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  1. --
  2. -- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
  3. --
  4. -- Mos Eisley Hero Deathmatch (uses Space Assault rules)
  5. -- First team to reach 100 kills wins
  6. --
  7.  
  8. ScriptCB_DoFile("setup_teams")
  9. ScriptCB_DoFile("ObjectiveTDM")
  10.  
  11. ---------------------------------------------------------------------------
  12. -- ScriptPostLoad
  13. ---------------------------------------------------------------------------
  14. function ScriptPostLoad()
  15. EnableSPHeroRules()
  16. -- This is the actual objective setup
  17. TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
  18. multiplayerScoreLimit = 100,
  19. textATT = "game.modes.tdm",
  20. textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
  21. hunt = ObjectiveTDM:New{teamATT = 3, teamDEF = 4, pointsPerKillATT = 10, pointsPerKillDEF = 10, textATT = "game.modes.hunt", textDEF = "game.modes.hunt2", multiplayerRules = true}
  22.  
  23. TDM:Start()
  24.  
  25. AddAIGoal(1, "Deathmatch", 50)
  26. AddAIGoal(2, "Deathmatch", 50)
  27. end
  28.  
  29.  
  30. ---------------------------------------------------------------------------
  31. -- ScriptInit
  32. ---------------------------------------------------------------------------
  33. function ScriptInit()
  34.  
  35.  
  36. SetMemoryPoolSize ("ClothData",20)
  37. SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
  38. SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
  39. SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
  40. SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
  41. SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
  42. SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
  43. SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo
  44.  
  45. ReadDataFile("ingame.lvl")
  46.  
  47. REP = 1
  48. CIS = 2
  49. -- These variables do not change
  50. ATT = 1
  51. DEF = 2
  52.  
  53. SetMaxFlyHeight(40)
  54. SetMaxPlayerFlyHeight(40)
  55.  
  56. ReadDataFile("sound\\tat.lvl;tat2gcw")
  57. ReadDataFile("dc:SIDE\\ARC.lvl",
  58. "arc_inf_Ordo")
  59.  
  60. ReadDataFile("dc:SIDE\\rep.lvl",
  61. "rep_inf_clone_commando_leader",
  62. "rep_inf_clone_commando_demospec",
  63. "rep_inf_clone_commando_techspec",
  64. "rep_inf_clone_commando_sniper")
  65.  
  66. ReadDataFile("dc:SIDE\\cis.lvl",
  67. "cis_inf_commando_leader",
  68. "cis_inf_commando_biospec",
  69. "cis_inf_commando_weapspec",
  70. "cis_inf_commando_sniper")
  71.  
  72. ReadDataFile("dc:SIDE\\eg5.lvl",
  73. "cis_inf_eg5")
  74.  
  75. --[[ Turrets disabled
  76. ReadDataFile("SIDE\\tur.lvl",
  77. "tur_bldg_chaingun_roof",
  78. "tur_weap_built_gunturret")
  79. SetMemoryPoolSize("MountedTurret", 15)
  80. --]]
  81. SetupTeams{
  82. Clone Commandos = {
  83. team = REP,
  84. units = 12,
  85. reinforcements = -1,
  86. soldier = { "rep_inf_clone_commando_leader",1,2},
  87. assault = { "rep_inf_clone_commando_demospec", 1,2},
  88. engineer= { "rep_inf_clone_commando_techspec", 1,2},
  89. sniper = { "rep_inf_clone_commando_sniper", 1,2},
  90. },
  91. }
  92.  
  93. SetupTeams{
  94. Droid Commandos = {
  95. team = CIS,
  96. units = 12,
  97. reinforcements = -1,
  98. soldier = { "cis_inf_commando_leader",1,2},
  99. assault = { "cis_inf_commando_biospec",1,2},
  100. engineer= { "cis_inf_commando_weapspecl", 1,2},
  101. sniper = { "cis_inf_commando_sniper", 1,2},
  102.  
  103. },
  104. }
  105.  
  106. -- SetupTeams{
  107. -- 3 = {
  108. -- team = Targetrep,
  109. -- units = 1,
  110. -- reinforcements = -1,
  111. -- officer = { "arc_inf_Ordo",1},
  112. -- }
  113. -- }
  114.  
  115. -- SetupTeams{
  116. -- 4 = {
  117. -- team = Targetcis,
  118. -- units = 1,
  119. -- reinforcements = -1,
  120. -- soldier = { "cis_inf_eg5",1},
  121. -- }
  122. -- }
  123.  
  124.  
  125. SetTeamAsEnemy(3, CIS)
  126. SetTeamAsEnemy(CIS, 3)
  127. SetTeamAsFriend(REP, 3)
  128. SetTeamAsFriend(3, REP
  129.  
  130. SetTeamAsEnemy(4, REP)
  131. SetTeamAsEnemy(REP, 4)
  132. SetTeamAsFriend(CIS, 4)
  133. SetTeamAsFriend(4, CIS)
  134.  
  135. -- Level Stats
  136. ClearWalkers()
  137. AddWalkerType(0, 0) -- special -> droidekas
  138. AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
  139. AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
  140. AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
  141.  
  142. local weaponCnt = 96
  143. SetMemoryPoolSize("Aimer", 1)
  144. SetMemoryPoolSize("AmmoCounter", weaponCnt)
  145. SetMemoryPoolSize("BaseHint", 320)
  146. SetMemoryPoolSize("ConnectivityGraphFollower", 23)
  147. SetMemoryPoolSize("EnergyBar", weaponCnt)
  148. SetMemoryPoolSize("EntityCloth",41)
  149. SetMemoryPoolSize("EntityDefenseGridTurret", 0)
  150. SetMemoryPoolSize("EntityDroid", 0)
  151. SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
  152. SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
  153. SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
  154. SetMemoryPoolSize("EntitySoundStream", 2)
  155. SetMemoryPoolSize("EntitySoundStatic", 45)
  156. SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
  157. SetMemoryPoolSize("MountedTurret", 0)
  158. SetMemoryPoolSize("Navigator", 23)
  159. SetMemoryPoolSize("Obstacle", 667)
  160. SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
  161. SetMemoryPoolSize("ParticleEmitter", 512)
  162. SetMemoryPoolSize("ParticleEmitterInfoData", 512)
  163. SetMemoryPoolSize("PathFollower", 23)
  164. SetMemoryPoolSize("PathNode", 128)
  165. SetMemoryPoolSize("ShieldEffect", 0)
  166. SetMemoryPoolSize("TentacleSimulator", 24)
  167. SetMemoryPoolSize("TreeGridStack", 290)
  168. SetMemoryPoolSize("UnitAgent", 23)
  169. SetMemoryPoolSize("UnitController", 23)
  170. SetMemoryPoolSize("Weapon", weaponCnt)
  171.  
  172. SetSpawnDelay(10.0, 0.25)
  173. ReadDataFile("dc:ASS\\ASS.lvl", "ASS_eli")
  174. SetDenseEnvironment("false")
  175.  
  176. -- Sound Stats
  177.  
  178. ScriptCB_EnableHeroMusic(0)
  179. ScriptCB_EnableHeroVO(0)
  180.  
  181. voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
  182. AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
  183. AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
  184.  
  185. voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
  186. AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
  187.  
  188. OpenAudioStream("sound\\global.lvl", "gcw_music")
  189. OpenAudioStream("sound\\tat.lvl", "tat2")
  190. OpenAudioStream("sound\\tat.lvl", "tat2")
  191. -- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
  192. -- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
  193.  
  194. SetBleedingVoiceOver(REP, REP, "all_off_com_report_us_overwhelmed", 1)
  195. SetBleedingVoiceOver(REP, IMP, "all_off_com_report_enemy_losing", 1)
  196. SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
  197. SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
  198.  
  199. SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
  200. SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
  201. SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
  202. SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
  203.  
  204. SetOutOfBoundsVoiceOver(1, "Allleaving")
  205. SetOutOfBoundsVoiceOver(2, "Impleaving")
  206.  
  207. SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
  208. -- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
  209. -- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
  210. SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
  211. -- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
  212. -- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)
  213.  
  214. SetVictoryMusic(ALL, "all_tat_amb_victory")
  215. SetDefeatMusic (ALL, "all_tat_amb_defeat")
  216. SetVictoryMusic(IMP, "imp_tat_amb_victory")
  217. SetDefeatMusic (IMP, "imp_tat_amb_defeat")
  218.  
  219. SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
  220. SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
  221. --SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
  222. --SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
  223. SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
  224. SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
  225. SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
  226. SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
  227. SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
  228.  
  229. SetAttackingTeam(ATT)
  230.  
  231. -- Camera Stats
  232. --Tat2 Mos Eisley
  233. AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
  234. AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
  235. AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
  236. AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
  237. AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
  238. end
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