(0.999775, 0.007066, -0.019991, 0.000141, -301.363434, 124.240158, 2267.915527);
-- ERASE AND PLACE NEW ONE
AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
-- Overall from left side of map
AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);
AddDeathRegion("deathregion1")
AddDeathRegion("deathregion4")
AddLandingRegion("rep-CP1Con")
AddLandingRegion("rep-CP2Con")
AddLandingRegion("rep-CP3Con")
AddLandingRegion("cis-CP1Con")
AddLandingRegion("cis-CP2Con")
AddLandingRegion("cis-CP3Con")
AddLandingRegion("cisfighter1_con")
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- stardestroyer001's Common file for Space Coruscant v1.0
-- Common script that shares all setup information
ScriptCB_DoFile("setup_teams")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
LOC = 3
-- These variables do not change
ATT = 1
DEF = 2
function SetupUnits()
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_fly_gunship_sc",
"rep_fly_vwing",
"rep_hero_anakin",
"rep_hero_obiwan",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_veh_remote_terminal")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_droideka",
"cis_inf_pilot",
"cis_inf_marine",
"cis_inf_rifleman",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_hero_grievous",
"cis_hero_countdooku",
"cis_fly_tridroidfighter")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_fly_ai_trooptrans")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_knight_04",
"jed_master_01")
ReadDataFile("dc:SIDE\\SC1.lvl",
"cis_inf_magnaguard_ptc",
"rep_fly_obiwanstarfighter_sc")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end
myTeamConfig = {
rep = {
team = REP,
units = 60,
reinforcements = -1,
pilot = { "rep_inf_ep3_pilot",20},
soldier = { "rep_inf_ep3_marine",30},
engineer = { "jed_master_01",1, 2},
sniper = { "jed_knight_04",1, 5},
jedi = { "rep_hero_anakin",0, 1},
jedimajor = { "rep_hero_obiwan",0, 1},
},
cis = {
team = CIS,
units = 60,
reinforcements = -1,
pilot = { "cis_inf_pilot",15},
soldier = { "cis_inf_rifleman",15},
officer = { "cis_inf_droideka",1, 5},
special = { "cis_inf_magnaguard_ptc",1, 4},
jedi = { "cis_hero_grievous",0, 1},
jedimajor = { "cis_hero_countdooku",0, 1},
marine = { "cis_inf_marine",10},
},
}
SetTeamName (3, "jawas")
AddUnitClass (3, "cis_inf_pilot",10, 15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)
ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--CIS turrets
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"cis_turr_1", "cis_turr_2", "cis_turr_3", "cis_turr_4", "cis_turr_5", "cis_turr_6"} }
turretLinkageCIS:Init()
function turretLinkageCIS:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)
BroadcastVoiceOver( "ROSMP_obj_20", REP )
BroadcastVoiceOver( "COSMP_obj_21", CIS )
end
function turretLinkageCIS:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", REP)
ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)
BroadcastVoiceOver( "ROSMP_obj_22", REP )
BroadcastVoiceOver( "COSMP_obj_23", CIS )
end
--REP turrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageREP:Init()
function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)
BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)
BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end
function ScriptPreInit()
SetWorldExtents(10000)
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("dc:Load\\common.lvl")
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",600) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",3000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo -- should be ~1x #combo
-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")
SetMinFlyHeight(-800)
SetMaxFlyHeight(500)
SetMinPlayerFlyHeight(-800)
SetMaxPlayerFlyHeight(500)
SetAIVehicleNotifyRadius(1000)
ReadDataFile("dc:sound\\efx.lvl;efxcw")
ReadDataFile("sound\\spa.lvl;spa2cw")
ReadDataFile("SIDE\\\\cis.lvl",
"cis_inf_pilot")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);
SetupUnits()
SetupTeams(myTeamConfig)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 5) -- 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 = 380
local guyCnt = 32
local units = 200
SetMemoryPoolSize("Aimer", 350)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("Combo::DamageSample", 2861)
SetMemoryPoolSize("ConnectivityGraphFollower", 30)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityDroideka",5)
SetMemoryPoolSize("EntityDroid",0)
SetMemoryPoolSize("EntityHover", 16)
SetMemoryPoolSize("EntityFlyer", 48)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1600)
SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 2100)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1250)
SetMemoryPoolSize("EntityLight", 170)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoldier",guyCnt)
SetMemoryPoolSize("SoldierAnimation", 800)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 180)
SetMemoryPoolSize("Music", 35)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 150)
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("PathFollower", 60)
SetMemoryPoolSize("PathNode", 92)
SetMemoryPoolSize("RedOmniLight", 178)
SetMemoryPoolSize("TentacleSimulator", 10)
SetMemoryPoolSize("TreeGridStack", 270)
SetMemoryPoolSize("UnitAgent", units)
SetMemoryPoolSize("UnitController", units)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end
ReadDataFile("dc:SC1\\spa_sky.lvl", "cor")
ReadDataFile("dc:SC1\\SC1.lvl", myGameMode)
SetDenseEnvironment("false")
SetParticleLODBias(15000)
-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
local voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("dc:sound\\efx.lvl", "efxcw_music")
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tat.lvl", "tat1_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(REP, "Repleaving")
SetOutOfBoundsVoiceOver(CIS, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1);
--SetAmbientMusic(REP, 0.99, "rep_kam_amb_middle", 1,1);
--SetAmbientMusic(REP, 0.1,"rep_kam_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start", 0,1);
--SetAmbientMusic(CIS, 0.99, "cis_kam_amb_middle", 1,1);
--SetAmbientMusic(CIS, 0.1,"cis_kam_amb_end", 2,1);
SetVictoryMusic(REP, "rep_kam_amb_victory")
SetDefeatMusic (REP, "all_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_kam_amb_victory")
SetDefeatMusic (CIS, "imp_tat_amb_defeat")
SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end", 2,1)
SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetVictoryMusic(CIS, "cis_spa_amb_victory")
SetDefeatMusic (CIS, "cis_spa_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 Battle over Felucia
-- ARC170Carrier Hangar Exterior Shot
AddCameraShot(0.962752, 0.242761, -0.115453, 0.029112, 1190.458984, 130.080994, -1005.170349);
-- Invisible Hand w/Autoturret looking at battle
AddCameraShot(0.999775, 0.007066, -0.019991, 0.000141, -301.363434, 124.240158, 2267.915527);
-- ERASE AND PLACE NEW ONE
AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
-- Overall from left side of map
AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);
AddDeathRegion("deathregion1")
AddDeathRegion("deathregion4")
AddLandingRegion("rep-CP1Con")
AddLandingRegion("rep-CP2Con")
AddLandingRegion("rep-CP3Con")
AddLandingRegion("cis-CP1Con")
AddLandingRegion("cis-CP2Con")
AddLandingRegion("cis-CP3Con")
AddLandingRegion("cisfighter1_con")
end
Resources: http://www.gametoast.com/forums/viewtop ... =27&t=6088