Using a timer in conquest mode [solved]
Posted: Wed Feb 22, 2012 4:50 pm
by Locutus
Hi everyone!
That may sound stupid but can I use timers in conquest mode?
I'm pretty sure you can but when I try the AI refuses to spawn.
Pretty sure I'm just too stupid to set up the code correctly:
Complete lua:
ErrorLog:
Thanks for taking a look.
~Locutus
That may sound stupid but can I use timers in conquest mode?
I'm pretty sure you can but when I try the AI refuses to spawn.
Pretty sure I'm just too stupid to set up the code correctly:
Code: Select all
function ScriptPostLoad()
[...]
Bridge()
conquest:Start()
function Bridge()
bridge_timer = CreateTimer("bridge_timer")
SetTimerValue(bridge_timer, 320)
StartTimer(bridge_timer)
OnTimerElapse(
function(timer)
UnblockPlanningGraphArcs("Connection51")
DisableBarriers("bridgebarrier1")
DisableBarriers("bridgebarrier2")
DisableBarriers("barrier321")
print("Auf Kameraden, es geht los!")
DestroyTimer(timer)
end,
bridgetimer
)
end
[...]
end
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("LinkedTurrets")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
BlockPlanningGraphArcs("Connection75")
--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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
-- Bridge();
--IsObjectAlive (all_prop_blockaderunner, bridge)
conquest:Start()
EnableSPHeroRules()
--Cloudcar = TargetType:New{classname = "bes_fly_cloudcar", killLimit = 1, icon = nil}
--cc_count = 1
-- Cloudcar.OnDestroy = function(self, objectPtr)
-- cc_count = cc_count - 1
-- if cc_count == 0 then
-- PlayAnimation("cortest")
-- end
-- end
--SetProperty("local_cp", "SpawnPath", "")
cc_count = 0
animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "bes_fly_cloudcar5" then
cc_count = cc_count + 1
if cc_count == 1 then
SetProperty("local_cp", "SpawnPath", "local_spawn")
end
end
end
)
animateobjb = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "bes_fly_cloudcar1" then
cc_count = cc_count + 1
if cc_count == 1 then
SetProperty("local_cp", "SpawnPath", "local_spawn")
end
end
end
)
killobja = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_1" then
AddAssaultDestroyPoints(killer)
end
end
)
killobjb = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_2" then
AddAssaultDestroyPoints(killer)
end
end
)
killobjc = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_3" then
AddAssaultDestroyPoints(killer)
end
end
)
killobjd = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_4" then
AddAssaultDestroyPoints(killer)
end
end
)
killobje = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_5" then
AddAssaultDestroyPoints(killer)
end
end
)
killobjf = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_6" then
AddAssaultDestroyPoints(killer)
end
end
)
-- function Bridge()
-- bridge_timer = CreateTimer("bridge_timer")
-- SetTimerValue(bridge_timer, 320)
-- StartTimer(bridge_timer)
-- OnTimerElapse(
-- function(timer)
-- UnblockPlanningGraphArcs("Connection51");
-- DisableBarriers("bridgebarrier1");
-- DisableBarriers("bridgebarrier2");
-- DisableBarriers("barrier321");
-- print("Auf Kameraden, es geht los!")
-- DestroyTimer(timer)
-- end,
-- bridgetimer
-- )
-- end
function SetupTurrets()
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"test_turr_1", "test_turr_2", "test_turr_3"} }
turretLinkageCIS:Init()
end
function SetupTurrets()
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"test_turr_4", "test_turr_5", "test_turr_6"} }
turretLinkageREP:Init()
end
AddDeathRegion("dr1")
AddDeathRegion("dr2")
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")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(64)
SetMaxPlayerFlyHeight (64)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
SetMemoryPoolSize ("FLEffectObject::OffsetMatrix",190)
SetMemoryPoolSize ("ParticleTransformer::SizeTransf",1030)
ReadDataFile("dc:sound\\HTM.lvl;htmcw")
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")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka")
ReadDataFile("SIDE\\des.lvl",
"tat_inf_jawa")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_all_cannon")
ReadDataFile("dc:SIDE\\bes.lvl",
"bes_fly_cloudcar",
"bes_inf_flametrooper",
"bes_inf_geonosian",
"bes_hero_kitfisto")
ReadDataFile("dc:SIDE\\lis.lvl",
"lis_hero_grievous")
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},
pilot = { "bes_inf_flametrooper",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},
pilot = { "bes_inf_geonosian",1, 4},
officer = { "cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
--AddUnitClass(REP, "bes_inf_flametrooper",1,4)
--AddUnitClass(CIS, "bes_inf_geonosian",1,4)
SetTeamName (3, "jawas")
AddUnitClass (3, "tat_inf_jawa", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetHeroClass(CIS, "lis_hero_grievous")
SetHeroClass(REP, "bes_hero_kitfisto")
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("SoldierAnimation", 500)
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)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("MountedTurret", 70)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:UCM\\UCM.lvl", "UCM_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("dc:sound\\htm.lvl", "htm_hero_vo_quick");
-- 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(0.634142, -0.010264, 0.773047, 0.012512, 170.609879, 45.829781, -174.404480);
AddCameraShot(0.432235, -0.048634, -0.894802, -0.100681, 4.130234, 59.789005, -191.375732);
AddCameraShot(0.932976, -0.083817, -0.348639, -0.031321, 73.343254, 52.536682, -123.949089);
AddCameraShot(0.856000, 0.142202, -0.490315, 0.081453, -81.838860, 35.117371, -22.050468);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("LinkedTurrets")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
BlockPlanningGraphArcs("Connection75")
--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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
-- Bridge();
--IsObjectAlive (all_prop_blockaderunner, bridge)
conquest:Start()
EnableSPHeroRules()
--Cloudcar = TargetType:New{classname = "bes_fly_cloudcar", killLimit = 1, icon = nil}
--cc_count = 1
-- Cloudcar.OnDestroy = function(self, objectPtr)
-- cc_count = cc_count - 1
-- if cc_count == 0 then
-- PlayAnimation("cortest")
-- end
-- end
--SetProperty("local_cp", "SpawnPath", "")
cc_count = 0
animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "bes_fly_cloudcar5" then
cc_count = cc_count + 1
if cc_count == 1 then
SetProperty("local_cp", "SpawnPath", "local_spawn")
end
end
end
)
animateobjb = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "bes_fly_cloudcar1" then
cc_count = cc_count + 1
if cc_count == 1 then
SetProperty("local_cp", "SpawnPath", "local_spawn")
end
end
end
)
killobja = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_1" then
AddAssaultDestroyPoints(killer)
end
end
)
killobjb = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_2" then
AddAssaultDestroyPoints(killer)
end
end
)
killobjc = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_3" then
AddAssaultDestroyPoints(killer)
end
end
)
killobjd = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_4" then
AddAssaultDestroyPoints(killer)
end
end
)
killobje = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_5" then
AddAssaultDestroyPoints(killer)
end
end
)
killobjf = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_6" then
AddAssaultDestroyPoints(killer)
end
end
)
-- function Bridge()
-- bridge_timer = CreateTimer("bridge_timer")
-- SetTimerValue(bridge_timer, 320)
-- StartTimer(bridge_timer)
-- OnTimerElapse(
-- function(timer)
-- UnblockPlanningGraphArcs("Connection51");
-- DisableBarriers("bridgebarrier1");
-- DisableBarriers("bridgebarrier2");
-- DisableBarriers("barrier321");
-- print("Auf Kameraden, es geht los!")
-- DestroyTimer(timer)
-- end,
-- bridgetimer
-- )
-- end
function SetupTurrets()
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"test_turr_1", "test_turr_2", "test_turr_3"} }
turretLinkageCIS:Init()
end
function SetupTurrets()
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"test_turr_4", "test_turr_5", "test_turr_6"} }
turretLinkageREP:Init()
end
AddDeathRegion("dr1")
AddDeathRegion("dr2")
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")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(64)
SetMaxPlayerFlyHeight (64)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
SetMemoryPoolSize ("FLEffectObject::OffsetMatrix",190)
SetMemoryPoolSize ("ParticleTransformer::SizeTransf",1030)
ReadDataFile("dc:sound\\HTM.lvl;htmcw")
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")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka")
ReadDataFile("SIDE\\des.lvl",
"tat_inf_jawa")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_all_cannon")
ReadDataFile("dc:SIDE\\bes.lvl",
"bes_fly_cloudcar",
"bes_inf_flametrooper",
"bes_inf_geonosian",
"bes_hero_kitfisto")
ReadDataFile("dc:SIDE\\lis.lvl",
"lis_hero_grievous")
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},
pilot = { "bes_inf_flametrooper",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},
pilot = { "bes_inf_geonosian",1, 4},
officer = { "cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
--AddUnitClass(REP, "bes_inf_flametrooper",1,4)
--AddUnitClass(CIS, "bes_inf_geonosian",1,4)
SetTeamName (3, "jawas")
AddUnitClass (3, "tat_inf_jawa", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetHeroClass(CIS, "lis_hero_grievous")
SetHeroClass(REP, "bes_hero_kitfisto")
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("SoldierAnimation", 500)
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)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("MountedTurret", 70)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:UCM\\UCM.lvl", "UCM_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("dc:sound\\htm.lvl", "htm_hero_vo_quick");
-- 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(0.634142, -0.010264, 0.773047, 0.012512, 170.609879, 45.829781, -174.404480);
AddCameraShot(0.432235, -0.048634, -0.894802, -0.100681, 4.130234, 59.789005, -191.375732);
AddCameraShot(0.932976, -0.083817, -0.348639, -0.031321, 73.343254, 52.536682, -123.949089);
AddCameraShot(0.856000, 0.142202, -0.490315, 0.081453, -81.838860, 35.117371, -22.050468);
end
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `Bridge' (a nil value)
stack traceback:
(none): in function `ScriptPostLoad'
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `Bridge' (a nil value)
stack traceback:
(none): in function `ScriptPostLoad'
~Locutus