g_con
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g_con
How do i add more than 6 diiferent types of players on 1 side ?
I have added "cis_inf_pilot" etc into both ReadDataFile area & SetupTeams, but it just crashs my game when i try to start it.
Thanks
I have added "cis_inf_pilot" etc into both ReadDataFile area & SetupTeams, but it just crashs my game when i try to start it.
Thanks
- Dragonum
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- Teancum
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- Teancum
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- PR-0927
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- Teancum
- Jedi Admin
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-
- Jedi
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Here is my RE1g_con.lua file:
Everything works fine too.
- Majin Revan
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2
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"}
cp5 = CommandPost:New{name = "cp5"}
--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:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
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
SetMemoryPoolSize ("FLEffectObject::OffsetMatrix",100)
ReadDataFile("sound\\kas.lvl;kas2gcw")
ReadDataFile("dc:sound\\RE1.lvl;RE1gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"all_hover_combatspeeder",
"all_inf_engineer",
"all_inf_support",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_infiltrator",
"all_inf_medic",
"all_inf_sniper")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_hover_speederbike",
"rep_hover_fightertank",
"rep_inf_ep3_engineer",
"rep_inf_ep3_support",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_medic",
"rep_inf_clone_commando",
"rep_walk_oneman_atst")
SetupTeams{
all = {
team = ALL,
units = 64,
reinforcements = 1000,
soldier = { "all_inf_rifleman",16, 25},
assault = { "all_inf_rocketeer",8,15},
engineer = { "all_inf_engineer",8,15},
sniper = { "all_inf_sniper",8,15},
officer = { "all_inf_support",8,15},
special = { "all_inf_medic",8,15},
},
}
AddUnitClass(ALL,"all_inf_infiltrator", 8,15)
SetupTeams{
imp = {
team = IMP,
units = 64,
reinforcements = 1000,
soldier = { "rep_inf_ep3_rifleman",16, 25},
assault = { "rep_inf_ep3_rocketeer",8,15},
engineer = { "rep_inf_ep3_engineer",8,15},
sniper = { "rep_inf_ep3_sniper",8,15},
officer = { "rep_inf_ep3_support",8,15},
special = { "rep_inf_ep3_medic",8,15},
},
}
AddUnitClass(IMP, "rep_inf_clone_commando",8,15)
-- Level Stats
ClearWalkers()
AddWalkerType(1, 8) -- 1x2 (1 pair of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntityHover", 16)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 500)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(8.0, 0.25)
ReadDataFile("dc:RE1\\RE1.lvl", "RE1_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "wok_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "wok_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kas")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_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(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_kas_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_kas_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_kas_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_kas_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_kas_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_kas_amb_end", 2,1)
SetVictoryMusic(ALL, "all_kas_amb_victory")
SetDefeatMusic (ALL, "all_kas_amb_defeat")
SetVictoryMusic(IMP, "imp_kas_amb_victory")
SetDefeatMusic (IMP, "imp_kas_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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")
-- Camera Stats
AddCameraShot(0.224778, -0.020660, -0.970102, -0.089167, -458.456573, 8.361650, -30.174923);
AddCameraShot(0.356653, -0.008751, -0.933915, -0.022914, -56.596874, 7.499118, -65.540321);
AddCameraShot(0.188190, 0.010266, -0.980621, 0.053495, 8.459979, 11.768010, -143.714508);
AddCameraShot(0.973686, -0.038739, 0.224399, 0.008928, 464.670044, 11.768010, 39.809654);
end
Everything works fine too.
- Majin Revan
Cheers Majin Revan
i wasnt doing this below
AddUnitClass(ALL,"all_inf_infiltrator", 8,15)
AddUnitClass(IMP, "rep_inf_clone_commando",8,15)
i was just adding extra
engineer = { "all_inf_engineer",8,15},
sniper = { "all_inf_sniper",8,15},
officer = { "all_inf_support",8,15},
i guess it doesnt like that
thanks again ill try it when i get home from work 2mor
i wasnt doing this below
AddUnitClass(ALL,"all_inf_infiltrator", 8,15)
AddUnitClass(IMP, "rep_inf_clone_commando",8,15)
i was just adding extra
engineer = { "all_inf_engineer",8,15},
sniper = { "all_inf_sniper",8,15},
officer = { "all_inf_support",8,15},
i guess it doesnt like that
thanks again ill try it when i get home from work 2mor