Geonosis: Incursion .lua -1 reply

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#1 12 years ago

Okay, EraOfDesann asked if I could put this up so he could help me with my .lua problem (the number of bots not being affected by it).

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-- -- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved. --

-- load the gametype script ScriptCB_DoFile("ObjectiveConquest") ScriptCB_DoFile("setup_teams") -- REP Attacking (attacker is always #1) REP = 1; CIS = 2; -- These variables do not change ATT = REP; DEF = CIS;

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"} 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) conquest:Start()

--EnableSPHeroRules() AddDeathRegion("deathregion") 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(150) SetMaxPlayerFlyHeight (150) SetMemoryPoolSize ("ClothData",20) SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes 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

ReadDataFile("sound\\yav.lvl;yav1cw") ReadDataFile("dc:SIDE\\cis.lvl", "cis_inf_rifleman", "cis_inf_rocketeer", --"cis_inf_engineer", "cis_inf_sniper", "cis_inf_marine", "cis_inf_droideka", "cis_hover_stap", "cis_walk_spider") ReadDataFile("dc:SIDE\\rep.lvl", "rep_inf_ep2_rocketeer", "rep_inf_ep3_officer") ReadDataFile("SIDE\\rep.lvl", "rep_inf_ep2_rifleman", "rep_inf_ep2_engineer", "rep_inf_ep2_sniper", --"rep_inf_ep2_jettrooper", "rep_hover_fightertank", "rep_hover_barcspeeder") --"rep_walk_oneman_atst") ReadDataFile("dc:SIDE\\geo.lvl", "gen_inf_geonosian", "geo_inf_acklay", "jed_knight_02") ReadDataFile("SIDE\\tur.lvl", --"tur_bldg_tower", "tur_bldg_geoturret") SetupTeams{ rep = { team = REP, units = 32, reinforcements = 200, soldier = { "rep_inf_ep2_rifleman",20, 32}, assault = { "rep_inf_ep2_rocketeer",4, 6}, engineer = { "rep_inf_ep2_engineer",1, 3}, sniper = { "rep_inf_ep2_sniper",5, 10}, officer = {"rep_inf_ep3_officer",3, 5}, special = { "jed_knight_02",1, 3}, }, cis = { team = CIS, units = 36, reinforcements = 220, soldier = { "cis_inf_rifleman",12, 18}, assault = {"cis_inf_marine",30, 40}, --engineer = { "cis_inf_engineer",1, 4}, engineer = { "cis_inf_sniper",5, 12}, sniper = { "cis_inf_rocketeer",3, 7}, officer = { "geo_inf_geonosian",8, 15}, special = { "cis_inf_droideka",1, 4}, } } --SetHeroClass(CIS, "cis_hero_darthmaul") --SetHeroClass(REP, "rep_hero_anakin") -- Attacker Stats --teamATT = ConquestTeam:New{team = ATT} --teamATT:AddBleedThreshold(21, 0.75) --teamATT:AddBleedThreshold(11, 2.25) --teamATT:AddBleedThreshold(1, 3.0) --teamATT:Init() --SetTeamAsEnemy(ATT,3) --SetTeamAsEnemy(3,ATT)

-- Defender Stats --teamDEF = ConquestTeam:New{team = DEF} --teamDEF:AddBleedThreshold(21, 0.75) --teamDEF:AddBleedThreshold(11, 2.25) --teamDEF:AddBleedThreshold(1, 3.0) --teamDEF:Init() --SetTeamAsEnemy(DEF,3)

-- Local Stats --SetTeamName(3, "locals") --SetUnitCount(3, 1) --AddUnitClass(3, "geo_inf_acklay", 1) --SetTeamAsEnemy(3, DEF) --SetTeamName(4, "locals") --AddUnitClass(4, "rep_inf_jedimale",1) --AddUnitClass(4, "rep_inf_jedimaleb",1) --AddUnitClass(4, "rep_inf_jedimaley",1) --SetUnitCount(4, 3) --SetTeamAsFriend(4, ATT)

-- Level Stats ClearWalkers() SetMemoryPoolSize("EntityWalker", -1) AddWalkerType(0, 4) -- special -> droidekas AddWalkerType(1, 2) -- 1x2 (1 pair of legs) AddWalkerType(2, 1) -- 2x2 (2 pairs of legs) AddWalkerType(3, 0) -- 3x2 (3 pairs of legs) --AddWalkerType(2, 1) local weaponCnt = 1024 SetMemoryPoolSize("Aimer", 75) SetMemoryPoolSize("AmmoCounter", weaponCnt) SetMemoryPoolSize("BaseHint", 1024) SetMemoryPoolSize("EnergyBar", weaponCnt) SetMemoryPoolSize("EntityCloth", 32) SetMemoryPoolSize("EntityFlyer", 32) SetMemoryPoolSize("EntityHover", 32) SetMemoryPoolSize("EntityLight", 200) SetMemoryPoolSize("EntitySoundStream", 4) SetMemoryPoolSize("EntitySoundStatic", 32) SetMemoryPoolSize("MountedTurret", 32) SetMemoryPoolSize("Navigator", 128) SetMemoryPoolSize("Obstacle", 1024) SetMemoryPoolSize("PathNode", 1024) SetMemoryPoolSize("SoundSpaceRegion", 64) SetMemoryPoolSize("TreeGridStack", 1024) SetMemoryPoolSize("UnitAgent", 128) SetMemoryPoolSize("UnitController", 128) SetMemoryPoolSize("Weapon", weaponCnt) SetSpawnDelay(10.0, 0.25) --ReadDataFile("dc:GEI\\GEI.lvl", "GEI_conquest") ReadDataFile("dc:GEI\\GEI.lvl", "GEI_conquest") SetDenseEnvironment("false")

-- Sound SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin") SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

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\\global.lvl", "global_vo_quick") -- OpenAudioStream("sound\\global.lvl", "global_vo_slow") OpenAudioStream("sound\\yav.lvl", "yav1") OpenAudioStream("sound\\yav.lvl", "yav1") OpenAudioStream("sound\\yav.lvl", "yav1_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)

SetOutOfBoundsVoiceOver(2, "cisleaving") SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1) SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1) SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1) SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1) SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1) SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory") SetDefeatMusic (REP, "rep_yav_amb_defeat") SetVictoryMusic(CIS, "cis_yav_amb_victory") SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin") SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout") --SetSoundEffect("BirdScatter", "birdsFlySeq1") --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")

--OpeningSateliteShot AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, 45.922508, 19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, 30.602322, 144.506851); AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, 33.602314, 76.884430); AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, 49.802273, 24.337317); AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, 49.802273, 7.000720); AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, 11.986043, 59.702248, 23.263165); AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, 48.302277, 9.771714); AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, 48.302277, 16.540724); AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, 16.681797, 42.902290, 129.553268); AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, 42.902290, 135.513001); end

It just comes out as whatever you set the bot number to. The help is much appriciated!




boemapper

1+1=10

50 XP

31st August 2006

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#2 12 years ago

:Pc:Hey, I found your problem:).:blamegiz1: Look at the minimum unit numbers for each unit (located just below the sections you put in bold). The total of the minimum units should never be greater than the maximum units on the field. I'm guessing that the game is changing those values to avoid an error. Try changing the minimum numbers of the individual unit classes so that the total of the minimums for each side is under the max unit count. :saber:




AceMastermind

Star Wars 4 Life

50 XP

13th July 2006

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#3 12 years ago

Yeah, your total amount of "minimum" units are exceeding the actual unit count on the battlefield.