Little Lua Problem [Krell Hunt Mode] [Solved]
Posted: Sat Oct 04, 2014 11:46 am
by thelegend
Hey all, I am working on an extra mode for my map there you have to defeat one person with your team.
I want that my team (the clones) try to kill the Jedi General Krell (The enemy). But there's a small problem:
My team just run around him and don't try to kill him. They also don't shot him. But Krell kills everyone (me included). That's what I did want, but the clones also have to do their job.
That's what happens in my mode. And I hope someone knows there the error is.
Here is my lua:
Ah and before I forgot that: In singleplayer it works pereftcly if you will force onto team 1. But in multiplayer you only will be forced onto team 2. Is there a fix or does it actually work in multiplayer?
I want that my team (the clones) try to kill the Jedi General Krell (The enemy). But there's a small problem:
My team just run around him and don't try to kill him. They also don't shot him. But Krell kills everyone (me included). That's what I did want, but the clones also have to do their job.
That's what happens in my mode. And I hope someone knows there the error is.
Here is my lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2
function ScriptPostLoad()
ForceHumansOntoTeam1()
--force all the human players onto the attacking side
hunt = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
textATT = "level.geo1.objectives.hunt_att", textDEF = "level.geo1.objectives.hunt_def", multiplayerRules = true, isCelebrityDeathmatch = false}
hunt:Start()
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()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4100000)
ReadDataFile("ingame.lvl")
SetClassProperty("rep_rex", "PointsToUnlock", 0)
SetProperty("rep_hero_krell", "MaxHealth", 10000)
SetProperty("rep_rex", "PointsToUnlock", 0)
SetClassProperty("rep_hero_krell", "MaxHealth", 10000)
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
ReadDataFile("dc:sound\\bou.lvl;boucw")
ReadDataFile("dc:sound\\bon.lvl;boncw")
ReadDataFile("sound\\spa.lvl;spa2cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_rex",
"rep_hero_krell" )
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 6) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("rep_rex", 1)
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)
SetClassProperty("rep_rex", "PointsToUnlock", 0)
SetProperty("rep_hero_krell", "MaxHealth", 10000)
SetProperty("rep_rex", "PointsToUnlock", 0)
SetClassProperty("rep_hero_krell", "MaxHealth", 10000)
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
SetSpawnDelay(10.0, 0.25)
SetupTeams{
rep = {
team = REP,
units = 50,
reinforcements = 50,
soldier = { "rep_inf_ep3_rifleman", 30},
assault = { "",0, 0},
engineer = { "rep_inf_ep3_engineer", 10},
sniper = { "rep_inf_ep3_sniper", 10},
officer = {"",0, 0},
special = { "rep_rex",0, 0},
},
cis = {
team = CIS,
units = 1,
reinforcements = 1,
soldier = { "rep_hero_krell", 1},
}
}
ReadDataFile("dc:BOU\\BOU.lvl", "BOU_hunt")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)
-- Sound
OpenAudioStream("dc:sound\\bou.lvl", "boucw_music")
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\spa.lvl", "spa2")
OpenAudioStream("sound\\spa.lvl", "spa2")
OpenAudioStream("sound\\spa.lvl", "spa2_emt")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "rep_kam_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_spa_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")
SetClassProperty("rep_rex", "PointsToUnlock", 0)
SetProperty("rep_hero_krell", "MaxHealth", 10000)
SetProperty("rep_rex", "PointsToUnlock", 0)
SetClassProperty("rep_hero_krell", "MaxHealth", 10000)
SetAttackingTeam(ATT)
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2
function ScriptPostLoad()
ForceHumansOntoTeam1()
--force all the human players onto the attacking side
hunt = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
textATT = "level.geo1.objectives.hunt_att", textDEF = "level.geo1.objectives.hunt_def", multiplayerRules = true, isCelebrityDeathmatch = false}
hunt:Start()
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()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4100000)
ReadDataFile("ingame.lvl")
SetClassProperty("rep_rex", "PointsToUnlock", 0)
SetProperty("rep_hero_krell", "MaxHealth", 10000)
SetProperty("rep_rex", "PointsToUnlock", 0)
SetClassProperty("rep_hero_krell", "MaxHealth", 10000)
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
ReadDataFile("dc:sound\\bou.lvl;boucw")
ReadDataFile("dc:sound\\bon.lvl;boncw")
ReadDataFile("sound\\spa.lvl;spa2cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_rex",
"rep_hero_krell" )
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 6) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("rep_rex", 1)
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)
SetClassProperty("rep_rex", "PointsToUnlock", 0)
SetProperty("rep_hero_krell", "MaxHealth", 10000)
SetProperty("rep_rex", "PointsToUnlock", 0)
SetClassProperty("rep_hero_krell", "MaxHealth", 10000)
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
SetSpawnDelay(10.0, 0.25)
SetupTeams{
rep = {
team = REP,
units = 50,
reinforcements = 50,
soldier = { "rep_inf_ep3_rifleman", 30},
assault = { "",0, 0},
engineer = { "rep_inf_ep3_engineer", 10},
sniper = { "rep_inf_ep3_sniper", 10},
officer = {"",0, 0},
special = { "rep_rex",0, 0},
},
cis = {
team = CIS,
units = 1,
reinforcements = 1,
soldier = { "rep_hero_krell", 1},
}
}
ReadDataFile("dc:BOU\\BOU.lvl", "BOU_hunt")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)
-- Sound
OpenAudioStream("dc:sound\\bou.lvl", "boucw_music")
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\spa.lvl", "spa2")
OpenAudioStream("sound\\spa.lvl", "spa2")
OpenAudioStream("sound\\spa.lvl", "spa2_emt")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "rep_kam_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_spa_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")
SetClassProperty("rep_rex", "PointsToUnlock", 0)
SetProperty("rep_hero_krell", "MaxHealth", 10000)
SetProperty("rep_rex", "PointsToUnlock", 0)
SetClassProperty("rep_hero_krell", "MaxHealth", 10000)
SetAttackingTeam(ATT)
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
end