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Region deactivation codes

Posted: Tue Jun 28, 2011 2:39 pm
by linksith
Hi, I want certain transporter regions to be de-activated and a death region to be activated when an object is destroyed. I also want the regions to be re-activated and the death region to be deactivated whenthe object is repaired. Can someone give me the code to do this? Thanks.

Re: Region deactivation codes

Posted: Tue Jun 28, 2011 5:54 pm
by bobfinkl
That's a HUGE amount of code you want. I won't write it all out for you but I'll tell you you will be needing to use if then statements. The actual specific codes can be looked up in the lua documentation provided with the modtools, codes such as OnCharacterDeath are ones you will be using.

Re: Region deactivation codes

Posted: Tue Jun 28, 2011 8:42 pm
by Firefang
Something like this (this is off the top of my head so there may be some bugs)

Code: Select all

Kill = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "objectname" then
DeactivateRegion("teleportregion")
ActivateRegion("deathregion")
end
end
)
Respawn = OnObjectRespawn(
function(object)
if GetEntityName(object) == "objectname" then
ActivateRegion("teleportregion")
DeactivateRegion("deathregion")
end
end
)

Re: Region deactivation codes

Posted: Sun Jul 03, 2011 2:37 pm
by linksith
Ok so I added the code and modified some of it. It won't work. Here is my LUA and a message severity 3 error.


--
Hidden/Spoiler:
-- 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()

    SetUberMode(1);

    EnableSPHeroRules()

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"trans_node_h2l")
end,
"trans_reg_high"
)
ActivateRegion("trans_reg_high")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"trans_node_l2h")
end,
"trans_reg_low"
)
ActivateRegion("trans_reg_low")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"trans_node_1")
end,
"trans_reg_1"
)
ActivateRegion("trans_reg_1")
    
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"trans_node_2")
end,
"trans_reg_2"
)
ActivateRegion("trans_reg_2")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"trans_node_3")
end,
"trans_reg_3"
)
ActivateRegion("trans_reg_3")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"trans_node_4")
end,
"trans_reg_4"
)
ActivateRegion("trans_reg_4")

OnObjectKill(
function(object,killer)
if GetEnitityName(computer) then
DeactivateRegion ("trans_reg_4",
"trans_reg_3",
"trans_reg_2",
"trans_reg_1",
"trans_reg_low", 
"trans_reg_high")
ActivateRegion ("deathregion")
end
end
)

OnObjectRepair(
function(object)
if GetEntityName(computer) then
ActivateRegion ("trans_reg_4",
"trans_reg_3",
"trans_reg_2",
"trans_reg_1",
"trans_reg_low", 
"trans_reg_high")
DeactivateRegion ("deathregion")
end
end
)

 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(500)
    SetMaxPlayerFlyHeight (500)
    
    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("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("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",
"tur_bldg_hoth_dishturret")         
                             
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 = 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:HAF\\HAF.lvl", "HAF_conquest")
    ReadDataFile("dc:HAF\\HAF.lvl", "HAF_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

function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end

local node
if nodeIn then
node = nodeIn
else
node = 0
end

local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
local charVeh = GetCharacterVehicle(entIn)
if charVeh then
SetEntityMatrix(charVeh,locDest)
elseif charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnitityName' (a nil value)
stack traceback:
(none): in function <(none):95>

Re: Region deactivation codes

Posted: Sun Jul 03, 2011 2:41 pm
by Firefang
Replace

Code: Select all

GetEntityName(computer)
With

Code: Select all

GetEntityName(object) == "computer"

Re: Region deactivation codes

Posted: Tue Jul 05, 2011 1:13 pm
by linksith
The error message is gone but the regions won't deactivate.

Updated LUA
Hidden/Spoiler:
--
-- 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()

    SetUberMode(1);

    EnableSPHeroRules()

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"trans_node_h2l")
end,
"trans_reg_high"
)
ActivateRegion("trans_reg_high")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"trans_node_l2h")
end,
"trans_reg_low"
)
ActivateRegion("trans_reg_low")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"trans_node_1")
end,
"trans_reg_1"
)
ActivateRegion("trans_reg_1")
    
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"trans_node_2")
end,
"trans_reg_2"
)
ActivateRegion("trans_reg_2")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"trans_node_3")
end,
"trans_reg_3"
)
ActivateRegion("trans_reg_3")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"trans_node_4")
end,
"trans_reg_4"
)
ActivateRegion("trans_reg_4")

Kill = OnObjectKill(
function(object,killer)
if GetEntityName(object) == "computer" then
DeactivateRegion("trans_reg_4",
"trans_reg_3",
"trans_reg_2",
"trans_reg_1",
"trans_reg_low", 
"trans_reg_high")
Respawn = ActivateRegion("deathregion")
end
end
)

OnObjectRepair(
function(object)
if GetEntityName(object) == "computer" then
ActivateRegion("trans_reg_4",
"trans_reg_3",
"trans_reg_2",
"trans_reg_1",
"trans_reg_low", 
"trans_reg_high")
DeactivateRegion("deathregion")
end
end
)

 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(500)
    SetMaxPlayerFlyHeight (500)
    
    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("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("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",
          "cis_hover_stap",
          "cis_fly_droidgunship")
                             
                             
    ReadDataFile("SIDE\\tur.lvl", 
     "tur_bldg_laser",
     "tur_bldg_tower",
"tur_bldg_hoth_dishturret")        
                             
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 = 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("SoldierAnimation", 400)
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("RedOmniLight", 250)
    
    SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:HAF\\HAF.lvl", "HAF_conquest")
    ReadDataFile("dc:HAF\\HAF.lvl", "HAF_conquest")
    ReadDataFile("dc:HAF\\HAF.lvl", "HAF_CW")
    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

function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end

local node
if nodeIn then
node = nodeIn
else
node = 0
end

local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
local charVeh = GetCharacterVehicle(entIn)
if charVeh then
SetEntityMatrix(charVeh,locDest)
elseif charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end

Re: Region deactivation codes

Posted: Tue Jul 05, 2011 2:27 pm
by AQT
I'm not even sure if the ActivateRegion and the DeactivateRegion functions even do work the way their names suggest. For death regions, though, you should use the AddDeathRegion function.

Re: Region deactivation codes

Posted: Tue Jul 05, 2011 2:32 pm
by THEWULFMAN
AQT wrote:I'm not even sure if the ActivateRegion and the DeactivateRegion functions even do work the way their names suggest.

Not exactly as their names suggest no. They can't turn regions of and of dynamically. For instance, you couldn't turn on and off rainshadow regions at will, but you can turn generic regions that have no special attributes on and off, like a capture region.

Re: Region deactivation codes

Posted: Tue Jul 05, 2011 2:59 pm
by linksith
So then how will I disable the transporter regions?

Re: Region deactivation codes

Posted: Tue Jul 05, 2011 3:10 pm
by AQT
Off-topic: Capture regions are assigned or unassigned to CP's but not activated or deactivated.

Code: Select all

SetProperty("cp1", "CaptureRegion", "cp1_capture")
SetProperty("cp1", "CaptureRegion", "")
ActivateRegion seems to only work with the OnEnterRegion function.

Re: Region deactivation codes

Posted: Tue Jul 05, 2011 4:38 pm
by DarthD.U.C.K.
linksith wrote:So then how will I disable the transporter regions?
you know, you can actually try to figure something out yourself, its possible!
as previously said, you cannot deactivate a region. you can only disable and enable whether the "onenterregion"-events are triggered when a region is entered, with ActivateRegion and DeactivateRegion.
there is also a command "RemoveRegion" but i dont know if it can really remove any region.

Re: Region deactivation codes

Posted: Sat Jul 16, 2011 1:19 pm
by linksith
I just tried figuring out on my own but I got stumped, I can't figure it out. A little more help please?