lead.lvl
"des_hero_tusk"
I've also added the Tusken, and Weequay units from dark.lvl as a third local side.
My lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("TFURandom")
ScriptCB_DoFile("AIHeroSupport")
-- Empire Attacking (attacker is always #1)
ALL = 2
IMP = 1
-- These variables do not change
ATT = 1
DEF = 2
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\core.lvl")
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()
KillObject("fel1_bldg_destroyed_gunship3")
if not ScriptCB_InMultiplayer() then
herosupport = AIHeroSupport:New{AIATTHeroHealth = 4000, AIDEFHeroHealth = 4000, gameMode = "NonConquest",}
herosupport:SetHeroClass(ALL, herostrAll)
herosupport:SetHeroClass(IMP, herostrEmp)
herosupport:AddSpawnCP("CP1","CP1Spawn")
herosupport:AddSpawnCP("CP2","CP2Spawn")
herosupport:AddSpawnCP("CP3","CP3Spawn")
herosupport:AddSpawnCP("CP4","CP4Spawn")
herosupport:AddSpawnCP("CP5","CP5Spawn")
herosupport:Start()
else
end
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()
--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")
gcwera = math.random(1,4)
if not ScriptCB_InMultiplayer() then
bothan = "all_inf_bothan_offline"
if gcwera < 3 then
DecideUnitsANH(1, 1, 1, 2, 2, 2, 2, 1, 2, 2, 2, 2, 1, 2)
allsoldier = "all_inf_soldier_anh"
allheavy = "all_inf_heavy_anh"
allmarksman = "all_inf_marksman_anh"
impsoldier = "imp_inf_soldier_anh"
impheavy = "imp_inf_heavy_anh"
impmarksman = "imp_inf_marksman_anh"
allsupport = "all_inf_honorguard"
impsupport = "imp_inf_darktrooper_p1"
elseif gcwera > 2 then
DecideUnits(2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2)
allsoldier = "all_inf_soldier"
allheavy = "all_inf_heavy"
allmarksman = "all_inf_marksman"
impsoldier = "imp_inf_soldier"
impheavy = "imp_inf_heavy"
impmarksman = "imp_inf_marksman"
allsupport = "all_inf_durosmerc"
impsupport = "imp_inf_heavymelee"
end
elseif ScriptCB_InMultiplayer() then
allsoldier = "all_inf_soldier"
allheavy = "all_inf_heavy"
allmarksman = "all_inf_marksman"
impsoldier = "imp_inf_soldier"
impheavy = "imp_inf_heavy"
impmarksman = "imp_inf_marksman"
allsupport = "all_inf_durosmerc"
impsupport = "imp_inf_heavymelee"
bothan = "all_inf_bothan"
herostrAll = "all_hero_oldben"
supportstrAll = "all_inf_clone"
herostrEmp = "imp_hero_marek"
supportstrEmp = "imp_inf_commander"
end
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
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\ingame.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(70)
SetMaxPlayerFlyHeight (70)
SetGroundFlyerMap(1);
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:sound\\tds.lvl;tdsgcw")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\sound\\tes.lvl;tescw")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\sound\\bgl.lvl;bglgcw")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\dark.lvl",
"all_hero_bail",
allsoldier,
allheavy,
allmarksman,
"all_inf_moncaleng",
allsupport,
bothan,
impsoldier,
impmarksman,
impheavy,
"imp_inf_gunner",
impsupport,
"imp_inf_commando",
"imp_inf_jumptrooper",
"des_inf_weequay_gun",
"des_inf_weequay_melee",
"des_inf_tusk",
"des_inf_tusk_gun",
supportstrAll,
supportstrEmp)
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\lead.lvl",
herostrAll,
herostrEmp)
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\ift.lvl",
"imp_walk_atst")
ReadDataFile("SIDE\\imp.lvl",
"imp_fly_destroyer_dome")
ReadDataFile("dc:SIDE\\des.lvl",
"tat_walk_dewback_rider",
"tat_inf_jawa")
ReadDataFile("dc:SIDE\\TLS.lvl",
"tat_hover_landspeeder")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")
SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = 250,
soldier = { allsoldier,9, 25},
assault = { allheavy,1,4},
engineer = { "all_inf_moncaleng",1,4},
sniper = { allmarksman,1,4},
officer = { allsupport,1,4},
special = { bothan,1,4},
},
imp = {
team = IMP,
units = 32,
reinforcements = 250,
soldier = { impsoldier,9, 25},
assault = { impheavy,1,4},
engineer = { "imp_inf_gunner",1,4},
sniper = { impmarksman,1,4},
officer = { impsupport,1,4},
special = { "imp_inf_jumptrooper",1,4},
},
}
SetTeamName (3, "Savages")
AddUnitClass (3, "tat_inf_jawa", 1,4)
AddUnitClass (3, "des_inf_tusk", 1,4)
AddUnitClass (3, "des_inf_tusk_gun", 1,4)
AddUnitClass (3, "des_inf_weequay_gun", 1,4)
AddUnitClass (3, "des_inf_weequay_melee", 1,4)
SetUnitCount (3, 20)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
AddUnitClass(IMP, supportstrEmp, 1, 4)
AddUnitClass(ALL, supportstrAll, 1, 4)
if ScriptCB_InMultiplayer() then
SetHeroClass(ALL, herostrAll)
SetHeroClass(IMP, herostrEmp)
else
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("TFURandom")
ScriptCB_DoFile("AIHeroSupport")
-- Empire Attacking (attacker is always #1)
ALL = 2
IMP = 1
-- These variables do not change
ATT = 1
DEF = 2
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\core.lvl")
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()
KillObject("fel1_bldg_destroyed_gunship3")
if not ScriptCB_InMultiplayer() then
herosupport = AIHeroSupport:New{AIATTHeroHealth = 4000, AIDEFHeroHealth = 4000, gameMode = "NonConquest",}
herosupport:SetHeroClass(ALL, herostrAll)
herosupport:SetHeroClass(IMP, herostrEmp)
herosupport:AddSpawnCP("CP1","CP1Spawn")
herosupport:AddSpawnCP("CP2","CP2Spawn")
herosupport:AddSpawnCP("CP3","CP3Spawn")
herosupport:AddSpawnCP("CP4","CP4Spawn")
herosupport:AddSpawnCP("CP5","CP5Spawn")
herosupport:Start()
else
end
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()
--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")
gcwera = math.random(1,4)
if not ScriptCB_InMultiplayer() then
bothan = "all_inf_bothan_offline"
if gcwera < 3 then
DecideUnitsANH(1, 1, 1, 2, 2, 2, 2, 1, 2, 2, 2, 2, 1, 2)
allsoldier = "all_inf_soldier_anh"
allheavy = "all_inf_heavy_anh"
allmarksman = "all_inf_marksman_anh"
impsoldier = "imp_inf_soldier_anh"
impheavy = "imp_inf_heavy_anh"
impmarksman = "imp_inf_marksman_anh"
allsupport = "all_inf_honorguard"
impsupport = "imp_inf_darktrooper_p1"
elseif gcwera > 2 then
DecideUnits(2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2)
allsoldier = "all_inf_soldier"
allheavy = "all_inf_heavy"
allmarksman = "all_inf_marksman"
impsoldier = "imp_inf_soldier"
impheavy = "imp_inf_heavy"
impmarksman = "imp_inf_marksman"
allsupport = "all_inf_durosmerc"
impsupport = "imp_inf_heavymelee"
end
elseif ScriptCB_InMultiplayer() then
allsoldier = "all_inf_soldier"
allheavy = "all_inf_heavy"
allmarksman = "all_inf_marksman"
impsoldier = "imp_inf_soldier"
impheavy = "imp_inf_heavy"
impmarksman = "imp_inf_marksman"
allsupport = "all_inf_durosmerc"
impsupport = "imp_inf_heavymelee"
bothan = "all_inf_bothan"
herostrAll = "all_hero_oldben"
supportstrAll = "all_inf_clone"
herostrEmp = "imp_hero_marek"
supportstrEmp = "imp_inf_commander"
end
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
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\ingame.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(70)
SetMaxPlayerFlyHeight (70)
SetGroundFlyerMap(1);
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:sound\\tds.lvl;tdsgcw")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\sound\\tes.lvl;tescw")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\sound\\bgl.lvl;bglgcw")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\dark.lvl",
"all_hero_bail",
allsoldier,
allheavy,
allmarksman,
"all_inf_moncaleng",
allsupport,
bothan,
impsoldier,
impmarksman,
impheavy,
"imp_inf_gunner",
impsupport,
"imp_inf_commando",
"imp_inf_jumptrooper",
"des_inf_weequay_gun",
"des_inf_weequay_melee",
"des_inf_tusk",
"des_inf_tusk_gun",
supportstrAll,
supportstrEmp)
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\lead.lvl",
herostrAll,
herostrEmp)
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\ift.lvl",
"imp_walk_atst")
ReadDataFile("SIDE\\imp.lvl",
"imp_fly_destroyer_dome")
ReadDataFile("dc:SIDE\\des.lvl",
"tat_walk_dewback_rider",
"tat_inf_jawa")
ReadDataFile("dc:SIDE\\TLS.lvl",
"tat_hover_landspeeder")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")
SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = 250,
soldier = { allsoldier,9, 25},
assault = { allheavy,1,4},
engineer = { "all_inf_moncaleng",1,4},
sniper = { allmarksman,1,4},
officer = { allsupport,1,4},
special = { bothan,1,4},
},
imp = {
team = IMP,
units = 32,
reinforcements = 250,
soldier = { impsoldier,9, 25},
assault = { impheavy,1,4},
engineer = { "imp_inf_gunner",1,4},
sniper = { impmarksman,1,4},
officer = { impsupport,1,4},
special = { "imp_inf_jumptrooper",1,4},
},
}
SetTeamName (3, "Savages")
AddUnitClass (3, "tat_inf_jawa", 1,4)
AddUnitClass (3, "des_inf_tusk", 1,4)
AddUnitClass (3, "des_inf_tusk_gun", 1,4)
AddUnitClass (3, "des_inf_weequay_gun", 1,4)
AddUnitClass (3, "des_inf_weequay_melee", 1,4)
SetUnitCount (3, 20)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
AddUnitClass(IMP, supportstrEmp, 1, 4)
AddUnitClass(ALL, supportstrAll, 1, 4)
if ScriptCB_InMultiplayer() then
SetHeroClass(ALL, herostrAll)
SetHeroClass(IMP, herostrEmp)
else
end