--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ambush")
-- Empire Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
UnblockPlanningGraphArcs("Connection74")
DisableBarriers("1")
AllowAISpawn(ALL, false)
--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)
ScriptCB_SetGameRules("campaign")
EnableSPHeroRules()
--Kill the capture regions
SetProperty("CP1", "captureregion", " ")
SetProperty("CP2", "captureregion", " ")
SetProperty("CP3", "captureregion", " ")
SetProperty("CP4", "captureregion", " ")
SetProperty("CP5", "captureregion", " ")
SetProperty("CP6", "captureregion", " ")
--Change up teams
SetProperty("CP4CON", "team", "1")
SetProperty("CP5CON", "team", "2")
KillObject("CP1")
KillObject("CP2")
KillObject("CP3")
KillObject("CP4")
KillObject("CP5")
--KillObject("CP6")
EnableSPHeroRules()
-- This is the actual objective setup
[[TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm2",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start() ]]
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
--WAVES
totalkills = 0
yesvader = 0
yesemp = 0
shadowtally = 0
scomm = 0
royal = 0
shadg = 0
spawnonce = 0
SetReinforcementCount(DEF, totalkills)
tally = OnObjectKill(
function(object, killer)
--[[if killer and IsCharacterHuman(killer) then
if GetObjectTeam(object) == 2 then
totalkills = totalkills + 1
SetReinforcementCount(DEF, totalkills)
end
end
if killer and IsCharacterHuman(killer) then
if GetObjectTeam(object) == 3 then
totalkills = totalkills + 1
SetReinforcementCount(DEF, totalkills)
end
end
if killer and IsCharacterHuman(killer) then
if GetObjectTeam(object) == 4 then
totalkills = totalkills + 1
SetReinforcementCount(DEF, totalkills)
end
end]]
--[[if GetObjectTeam(object) == 4 then
--if GetObjectTeam(object) == 5 then
totalkills = totalkills + 1
SetReinforcementCount(DEF, totalkills)
--end
end
--totalkills = GetTeamPoints(ATT)
--SetReinforcementCount(DEF, totalkills)
--SetReinforcementCount(DEF, GetTeamPoints(ATT))]]
--[[if GetEntityClass(object) == FindEntityClass("CIS_inf_officer") then
--print("shadowdeath")
--totalkills = totalkills + 1
--SetReinforcementCount(DEF, totalkills)
shadg = shadg + 1
SetReinforcementCount(DEF, (scomm + royal + shadg))
end]]
if GetEntityClass(object) == FindEntityClass("CIS_inf_sniper") and royal < 14 then
--print("shadowdeath")
--totalkills = totalkills + 1
--SetReinforcementCount(DEF, totalkills)
royal = royal + 1
SetReinforcementCount(DEF, royal)
end
--[[if GetEntityClass(object) == FindEntityClass("cis_inf_droideka") then
--print("shadowdeath")
--totalkills = totalkills + 1
--SetReinforcementCount(DEF, totalkills)
scomm = scomm + 1
SetReinforcementCount(DEF, (scomm + royal + shadg))
end]]
if GetEntityClass(object) == FindEntityClass("cis_hero_darthmaul") then
print("shadowdeath")
--totalkills = totalkills + 1
--SetReinforcementCount(DEF, totalkills)
shadowtally = shadowtally + 1
end
if GetEntityClass(object) == FindEntityClass("cis_hero_countdooku") then
print("vaderdeath")
yesvader = 1
end
if GetEntityClass(object) == FindEntityClass("rep_hero_obiwan") then
print("empdeath")
yesemp = 1
end
end
)
dying = OnCharacterDeath(
function(character)
if IsCharacterHuman(character) then
MapRemoveClassMarker("cis_hero_darthmaul")
MapRemoveClassMarker("cis_hero_countdooku")
MapRemoveClassMarker("rep_hero_obiwan")
MissionDefeat(ATT)
end
end
)
wavetimer = CreateTimer("waves")
SetTimerValue(wavetimer, 30)
wavetimer0 = CreateTimer("waves0")
SetTimerValue(wavetimer0, 45)
wavetimer1 = CreateTimer("waves1")
SetTimerValue(wavetimer1, 80)
wavetimer2 = CreateTimer("waves2")
SetTimerValue(wavetimer2, 70)
wavetimer3 = CreateTimer("waves3")
SetTimerValue(wavetimer3, 70)
wavetimer4 = CreateTimer("waves4")
SetTimerValue(wavetimer4, 100)
wavetimer5 = CreateTimer("waves5")
SetTimerValue(wavetimer5, 120)
--wavetimer6 = CreateTimer("waves4")
--SetTimerValue(wavetimer6, 150)
firstspawn = OnCharacterSpawn(
function(player)
if GetCharacterTeam(player) == 1 and spawnonce == 0 then
--ShowObjectiveTextPopup("level.dea1.wavemode", ATT)
StartTimer(wavetimer)
ShowTimer(nil)
ShowTimer(wavetimer)
--ShowMessageText("level.dea1.wave")
Ambush("CP1Spawn", 1, 2)
Ambush("CP2Spawn", 1, 2)
Ambush("CP3Spawn", 1, 2)
Ambush("CP4Spawn", 1, 2)
Ambush("CP5Spawn", 2, 2)
Ambush("CP6Spawn", 2, 2)
SetReinforcementCount(ATT, 1)
spawnonce = 1
end
end
)
wtime0 = OnTimerElapse(
function(timer)
StartTimer(wavetimer0)
ShowTimer(nil)
ShowTimer(wavetimer0)
--ShowMessageText("level.dea1.wave")
Ambush("CP1Spawn", 2, 2)
Ambush("CP2Spawn", 2, 2)
Ambush("CP3Spawn", 2, 2)
Ambush("CP4Spawn", 2, 2)
Ambush("CP5Spawn", 2, 2)
Ambush("CP6Spawn", 2, 2)
SetReinforcementCount(ATT, 2)
--Ambush("CP1Spawn", 4, 3)
--Ambush("CP2Spawn", 4, 3)
--Ambush("CP3Spawn", 4, 3)
--Ambush("CP4Spawn", 4, 3)
--Ambush("CP5Spawn", 4, 3)
--Ambush("CP6Spawn", 4, 3)
DestroyTimer(timer)
end,
wavetimer
)
wtime1 = OnTimerElapse(
function(timer)
StartTimer(wavetimer1)
ShowTimer(nil)
ShowTimer(wavetimer1)
--ShowMessageText("level.dea1.wave")
Ambush("CP1Spawn", 2, 2)
Ambush("CP2Spawn", 2, 2)
Ambush("CP3Spawn", 2, 2)
Ambush("CP4Spawn", 2, 2)
Ambush("CP5Spawn", 2, 2)
Ambush("CP6Spawn", 2, 2)
Ambush("CP1Spawn", 1, 3)
Ambush("CP2Spawn", 1, 3)
Ambush("CP3Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP5Spawn", 1, 3)
Ambush("CP6Spawn", 1, 3)
SetReinforcementCount(ATT, 3)
DestroyTimer(timer)
end,
wavetimer0
)
wtime2 = OnTimerElapse(
function(timer)
StartTimer(wavetimer2)
ShowTimer(nil)
ShowTimer(wavetimer2)
--ShowMessageText("level.dea1.wave")
Ambush("CP1Spawn", 3, 2)
Ambush("CP2Spawn", 2, 2)
Ambush("CP3Spawn", 3, 2)
Ambush("CP4Spawn", 2, 2)
Ambush("CP5Spawn", 3, 2)
Ambush("CP6Spawn", 2, 2)
Ambush("CP1Spawn", 2, 3)
Ambush("CP2Spawn", 2, 3)
Ambush("CP3Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP5Spawn", 2, 3)
Ambush("CP6Spawn", 2, 3)
Ambush("CP1Spawn", 1, 4)
Ambush("CP2Spawn", 1, 4)
Ambush("CP3Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP5Spawn", 1, 4)
Ambush("CP6Spawn", 1, 4)
SetReinforcementCount(ATT, 4)
DestroyTimer(timer)
end,
wavetimer1
)
wtime3 = OnTimerElapse(
function(timer)
StartTimer(wavetimer3)
ShowTimer(nil)
ShowTimer(wavetimer3)
--ShowMessageText("level.dea1.wave")
--ShowObjectiveTextPopup("level.dea1.shadowwave", ATT)
Ambush("CP1Spawn", 2, 2)
Ambush("CP2Spawn", 2, 2)
Ambush("CP3Spawn", 2, 2)
Ambush("CP4Spawn", 2, 2)
Ambush("CP5Spawn", 2, 2)
Ambush("CP6Spawn", 2, 2)
Ambush("CP1Spawn", 2, 3)
Ambush("CP2Spawn", 2, 3)
Ambush("CP3Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP5Spawn", 2, 3)
Ambush("CP6Spawn", 2, 3)
Ambush("CP1Spawn", 3, 4)
Ambush("CP2Spawn", 2, 4)
Ambush("CP3Spawn", 3, 4)
Ambush("CP4Spawn", 2, 4)
Ambush("CP5Spawn", 3, 4)
Ambush("CP6Spawn", 2, 4)
SetReinforcementCount(ATT, 5)
Ambush("CP1Spawn", 1, 5)
Ambush("CP2Spawn", 1, 5)
Ambush("CP3Spawn", 1, 5)
--Ambush("CP4Spawn", 0, 5)
Ambush("CP5Spawn", 1, 5)
Ambush("CP6Spawn", 1, 5)
MapAddClassMarker("cis_hero_darthmaul", "hud_objective_icon_circle", 3.5, ATT, "GREEN", true)
DestroyTimer(timer)
end,
wavetimer2
)
wtime4 = OnTimerElapse(
function(timer)
StartTimer(wavetimer4)
ShowTimer(nil)
ShowTimer(wavetimer4)
--ShowMessageText("level.dea1.wave")
--ShowObjectiveTextPopup("level.dea1.vaderwave", ATT)
Ambush("CP1Spawn", 3, 2)
Ambush("CP2Spawn", 2, 2)
Ambush("CP3Spawn", 3, 2)
Ambush("CP4Spawn", 2, 2)
Ambush("CP5Spawn", 3, 2)
Ambush("CP6Spawn", 2, 2)
Ambush("CP1Spawn", 3, 3)
Ambush("CP2Spawn", 2, 3)
Ambush("CP3Spawn", 3, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP5Spawn", 3, 3)
Ambush("CP6Spawn", 2, 3)
Ambush("CP1Spawn", 3, 4)
Ambush("CP2Spawn", 3, 4)
Ambush("CP3Spawn", 3, 4)
Ambush("CP4Spawn", 3, 4)
Ambush("CP5Spawn", 4, 4)
Ambush("CP6Spawn", 3, 4)
SetReinforcementCount(ATT, 6)
vad = math.random(6)
if vad == 1 then
Ambush("CP1Spawn", 1, 6)
elseif vad == 2 then
Ambush("CP2Spawn", 1, 6)
elseif vad == 3 then
Ambush("CP3Spawn", 1, 6)
elseif vad == 4 then
Ambush("CP4Spawn", 1, 6)
elseif vad == 5 then
Ambush("CP5Spawn", 1, 6)
elseif vad == 6 then
Ambush("CP6Spawn", 1, 6)
end
MapAddClassMarker("cis_hero_countdooku", "hud_objective_icon_circle", 3.5, ATT, "YELLOW", true)
DestroyTimer(timer)
end,
wavetimer3
)
wtime5 = OnTimerElapse(
function(timer)
if yesvader == 1 and shadowtally > 2 and royal <= 13 then
MapRemoveClassMarker("cis_hero_darthmaul")
MapRemoveClassMarker("cis_hero_countdooku")
MapRemoveClassMarker("rep_hero_obiwan")
MissionVictory(ATT)
elseif yesvader == 1 and shadowtally > 2 and shadowtally < 5 then
MapRemoveClassMarker("cis_hero_darthmaul")
MapRemoveClassMarker("cis_hero_countdooku")
MapRemoveClassMarker("rep_hero_obiwan")
MissionVictory(ATT)
elseif yesvader == 1 and shadowtally > 4 and royal > 13 then
StartTimer(wavetimer5)
ShowTimer(nil)
ShowTimer(wavetimer5)
--ShowMessageText("level.dea1.wave")
--ShowObjectiveTextPopup("level.dea1.empwave", ATT)
Ambush("CP1Spawn", 4, 2)
Ambush("CP2Spawn", 4, 2)
Ambush("CP3Spawn", 4, 2)
Ambush("CP4Spawn", 4, 2)
Ambush("CP5Spawn", 4, 2)
Ambush("CP6Spawn", 4, 2)
Ambush("CP1Spawn", 4, 3)
Ambush("CP2Spawn", 4, 3)
Ambush("CP3Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP5Spawn", 4, 3)
Ambush("CP6Spawn", 4, 3)
Ambush("CP1Spawn", 4, 4)
Ambush("CP2Spawn", 4, 4)
Ambush("CP3Spawn", 4, 4)
Ambush("CP4Spawn", 4, 4)
Ambush("CP5Spawn", 4, 4)
Ambush("CP6Spawn", 4, 4)
SetReinforcementCount(ATT, 7)
Ambush("CP6Spawn", 1, 7)
MapAddClassMarker("imp_hero_sidious", "hud_objective_icon_circle", 3.5, ATT, "RED", true)
DestroyTimer(timer)
elseif yesvader == 0 or shadowtally <= 2 then
MapRemoveClassMarker("cis_hero_darthmaul")
MapRemoveClassMarker("cis_hero_countdooku")
MapRemoveClassMarker("rep_hero_obiwan")
MissionDefeat(ATT)
end
end,
wavetimer4
)
wtime6 = OnTimerElapse(
function(timer)
if yesemp == 1 then
MapRemoveClassMarker("cis_hero_darthmaul")
MapRemoveClassMarker("cis_hero_countdooku")
MapRemoveClassMarker("rep_hero_obiwan")
MissionVictory(ATT)
elseif yesemp == 0 then
MapRemoveClassMarker("cis_hero_darthmaul")
MapRemoveClassMarker("cis_hero_countdooku")
MapRemoveClassMarker("rep_hero_obiwan")
MissionDefeat(ATT)
end
end,
wavetimer5
)
end
-- OPEN
function PlayAnimDrop()
PauseAnimation("lava_bridge_raise");
RewindAnimation("lava_bridge_drop");
PlayAnimation("lava_bridge_drop");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection82");
BlockPlanningGraphArcs("Connection83");
EnableBarriers("Bridge");
PlayAnimRise()
DisableBarriers("BALCONEY")
DisableBarriers("bALCONEY2")
DisableBarriers("hallway_f")
DisableBarriers("hackdoor")
DisableBarriers("outside")
OnObjectRespawnName(PlayAnimRise, "DingDong");
OnObjectKillName(PlayAnimDrop, "DingDong");
end,
--START BRIDGEWORK!
end
-- CLOSE
function PlayAnimRise()
PauseAnimation("lava_bridge_drop");
RewindAnimation("lava_bridge_raise");
PlayAnimation("lava_bridge_raise");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection82");
UnblockPlanningGraphArcs("Connection83");
DisableBarriers("Bridge");
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3600000)
ReadDataFile("ingame.lvl")
-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
SetUberMode(1);
SetMemoryPoolSize ("ClothData",40)
SetMemoryPoolSize ("Combo",170) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",1850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",14000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",1140) -- should be ~1x #combo -- should be ~1x #combo
SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)
AISnipeSuitabilityDist(30)
ReadDataFile("sound\\mus.lvl;mus1cw")
ReadDataFile("dc:SIDE\\rpk.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_hero_cloakedanakin",
"rep_hero_obiwan")
----"rep_bldg_defensegridturret")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hero_countdooku",
"cis_hero_darthmaul",
"CIS_inf_officer",
"cis_inf_droideka")
----"cis_bldg_defensegridturret")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian",
"geo_inf_agro_geonosian")
SetAttackingTeam(ATT)
SetupTeams{
REP = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_hero_cloakedanakin",0, 1},
--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_hero_cloakedanakin",0, 1},
},
}
SetupTeams{
CIS = {
team = CIS,
units = 230,
reinforcements = -1,
soldier = { "CIS_inf_rifleman",7, 60},
assault = { "CIS_inf_rocketeer",2, 60},
engineer = { "CIS_inf_engineer", 2, 60},
--sniper = { "CIS_inf_sniper",1, 4},
--officer = { "CIS_inf_officer", 1, 4},
--special = { "cis_inf_droideka",1, 4},
},
}
SetTeamName(3, "imp")
AddUnitClass(3, "gen_inf_geonosian",2,60)
AddUnitClass(3, "CIS_inf_rocketeer",2,60)
AddUnitClass(3, "CIS_inf_engineer",2,60)
AddUnitClass(3, "geo_inf_agro_geonosian",2,60)
SetUnitCount (3, 100)
--first number is numteam, second is numunits
AddAIGoal(3, "Deathmatch", 100)
SetTeamName(4, "cis")
AddUnitClass(4, "CIS_inf_rifleman",2,60)
AddUnitClass(4, "gen_inf_geonosian",2,60)
AddUnitClass(4, "CIS_inf_engineer",2,60)
SetUnitCount (4, 100)
--first number is numteam, second is numunits
AddAIGoal(4, "Deathmatch", 100)
SetTeamName(5, "cis")
AddUnitClass (5, "cis_hero_darthmaul", 1, 1)
SetUnitCount (5, 50)
--first number is numteam, second is numunits
AddAIGoal(5, "Deathmatch", 100)
SetTeamName(6, "cis")
AddUnitClass (6, "cis_hero_countdooku", 1, 1)
SetUnitCount (6, 50)
--first number is numteam, second is numunits
AddAIGoal(6, "Deathmatch", 100)
SetTeamName(7, "obi")
AddUnitClass (7, "rep_hero_obiwan", 1, 1)
SetUnitCount (7, 50)
--first number is numteam, second is numunits
AddAIGoal(7, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)
SetTeamAsEnemy(ATT,4)
SetTeamAsEnemy(4,ATT)
SetTeamAsFriend(DEF,4)
SetTeamAsFriend(4,DEF)
SetTeamAsFriend(3,4)
SetTeamAsFriend(4,3)
SetTeamAsEnemy(ATT,5)
SetTeamAsEnemy(5,ATT)
SetTeamAsFriend(DEF,5)
SetTeamAsFriend(5,DEF)
SetTeamAsFriend(4,5)
SetTeamAsFriend(5,4)
SetTeamAsFriend(3,5)
SetTeamAsFriend(5,3)
SetTeamAsEnemy(ATT,6)
SetTeamAsEnemy(6,ATT)
SetTeamAsFriend(DEF,6)
SetTeamAsFriend(6,DEF)
SetTeamAsFriend(5,6)
SetTeamAsFriend(6,5)
SetTeamAsFriend(4,6)
SetTeamAsFriend(6,4)
SetTeamAsFriend(3,6)
SetTeamAsFriend(6,3)
SetTeamAsEnemy(ATT,7)
SetTeamAsEnemy(7,ATT)
SetTeamAsFriend(DEF,7)
SetTeamAsFriend(7,DEF)
SetTeamAsFriend(6,7)
SetTeamAsFriend(7,6)
SetTeamAsFriend(5,7)
SetTeamAsFriend(7,5)
SetTeamAsFriend(4,7)
SetTeamAsFriend(7,4)
SetTeamAsFriend(3,7)
SetTeamAsFriend(7,3)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
local weaponCnt = 2000
SetMemoryPoolSize ("Aimer", 50)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 300)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 100)
SetMemoryPoolSize ("EntityLight", 100)
SetMemoryPoolSize ("EntitySoundStatic", 30)
SetMemoryPoolSize ("SoundSpaceRegion", 50)
SetMemoryPoolSize ("MountedTurret", 0)
SetMemoryPoolSize ("Navigator", 300)
SetMemoryPoolSize ("Obstacle", 260)
SetMemoryPoolSize ("PathFollower", 300)
SetMemoryPoolSize ("PathNode", 512)
SetMemoryPoolSize ("RedOmniLight", 130)
SetMemoryPoolSize ("ShieldEffect", 0)
SetMemoryPoolSize ("TreeGridStack", 200)
SetMemoryPoolSize ("UnitAgent", 300)
SetMemoryPoolSize ("UnitController", 300)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize ("EntityFlyer", 6)
SetMemoryPoolSize("SoldierAnimation", 1800)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:GIF\\mus1.lvl", "MUS1_TDM")
SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(900)
SetMaxPlayerFlyHeight(900)
-- Sound Stats
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\\mus.lvl", "mus1")
OpenAudioStream("sound\\mus.lvl", "mus1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\mus.lvl", "mus1_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)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_mus_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_mus_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_mus_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_mus_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_mus_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_mus_amb_end", 2,1)
SetVictoryMusic(REP, "rep_mus_amb_victory")
SetDefeatMusic (REP, "rep_mus_amb_defeat")
SetVictoryMusic(CIS, "cis_mus_amb_victory")
SetDefeatMusic (CIS, "cis_mus_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")
AddCameraShot(0.446393, -0.064402, -0.883371, -0.127445, -93.406929, 72.953865, -35.479401);
AddCameraShot(-0.297655, 0.057972, -0.935337, -0.182169, -2.384067, 71.165306, 18.453350);
AddCameraShot(0.972488, -0.098362, 0.210097, 0.021250, -42.577881, 69.453072, 4.454691);
AddCameraShot(0.951592, -0.190766, -0.236300, -0.047371, -44.607018, 77.906273, 113.228661);
AddCameraShot(0.841151, -0.105984, 0.526154, 0.066295, 109.567764, 77.906273, 7.873035);
AddCameraShot(0.818472, -0.025863, 0.573678, 0.018127, 125.781593, 61.423031, 9.809184);
AddCameraShot(-0.104764, 0.000163, -0.994496, -0.001550, -13.319855, 70.673264, 63.436607);
AddCameraShot(0.971739, 0.102058, 0.211692, -0.022233, -5.680069, 68.543945, 57.904160);
AddCameraShot(0.178437, 0.004624, -0.983610, 0.025488, -66.947433, 68.543945, 6.745875);
AddCameraShot(-0.400665, 0.076364, -0896894, -0.170941, 96.201210, 79.913033, -58.604382)
end