local spawning probs -1 reply

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1z2x3c

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5th September 2006

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#1 12 years ago

any one see any thing wrong with the local stuff?

-- -- 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() AddAIGoal(3, "Deathmatch", 100) 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"} cp6 = CommandPost:New{name = "local_cp"} --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()

SetUberMode(1)

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(45) SetMaxPlayerFlyHeight (45) 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\\end.lvl;end1gcw") ReadDataFile("dc:SIDE\\rep.lvl", "rep_inf_ep2_jettrooper_rifleman", "rep_inf_ep3_rifleman", "rep_inf_ep3_rocketeer", "rep_inf_ep3_engineer", "rep_inf_ep3_sniper", "rep_fly_gunship", "rep_inf_ep3_officer", "ewk_inf_trooper", "rep_inf_ep3_jettrooper", "rep_walk_atte", "rep_hero_yoda", "rep_hover_fightertank", "rep_hover_barcspeeder")

ReadDataFile("dc:SIDE\\cis.lvl", "cis_inf_rifleman", "cis_inf_rocketeer", "cis_inf_engineer", "cis_inf_sniper", "cis_inf_officer", "cis_inf_droideka", "cis_tread_hailfire", "cis_hover_aat", "cis_hover_stap", "cis_hero_darthmaul")

ReadDataFile("SIDE\\tur.lvl", "tur_bldg_laser", "tur_bldg_tower") ReadDataFile("SIDE\\ewk.lvl", "ewk_inf_basic") SetupTeams{ rep = { team = REP, units = 20, reinforcements = 150, soldier = { "rep_inf_ep3_jettrooper",15, 35}, assault = { "rep_inf_ep3_rocketeer",2, 8}, engineer = { "rep_inf_ep3_engineer",2, 8}, sniper = { "rep_inf_ep3_sniper",2, 8}, officer = {"rep_inf_ep3_officer",2, 8}, special = { "rep_inf_ep2_jettrooper_rifleman",3, 8}, }, cis = { team = CIS, units = 20, reinforcements = 150, soldier = { "cis_inf_rifleman",15, 40}, assault = { "cis_inf_rocketeer",2, 10}, engineer = { "cis_inf_engineer",2, 10}, sniper = { "cis_inf_sniper",2, 10}, officer = {"cis_inf_officer",2, 10}, special = { "cis_inf_droideka",6, 6}, } } SetHeroClass(CIS, "cis_hero_darthmaul") SetHeroClass(REP, "rep_hero_yoda") ---[[ Ewoks SetTeamName(3, "locals") AddUnitClass(3, "ewk_inf_trooper", 6) AddUnitClass(3, "ewk_inf_repair", 6) SetTeamAsFriend(3,ATT) SetTeamAsEnemy(3,DEF) SetTeamAsFriend(ATT, 3) SetTeamAsEnemy(DEF, 3) --]]

-- Level Stats -- ClearWalkers() AddWalkerType(0, 4) -- special -> droidekas AddWalkerType(1, 0) -- 1x2 (1 pair of legs) AddWalkerType(2, 0) -- 2x2 (2 pairs of legs) AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

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("CommandFlyer", 3) SetMemoryPoolSize("CommandWalker", 4) SetMemoryPoolSize("Weapon", weaponCnt) SetSpawnDelay(10.0, 0.25) --ReadDataFile("dc:EDF\\EDF.lvl", "EDF_conquest") ReadDataFile("dc:EDF\\EDF.lvl", "EDF_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(85, 0.05, 33, 1, 0, 0, 0); end

any one see any thing wrong with the local stuff?




Fiminopter

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21st January 2006

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#2 12 years ago

Well, I think it has something to do with you setting the enemy and friend line. I'm not entirely sure because right now I'm not on a computer with the mod tools running on it (I don't have a hunt script to compare it to).