Map crashes with zero errors [Solved]
Posted: Thu May 05, 2011 2:16 am
by Marth8880
I am working on a (very amazing) space map and it has just started crashing as soon as I click "Launch" with no errors whatsoever in the error log.
BFront2.log
ISSg_cmn.lua
ISSg_Diet Dr. Pepper.lua
Off-topic: If anybody can guess what the map's 3-letter code - ISS - stands for gets a cookie.
BFront2.log
Hidden/Spoiler:
Opened logfile BFront2.log 2011-05-04 2252
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: Found custom_gc_11.lvl
custom_gc_11: Entered
ifs_freeform_init_dt.lua
ifs_freeform_start_dt.lua
custom_gc_11: Taking control of custom_GetGCButtonList()...
custom_gc_11: Taking control of custom_PressedGCButton()...
custom_gc_11: Exited
custom_gc_10: No custom_gc_12.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_11: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_11: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Found side\rvs.lvl. Adding BRO's extra KotOR missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Adding BRO's extra Dark Times missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\lead.lvl. Adding ETR's extra Dark Times missions
Cannot find ..\..\addon\BF1\data\_LVL_PC\SIDE\sen.lvl. Skipping ETR's extra Dark Times + Conversion Pack missions
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
this.CurButton = check_mode4
cur_button = nil
this.CurButton = nil
cur_button = nil
DoubleClicked
custom_AddMapNew()
custom_printTable(): table: 05E69170
The key, value is: era_g 1
The key, value is: mode_assault_c 1
The key, value is: isModLevel 1
The key, value is: mode_1flag_g 1
The key, value is: mode_1flag_c 1
The key, value is: mode_assault_g 1
The key, value is: era_c 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: ISS<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 05A96BAC
The key, value is: key mode_1flag
The key, value is: subst 1flag
The key, value is: showstr modename.name.1flag
The key, value is: descstr modename.description.1flag
The key, value is: icon mode_icon_ctf
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
Adding map: ISSg_Diet Dr. Pepper idx: 1
this.CurButton = Launch
cur_button = nil
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: Found custom_gc_11.lvl
custom_gc_11: Entered
ifs_freeform_init_dt.lua
ifs_freeform_start_dt.lua
custom_gc_11: Taking control of custom_GetGCButtonList()...
custom_gc_11: Taking control of custom_PressedGCButton()...
custom_gc_11: Exited
custom_gc_10: No custom_gc_12.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_11: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_11: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Found side\rvs.lvl. Adding BRO's extra KotOR missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Adding BRO's extra Dark Times missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\lead.lvl. Adding ETR's extra Dark Times missions
Cannot find ..\..\addon\BF1\data\_LVL_PC\SIDE\sen.lvl. Skipping ETR's extra Dark Times + Conversion Pack missions
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
this.CurButton = check_mode4
cur_button = nil
this.CurButton = nil
cur_button = nil
DoubleClicked
custom_AddMapNew()
custom_printTable(): table: 05E69170
The key, value is: era_g 1
The key, value is: mode_assault_c 1
The key, value is: isModLevel 1
The key, value is: mode_1flag_g 1
The key, value is: mode_1flag_c 1
The key, value is: mode_assault_g 1
The key, value is: era_c 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: ISS<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 05A96BAC
The key, value is: key mode_1flag
The key, value is: subst 1flag
The key, value is: showstr modename.name.1flag
The key, value is: descstr modename.description.1flag
The key, value is: icon mode_icon_ctf
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
Adding map: ISSg_Diet Dr. Pepper idx: 1
this.CurButton = Launch
cur_button = nil
ISSg_cmn.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPA9 - Naboo
-- Common script that shares all setup information
--
ScriptCB_DoFile("setup_teams")
-- Republic Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
REPTeam = 3
function SetupUnits()
ReadDataFile("SIDE\\all.lvl",
"all_inf_pilot",
"all_inf_marine",
"all_fly_xwing_sc",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_gunship_sc",
"all_veh_remote_terminal")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_pilot",
"imp_inf_marine",
"imp_fly_tiefighter_sc",
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_veh_remote_terminal")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_all_beam",
"tur_bldg_spa_all_recoilless",
"tur_bldg_spa_all_chaingun",
"tur_bldg_spa_imp_beam",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_spa_imp_chaingun",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end
myTeamConfig = {
all = {
team = ALL,
units = 32,
reinforcements = -1,
pilot = { "all_inf_pilot",26},
marine = { "all_inf_marine",6},
},
imp = {
team = IMP,
units = 32,
reinforcements = -1,
pilot = { "imp_inf_pilot",26},
marine = { "imp_inf_marine",6},
}
}
SetTeamName(3, "REP")
SetTeamIcon(3, "rep_icon")
AddUnitClass(3, "rep_inf_pilot", 26)
AddUnitClass(3, "rep_inf_marine", 6)
SetUnitCount(3, 32)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(ATT,DEF)
SetTeamAsFriend(DEF,ATT)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,DEF)
SetTeamAsEnemy(DEF,3)
ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--ALL turrets
turretLinkageALL = LinkedTurrets:New{ team = ALL, mainframe = "all-defense",
turrets = {"all_turr_1", "all_turr_2", "all_turr_3", "all_turr_4", "all_turr_5", "all_turr_6"} }
turretLinkageALL:Init()
function turretLinkageALL:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.down", ALL)
BroadcastVoiceOver( "IOSMP_obj_20", IMP )
BroadcastVoiceOver( "AOSMP_obj_21", ALL )
end
function turretLinkageALL:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.up", ALL)
BroadcastVoiceOver( "IOSMP_obj_22", IMP )
BroadcastVoiceOver( "AOSMP_obj_23", ALL )
end
--IMP turrets
turretLinkageIMP = LinkedTurrets:New{ team = IMP, mainframe = "imp-defense",
turrets = {"imp_turr_1", "imp_turr_2", "imp_turr_3", "imp_turr_4", "imp_turr_5", "imp_turr_6"} }
turretLinkageIMP:Init()
function turretLinkageIMP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.down", IMP)
BroadcastVoiceOver( "IOSMP_obj_21", IMP )
BroadcastVoiceOver( "AOSMP_obj_20", ALL )
end
function turretLinkageIMP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.up", IMP)
BroadcastVoiceOver( "IOSMP_obj_23", IMP )
BroadcastVoiceOver( "AOSMP_obj_22", ALL )
end
--REP turrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageREP:Init()
function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)
BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)
BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end
-- adjust extents to fit cap ship
function ScriptPreInit()
SetWorldExtents(2650)
ScriptPreInit = nil
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, this line *MUST* be first!
ReadDataFile("ingame.lvl")
SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(100)
ReadDataFile("sound\\spa.lvl;spa1gcw")
ReadDataFile("sound\\spa.lvl;spa1cw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);
SetupUnits()
SetupTeams(myTeamConfig)
-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
SetMemoryPoolSize("Aimer", 190)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 89)
SetMemoryPoolSize("Combo::DamageSample", 0)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("SoldierAnimation", 180)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityLight", 115)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 180)
SetMemoryPoolSize("MountedTurret", 56)
SetMemoryPoolSize("EntityPortableTurret", 20)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 135)
SetMemoryPoolSize("PathNode", 80)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 240)
SetMemoryPoolSize("UnitAgent", 65) -- guyCnt*2
SetMemoryPoolSize("UnitController", 65)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end
ReadDataFile("dc:ISS\\spa_sky.lvl", "yav")
ReadDataFile("dc:ISS\\ISS.lvl", myGameMode)
SetDenseEnvironment("false")
SetParticleLODBias(15000)
-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
local voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_quick", voiceQuick)
-- OpenAudioStream("sound\\spa.lvl", "spa1_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(ALL, REP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, REP, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, ALL, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(REP, IMP, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, REP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, REP, "imp_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, ALL, "imp_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, IMP, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(ALL, "allleaving")
SetOutOfBoundsVoiceOver(IMP, "impleaving")
SetOutOfBoundsVoiceOver(REP, "repleaving")
SetAmbientMusic(ALL, 1.0, "all_spa_amb_start", 0,1)
SetAmbientMusic(ALL, 0.99, "all_spa_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.1,"all_spa_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_spa_amb_start", 0,1)
SetAmbientMusic(IMP, 0.99, "imp_spa_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.1,"imp_spa_amb_end", 2,1)
SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetVictoryMusic(ALL, "all_spa_amb_victory")
SetDefeatMusic (ALL, "all_spa_amb_defeat")
SetVictoryMusic(IMP, "imp_spa_amb_victory")
SetDefeatMusic (IMP, "imp_spa_amb_defeat")
SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
-- Camera Stats
SetAttackingTeam(IMP)
-- Internal Alliance hangar
-- this shot is bad, needs to be fixed
AddCameraShot(-0.049495, 0.003922, -0.995646, -0.078892, 24.992880, -22.995819, -1025.940186);
--Flag shot
AddCameraShot(0.546201, 0.047743, 0.833116, -0.072822, 402.610260, -105.474068, -55.044727);
--Internal Imperial hangar
AddCameraShot(0.988295, -0.091070, 0.121873, 0.011230, 33.932011, 10.868500, 1567.624146);
-- Imperial ship overall
AddCameraShot(-0.380690, 0.021761, -0.922940, -0.052756, 1351.167236, 188.651230, -10.971837);
-- Alliance ship overall
AddCameraShot(0.941014, -0.051715, 0.333887, 0.018349, 1053.546143, 188.651230, -51.276745);
AddDeathRegion("deathregion1")
AddDeathRegion("deathregion2")
AddLandingRegion("all-CP1Con")
AddLandingRegion("imp-CP1Con")
AddLandingRegion("rep-CP1Con")
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPA9 - Naboo
-- Common script that shares all setup information
--
ScriptCB_DoFile("setup_teams")
-- Republic Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
REPTeam = 3
function SetupUnits()
ReadDataFile("SIDE\\all.lvl",
"all_inf_pilot",
"all_inf_marine",
"all_fly_xwing_sc",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_gunship_sc",
"all_veh_remote_terminal")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_pilot",
"imp_inf_marine",
"imp_fly_tiefighter_sc",
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_veh_remote_terminal")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_all_beam",
"tur_bldg_spa_all_recoilless",
"tur_bldg_spa_all_chaingun",
"tur_bldg_spa_imp_beam",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_spa_imp_chaingun",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end
myTeamConfig = {
all = {
team = ALL,
units = 32,
reinforcements = -1,
pilot = { "all_inf_pilot",26},
marine = { "all_inf_marine",6},
},
imp = {
team = IMP,
units = 32,
reinforcements = -1,
pilot = { "imp_inf_pilot",26},
marine = { "imp_inf_marine",6},
}
}
SetTeamName(3, "REP")
SetTeamIcon(3, "rep_icon")
AddUnitClass(3, "rep_inf_pilot", 26)
AddUnitClass(3, "rep_inf_marine", 6)
SetUnitCount(3, 32)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(ATT,DEF)
SetTeamAsFriend(DEF,ATT)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,DEF)
SetTeamAsEnemy(DEF,3)
ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--ALL turrets
turretLinkageALL = LinkedTurrets:New{ team = ALL, mainframe = "all-defense",
turrets = {"all_turr_1", "all_turr_2", "all_turr_3", "all_turr_4", "all_turr_5", "all_turr_6"} }
turretLinkageALL:Init()
function turretLinkageALL:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.down", ALL)
BroadcastVoiceOver( "IOSMP_obj_20", IMP )
BroadcastVoiceOver( "AOSMP_obj_21", ALL )
end
function turretLinkageALL:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.up", ALL)
BroadcastVoiceOver( "IOSMP_obj_22", IMP )
BroadcastVoiceOver( "AOSMP_obj_23", ALL )
end
--IMP turrets
turretLinkageIMP = LinkedTurrets:New{ team = IMP, mainframe = "imp-defense",
turrets = {"imp_turr_1", "imp_turr_2", "imp_turr_3", "imp_turr_4", "imp_turr_5", "imp_turr_6"} }
turretLinkageIMP:Init()
function turretLinkageIMP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.down", IMP)
BroadcastVoiceOver( "IOSMP_obj_21", IMP )
BroadcastVoiceOver( "AOSMP_obj_20", ALL )
end
function turretLinkageIMP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.up", IMP)
BroadcastVoiceOver( "IOSMP_obj_23", IMP )
BroadcastVoiceOver( "AOSMP_obj_22", ALL )
end
--REP turrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageREP:Init()
function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)
BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)
BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end
-- adjust extents to fit cap ship
function ScriptPreInit()
SetWorldExtents(2650)
ScriptPreInit = nil
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, this line *MUST* be first!
ReadDataFile("ingame.lvl")
SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(100)
ReadDataFile("sound\\spa.lvl;spa1gcw")
ReadDataFile("sound\\spa.lvl;spa1cw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);
SetupUnits()
SetupTeams(myTeamConfig)
-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
SetMemoryPoolSize("Aimer", 190)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 89)
SetMemoryPoolSize("Combo::DamageSample", 0)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("SoldierAnimation", 180)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityLight", 115)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 180)
SetMemoryPoolSize("MountedTurret", 56)
SetMemoryPoolSize("EntityPortableTurret", 20)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 135)
SetMemoryPoolSize("PathNode", 80)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 240)
SetMemoryPoolSize("UnitAgent", 65) -- guyCnt*2
SetMemoryPoolSize("UnitController", 65)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end
ReadDataFile("dc:ISS\\spa_sky.lvl", "yav")
ReadDataFile("dc:ISS\\ISS.lvl", myGameMode)
SetDenseEnvironment("false")
SetParticleLODBias(15000)
-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
local voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_quick", voiceQuick)
-- OpenAudioStream("sound\\spa.lvl", "spa1_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(ALL, REP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, REP, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, ALL, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(REP, IMP, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, REP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, REP, "imp_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, ALL, "imp_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, IMP, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(ALL, "allleaving")
SetOutOfBoundsVoiceOver(IMP, "impleaving")
SetOutOfBoundsVoiceOver(REP, "repleaving")
SetAmbientMusic(ALL, 1.0, "all_spa_amb_start", 0,1)
SetAmbientMusic(ALL, 0.99, "all_spa_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.1,"all_spa_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_spa_amb_start", 0,1)
SetAmbientMusic(IMP, 0.99, "imp_spa_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.1,"imp_spa_amb_end", 2,1)
SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetVictoryMusic(ALL, "all_spa_amb_victory")
SetDefeatMusic (ALL, "all_spa_amb_defeat")
SetVictoryMusic(IMP, "imp_spa_amb_victory")
SetDefeatMusic (IMP, "imp_spa_amb_defeat")
SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
-- Camera Stats
SetAttackingTeam(IMP)
-- Internal Alliance hangar
-- this shot is bad, needs to be fixed
AddCameraShot(-0.049495, 0.003922, -0.995646, -0.078892, 24.992880, -22.995819, -1025.940186);
--Flag shot
AddCameraShot(0.546201, 0.047743, 0.833116, -0.072822, 402.610260, -105.474068, -55.044727);
--Internal Imperial hangar
AddCameraShot(0.988295, -0.091070, 0.121873, 0.011230, 33.932011, 10.868500, 1567.624146);
-- Imperial ship overall
AddCameraShot(-0.380690, 0.021761, -0.922940, -0.052756, 1351.167236, 188.651230, -10.971837);
-- Alliance ship overall
AddCameraShot(0.941014, -0.051715, 0.333887, 0.018349, 1053.546143, 188.651230, -51.276745);
AddDeathRegion("deathregion1")
AddDeathRegion("deathregion2")
AddLandingRegion("all-CP1Con")
AddLandingRegion("imp-CP1Con")
AddLandingRegion("rep-CP1Con")
end
ISSg_Diet Dr. Pepper.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Galactic Civil War Template Assault File
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ISSg_cmn")
ScriptCB_DoFile("ObjectiveSpaceAssault")
ScriptCB_DoFile("LinkedShields")
ScriptCB_DoFile("LinkedDestroyables")
myGameMode = "ISS_GCW-Assault"
function ScriptPostLoad()
SetupObjectives()
SetupShields()
SetupDestroyables()
SetupTurrets()
AddAIGoal(ALL, "Deathmatch", 100)
AddAIGoal(IMP, "Deathmatch", 100)
AddAIGoal(REP, "Deathmatch", 100)
DisableSmallMapMiniMap()
end
function SetupObjectives()
assault = ObjectiveSpaceAssault:New{
teamATT = IMP, teamDEF = ALL,
multiplayerRules = true
}
local impTargets = {
engines = "rep_drive_1",
lifesupport = "rep-life-ext",
bridge = "rep-bridge",
comm = "rep-comms",
sensors = "rep-sensors",
frigates = { "rep_frigate_1", "rep_frigate_2", "rep_frigate_3" },
internalSys = { "rep-life-int", "rep-engines" },
}
local allTargets = {
engines = "rep_drive_1",
lifesupport = "rep-life-ext",
bridge = "rep-bridge",
comm = "rep-comms",
sensors = "rep-sensors",
frigates = { "rep_frigate_1", "rep_frigate_2", "rep_frigate_3" },
internalSys = { "rep-life-int", "rep-engines" },
}
local repTargets = {
engines = { "all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6", "imp_drive_1", "imp_drive_2", "imp_drive_3" },
lifesupport = { "all-life-ext", "imp-life-ext" },
bridge = { "all-bridge", "imp-bridge" },
comm = { "all-comms", "imp-comms" },
sensors = { "all-sensors", "imp-sensors" },
frigates = { "all_frigate_1", "all_frigate_2", "imp_frigate_1", "imp_frigate_2" },
internalSys = { "all-life-int", "all-life-int", "imp-engines", "imp-life-int" },
}
assault:SetupAllCriticalSystems( "imp", impTargets, true )
assault:SetupAllCriticalSystems( "all", allTargets, false )
assault:Start()
end
function SetupShields()
-- ALL Shielded objects
local linkedShieldObjectsALL = { "all_ship_1", "all_ship_2",
"all-bridge", "all-comms", "all-life-ext", "all-sensors",
"all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6"}
shieldStuffALL = LinkedShields:New{objs = linkedShieldObjectsALL, controllerObject = "all-shield"}
shieldStuffALL:Init()
function shieldStuffALL:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", IMP)
ShowMessageText("level.spa.hangar.shields.def.down", ALL)
BroadcastVoiceOver( "IOSMP_obj_16", IMP )
BroadcastVoiceOver( "AOSMP_obj_17", ALL )
end
function shieldStuffALL:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", IMP)
ShowMessageText("level.spa.hangar.shields.def.up", ALL)
BroadcastVoiceOver( "IOSMP_obj_18", IMP )
BroadcastVoiceOver( "AOSMP_obj_19", ALL )
end
-- IMP Shielded objects
local linkedShieldObjectsIMP = { "imp_ship_1", "imp_ship_2", "imp_ship_3", "imp_ship_4", "imp_ship_5", "imp_ship_6",
"imp-bridge", "imp-comms", "imp-life-ext", "imp-sensors",
"imp_drive_1", "imp_drive_2", "imp_drive_3"}
shieldStuffIMP = LinkedShields:New{objs = linkedShieldObjectsIMP, controllerObject = "imp-shield"}
shieldStuffIMP:Init()
function shieldStuffIMP:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", ALL)
ShowMessageText("level.spa.hangar.shields.def.down", IMP)
BroadcastVoiceOver( "IOSMP_obj_17", IMP )
BroadcastVoiceOver( "AOSMP_obj_16", ALL )
end
function shieldStuffIMP:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", ALL)
ShowMessageText("level.spa.hangar.shields.def.up", IMP)
BroadcastVoiceOver( "IOSMP_obj_19", IMP )
BroadcastVoiceOver( "AOSMP_obj_18", ALL )
end
-- REP Shielded objects
local linkedShieldObjectsREP = { "rep_ship_1", "rep_ship_2", "rep_ship_3", "rep_ship_4",
"rep-bridge", "rep-comms", "rep-life-ext", "rep-sensors",
"rep_drive_1"}
shieldStuffREP = LinkedShields:New{objs = linkedShieldObjectsREP, controllerObject = "rep-shield"}
shieldStuffREP:Init()
function shieldStuffREP:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", CIS)
ShowMessageText("level.spa.hangar.shields.def.down", REP)
BroadcastVoiceOver( "ROSMP_obj_17", REP )
BroadcastVoiceOver( "COSMP_obj_16", CIS )
end
function shieldStuffREP:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", CIS)
ShowMessageText("level.spa.hangar.shields.def.up", REP)
BroadcastVoiceOver( "ROSMP_obj_19", REP )
BroadcastVoiceOver( "COSMP_obj_18", CIS )
end
end
function SetupDestroyables()
--ALL destroyables
lifeSupportLinkageALL = LinkedDestroyables:New{ objectSets = {{"all-life-int"}, {"all-life-ext"}} }
lifeSupportLinkageALL:Init()
engineLinkageALL = LinkedDestroyables:New{ objectSets = {{"all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6"}, {"all-engines"}} }
engineLinkageALL:Init()
--IMP destroyables
lifeSupportLinkageIMP = LinkedDestroyables:New{ objectSets = {{"imp-life-int"}, {"imp-life-ext"}} }
lifeSupportLinkageIMP:Init()
engineLinkageIMP = LinkedDestroyables:New{ objectSets = {{"imp_drive_1", "imp_drive_2", "imp_drive_3"}, {"imp-engines"}} }
engineLinkageIMP:Init()
--REP destroyables
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"rep-life-int"}, {"rep-life-ext"}} }
lifeSupportLinkageREP:Init()
engineLinkageREP = LinkedDestroyables:New{ objectSets = {{"rep_drive_1"}, {"rep-engines"}} }
engineLinkageREP:Init()
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Galactic Civil War Template Assault File
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ISSg_cmn")
ScriptCB_DoFile("ObjectiveSpaceAssault")
ScriptCB_DoFile("LinkedShields")
ScriptCB_DoFile("LinkedDestroyables")
myGameMode = "ISS_GCW-Assault"
function ScriptPostLoad()
SetupObjectives()
SetupShields()
SetupDestroyables()
SetupTurrets()
AddAIGoal(ALL, "Deathmatch", 100)
AddAIGoal(IMP, "Deathmatch", 100)
AddAIGoal(REP, "Deathmatch", 100)
DisableSmallMapMiniMap()
end
function SetupObjectives()
assault = ObjectiveSpaceAssault:New{
teamATT = IMP, teamDEF = ALL,
multiplayerRules = true
}
local impTargets = {
engines = "rep_drive_1",
lifesupport = "rep-life-ext",
bridge = "rep-bridge",
comm = "rep-comms",
sensors = "rep-sensors",
frigates = { "rep_frigate_1", "rep_frigate_2", "rep_frigate_3" },
internalSys = { "rep-life-int", "rep-engines" },
}
local allTargets = {
engines = "rep_drive_1",
lifesupport = "rep-life-ext",
bridge = "rep-bridge",
comm = "rep-comms",
sensors = "rep-sensors",
frigates = { "rep_frigate_1", "rep_frigate_2", "rep_frigate_3" },
internalSys = { "rep-life-int", "rep-engines" },
}
local repTargets = {
engines = { "all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6", "imp_drive_1", "imp_drive_2", "imp_drive_3" },
lifesupport = { "all-life-ext", "imp-life-ext" },
bridge = { "all-bridge", "imp-bridge" },
comm = { "all-comms", "imp-comms" },
sensors = { "all-sensors", "imp-sensors" },
frigates = { "all_frigate_1", "all_frigate_2", "imp_frigate_1", "imp_frigate_2" },
internalSys = { "all-life-int", "all-life-int", "imp-engines", "imp-life-int" },
}
assault:SetupAllCriticalSystems( "imp", impTargets, true )
assault:SetupAllCriticalSystems( "all", allTargets, false )
assault:Start()
end
function SetupShields()
-- ALL Shielded objects
local linkedShieldObjectsALL = { "all_ship_1", "all_ship_2",
"all-bridge", "all-comms", "all-life-ext", "all-sensors",
"all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6"}
shieldStuffALL = LinkedShields:New{objs = linkedShieldObjectsALL, controllerObject = "all-shield"}
shieldStuffALL:Init()
function shieldStuffALL:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", IMP)
ShowMessageText("level.spa.hangar.shields.def.down", ALL)
BroadcastVoiceOver( "IOSMP_obj_16", IMP )
BroadcastVoiceOver( "AOSMP_obj_17", ALL )
end
function shieldStuffALL:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", IMP)
ShowMessageText("level.spa.hangar.shields.def.up", ALL)
BroadcastVoiceOver( "IOSMP_obj_18", IMP )
BroadcastVoiceOver( "AOSMP_obj_19", ALL )
end
-- IMP Shielded objects
local linkedShieldObjectsIMP = { "imp_ship_1", "imp_ship_2", "imp_ship_3", "imp_ship_4", "imp_ship_5", "imp_ship_6",
"imp-bridge", "imp-comms", "imp-life-ext", "imp-sensors",
"imp_drive_1", "imp_drive_2", "imp_drive_3"}
shieldStuffIMP = LinkedShields:New{objs = linkedShieldObjectsIMP, controllerObject = "imp-shield"}
shieldStuffIMP:Init()
function shieldStuffIMP:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", ALL)
ShowMessageText("level.spa.hangar.shields.def.down", IMP)
BroadcastVoiceOver( "IOSMP_obj_17", IMP )
BroadcastVoiceOver( "AOSMP_obj_16", ALL )
end
function shieldStuffIMP:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", ALL)
ShowMessageText("level.spa.hangar.shields.def.up", IMP)
BroadcastVoiceOver( "IOSMP_obj_19", IMP )
BroadcastVoiceOver( "AOSMP_obj_18", ALL )
end
-- REP Shielded objects
local linkedShieldObjectsREP = { "rep_ship_1", "rep_ship_2", "rep_ship_3", "rep_ship_4",
"rep-bridge", "rep-comms", "rep-life-ext", "rep-sensors",
"rep_drive_1"}
shieldStuffREP = LinkedShields:New{objs = linkedShieldObjectsREP, controllerObject = "rep-shield"}
shieldStuffREP:Init()
function shieldStuffREP:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", CIS)
ShowMessageText("level.spa.hangar.shields.def.down", REP)
BroadcastVoiceOver( "ROSMP_obj_17", REP )
BroadcastVoiceOver( "COSMP_obj_16", CIS )
end
function shieldStuffREP:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", CIS)
ShowMessageText("level.spa.hangar.shields.def.up", REP)
BroadcastVoiceOver( "ROSMP_obj_19", REP )
BroadcastVoiceOver( "COSMP_obj_18", CIS )
end
end
function SetupDestroyables()
--ALL destroyables
lifeSupportLinkageALL = LinkedDestroyables:New{ objectSets = {{"all-life-int"}, {"all-life-ext"}} }
lifeSupportLinkageALL:Init()
engineLinkageALL = LinkedDestroyables:New{ objectSets = {{"all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6"}, {"all-engines"}} }
engineLinkageALL:Init()
--IMP destroyables
lifeSupportLinkageIMP = LinkedDestroyables:New{ objectSets = {{"imp-life-int"}, {"imp-life-ext"}} }
lifeSupportLinkageIMP:Init()
engineLinkageIMP = LinkedDestroyables:New{ objectSets = {{"imp_drive_1", "imp_drive_2", "imp_drive_3"}, {"imp-engines"}} }
engineLinkageIMP:Init()
--REP destroyables
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"rep-life-int"}, {"rep-life-ext"}} }
lifeSupportLinkageREP:Init()
engineLinkageREP = LinkedDestroyables:New{ objectSets = {{"rep_drive_1"}, {"rep-engines"}} }
engineLinkageREP:Init()
end
Off-topic: If anybody can guess what the map's 3-letter code - ISS - stands for gets a cookie.
