Page 2 of 3

Posted: Tue Aug 15, 2006 8:55 am
by darthpingu
Yeah, but where?

Posted: Tue Aug 15, 2006 9:00 am
by OGEB1103
Give the backup and ill add in the bits for ya.

Posted: Tue Aug 15, 2006 9:01 am
by darthpingu
--
-- 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("dc: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("dc: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("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 = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",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, "cis_hero_darthmaul")
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 = 240
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 22)
SetMemoryPoolSize("EntityFlyer", 30)
SetMemoryPoolSize("EntityHover", 20)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 20)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Navigator", 49)
SetMemoryPoolSize("Obstacle", 760)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("SoundSpaceRegion", 46)
SetMemoryPoolSize("TreeGridStack", 500)
SetMemoryPoolSize("UnitAgent", 49)
SetMemoryPoolSize("UnitController", 49)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:EFK\\EFK.lvl", "EFK_conquest")
ReadDataFile("dc:EFK\\EFK.lvl", "EFK_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

Thanks for the help and sorry for all of the inconvinience

Posted: Tue Aug 15, 2006 9:05 am
by OGEB1103

Code: Select all

ReadDataFile("dc: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",
"rep_inf_thire") 
ReadDataFile("dc: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("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 = { "cis_inf_rifleman",9, 25}, 
assault = { "cis_inf_rocketeer",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, "cis_hero_darthmaul") 
SetHeroClass(REP, "rep_hero_anakin") 
AddUnitClass(REP, "rep_inf_thire", 0, 1)

Add that to the relevant part.

Posted: Tue Aug 15, 2006 9:06 am
by darthpingu
love you!
:lol:

Posted: Tue Aug 15, 2006 9:06 am
by OGEB1103
I assume that it works now...

Posted: Tue Aug 15, 2006 9:08 am
by darthpingu
munging(only common)

Posted: Tue Aug 15, 2006 9:13 am
by darthpingu
Seems I had to munge rep too?

Posted: Tue Aug 15, 2006 9:27 am
by Hebes24
Yes, you have to munge the side you edit. :wink:

Posted: Tue Aug 15, 2006 9:31 am
by darthpingu
I know, but I have munged it 1063 times before, still no good:S

Posted: Tue Aug 15, 2006 9:56 am
by OGEB1103
do u have the common side also?

Posted: Tue Aug 15, 2006 12:17 pm
by darthpingu
As I said in the first post, the map I am addingh it to already has edited units(although I didn't say it in that way).
I'll be back in 15 minutes. I tried to mod other units in the same "mungeround", they didn't work either.

Posted: Tue Aug 15, 2006 6:11 pm
by Syth
Do you have the unit's req in both the dataxxx/sides/rep/rep.req folder and the dataxxx/sides/rep/req file?


}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
AddUnitClass(rep, "rep_inf_thire",0, 1)
I dont know if it makes a diference but try making it like this
}
}
AddUnitClass(REP, "rep_inf_thire", 0, 1)
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")

Posted: Tue Aug 15, 2006 7:48 pm
by Schizo
Try this:

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"}
    
    
    
    --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("dc: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",
                             "rep_inf_thire")
    ReadDataFile("dc: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("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},           
        },
    }   

    AddUnitClass(REP,"rep_inf_thire",   0,1)


    SetupTeams{
		cis = {
			team = CIS,
			units = 20,
			reinforcements = 150,
			soldier  = { "cis_inf_rifleman",9, 25},
			assault  = { "cis_inf_rocketeer",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, "cis_hero_darthmaul")
    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:EFK\\EFK.lvl", "EFK_conquest")
    ReadDataFile("dc:EFK\\EFK.lvl", "EFK_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

Posted: Wed Aug 16, 2006 1:51 am
by darthpingu
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},
},
}

There's that comma again.

Posted: Wed Aug 16, 2006 2:41 am
by Schizo
It's supposed to be there.

Posted: Wed Aug 16, 2006 2:45 am
by Chamboozer
Really? My map doesnt have it there.

EDIT: Oh, wait. my units dont work on that map. LOL

Posted: Wed Aug 16, 2006 2:55 am
by darthpingu
lol. Thanks guys, but now the problem is rather that I can't change anything, even when I cleaned and munged:s

Posted: Wed Aug 16, 2006 2:56 am
by darthpingu
ah, forgot about the .reqs

Step 3 – The side’s REQ.
In the base directory of your side goes the main side REQ, called “[side’s name].req” – in our case, “jdi.req”. This file will be a list of which REQ files from the req folder will be included in your final munged side LVL file. Suffice it to say, if a soldier is completely made and has a REQ in the req folder, but that REQ is not included in the side’s REQ, that soldier won’t be available to load in the game. The file:

Posted: Wed Aug 16, 2006 6:33 am
by darthpingu
OK, I dropped that, now I edited the officer to be Thire. I will post the 3 different reqs and my lua and his odf.

rep.req:

Code: Select all

ucft
{
    REQN
    {
        "lvl"
        "rep_bldg_forwardcenter"
        "rep_fly_anakinstarfighter_sc"
        "rep_fly_arc170fighter_dome"
        "rep_fly_arc170fighter_sc"
        "rep_fly_assault_dome"
        "rep_fly_cat_dome"
        "rep_fly_gunship"
    "kam_fly_ride_gunship"
        "rep_fly_gunship_sc"
        "rep_fly_gunship_dome"
        "rep_fly_jedifighter_dome"
        "rep_fly_jedifighter_sc"
        "rep_fly_ride_gunship"
        "rep_fly_vwing"           
        "rep_hero_aalya"
        "rep_hero_anakin"
        "rep_hero_cloakedanakin"
        "rep_hero_kiyadimundi"
        "rep_hero_macewindu"
        "rep_hero_macewindu_obi"
        "rep_hero_obiwan"
        "rep_hero_yoda"             
        "rep_hover_fightertank"
        "rep_hover_barcspeeder"       
        "rep_inf_ep2_engineer"
        "rep_inf_ep2_jettrooper"
        "rep_inf_ep2_jettrooper_training"
        "rep_inf_ep2_jettrooper_rifleman"
        "rep_inf_ep2_jettrooper_sniper"
        "rep_inf_ep2_officer"
        "rep_inf_ep2_officer_training"
        "rep_inf_ep2_pilot"
        "rep_inf_ep2_rifleman"
        "rep_inf_ep2_rocketeer"
        "rep_inf_ep2_rocketeer_chaingun"
        "rep_inf_ep2_sniper"
        "rep_inf_ep2_marine"              
        "rep_inf_ep3_engineer"
        "rep_inf_ep3_jettrooper"
        "rep_inf_ep3_officer"
        "rep_inf_ep3_pilot"
        "rep_inf_ep3_rifleman"
        "rep_inf_ep3_marine"
        "rep_inf_ep3_rocketeer"
        "rep_inf_ep3_sniper"
        "rep_inf_ep3_sniper_felucia"        
        "rep_walk_atte"
        "rep_walk_atte_nospawn"
        "rep_walk_oneman_atst"
        "rep_veh_remote_terminal"
        "uta1_prop_gunship"
        "uta_fly_ride_gunship"
        "uta_fly_ride_gunshipmyg"

    }
}
repshell.req:

Code: Select all

ucft
{
	REQN
	{
		"model"
		
		"rep_inf_ep3trooper"
		"rep_weap_inf_rifle"
		
		"rep_inf_ep3spacepilot"
		"rep_weap_inf_pistol"
		
		"rep_inf_ep3heavytrooper"
		"rep_weap_inf_launcher"
		
		"rep_inf_ep3sniper"
		"rep_weap_inf_sniperrifle"
		
		"rep_inf_ep3armoredpilot"
		
		"rep_inf_clonecommander"
		"rep_weap_inf_rifle"
		
		"rep_inf_ep3jettrooper"


	}
}
rep_inf_ep3_officer.req:

Code: Select all

ucft
{
    REQN
    {
        "class"
        "rep_inf_ep3_officer"
    }
    REQN
    {
	"texture"
	"hud_rep_weap_defense_buff_icon"
    }
    REQN
    {
	"model"
	"hud_rep_defense_buff"
    }
}
rep_inf_officer.odf:

Code: Select all

[GameObjectClass]
ClassParent        	= "rep_inf_default"


[Properties]
GeometryName        = "rep_inf_thire"
GeometryLowRes      = "rep_inf_thire_low1"
FirstPerson         = "REP\reptroop;rep_1st_trooper"

WEAPONSECTION = 1
WeaponName         = "rep_weap_inf_rifle"
WeaponAmmo         = 10

WEAPONSECTION = 2
WeaponName         = "rep_weap_inf_binoculars"
WeaponAmmo         = 0

WEAPONSECTION = 3
WeaponName         = "rep_weap_inf_commando_pistolthire"
WeaponAmmo         = 0
WeaponChannel      = 1

WEAPONSECTION = 4
WeaponName         = "rep_weap_inf_thermaldetonator"
WeaponAmmo         = 6
WeaponChannel      = 1

VOUnitType        	= 121

MaxHealth           = 600.0
MaxSpeed            = 10.0       // base forward speed
MaxStrafeSpeed      = 6.0       // base right/left speed
EFKc_con.lua:

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"}
    
    
    
    --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("dc: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("dc: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("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 = { "cis_inf_rifleman",9, 25}, 
assault = { "cis_inf_rocketeer",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, "cis_hero_darthmaul") 
	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 = 240
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
	SetMemoryPoolSize("EntityCloth", 22)
	SetMemoryPoolSize("EntityFlyer", 30)
    SetMemoryPoolSize("EntityHover", 20)
    SetMemoryPoolSize("EntityLight", 200)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 20)
    SetMemoryPoolSize("MountedTurret", 25)
	SetMemoryPoolSize("Navigator", 49)
    SetMemoryPoolSize("Obstacle", 760)
	SetMemoryPoolSize("PathNode", 512)
    SetMemoryPoolSize("SoundSpaceRegion", 46)
    SetMemoryPoolSize("TreeGridStack", 500)
	SetMemoryPoolSize("UnitAgent", 49)
	SetMemoryPoolSize("UnitController", 49)
	SetMemoryPoolSize("Weapon", weaponCnt)
    
    SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:EFK\\EFK.lvl", "EFK_conquest")
    ReadDataFile("dc:EFK\\EFK.lvl", "EFK_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