my mission .lua file(cor1x_con) :
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("legion501st_con")
-- These variables do not change
ATT = 2
DEF = 1
-- Empire Attacking (attacker is always #1)
CIS = ATT
REP = DEF
---------------------------------------------------------------------------
-- 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()
if setup_legion501st ~= nil then
setup_legion501st()
else
print("Oops, legion501st_con.lua wasn't loaded. Something's wrong with my map setup...")
end
--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()
end
function ScriptInit()
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2000)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 3000)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 2000)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4056000)
SetMapNorthAngle(180, 1)
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
AISnipeSuitabilityDist(30)
SetUberMode(1);
ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")
SetMemoryPoolSize ("Combo",1000) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",1000) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1000) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1000) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1000) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",1000) -- should be ~1x #combo
SetMemoryPoolSize ("ClothData",400)
SetMemoryPoolSize ("EntityCloth",400)
SetMemoryPoolSize ("Music", 200)
ReadDataFile("sound\\cor.lvl;cor1cw")
ReadDataFile("dc:sound\\ABC.lvl;ABCcw")
ReadDataFile("dc:SIDE\\501st.lvl",
"rep_501st_clon1",
ReadDataFile("dc:SIDE\\Confederacy.lvl",
"cis_inf_battledroid",
ReadDataFile("dc:SIDE\\Force.lvl",
"cis_hero_grievous",
"rep_hero_anakin_cloaked")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")
SetupTeams{
rep = {
team = REP,
units = 40,
reinforcements = 150,
soldier = { "rep_501st_clon1",18, 20},
},
cis = {
team = CIS,
units = 40,
reinforcements = 150,
soldier = { "cis_inf_battledroid",8, 20},
}
}
SetHeroClass(REP, "rep_hero_anakin_cloaked")
SetHeroClass(CIS, "cis_hero_grievous")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 5) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 1410
SetMemoryPoolSize ("Aimer", 1024)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 1024)
SetMemoryPoolSize ("ConnectivityGraphFollower", 700)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityHover", 20)
SetMemoryPoolSize ("EntityFlyer", 20)
SetMemoryPoolSize ("EntityLight", 300)
SetMemoryPoolSize ("EntityRemoteTerminal", 32)
SetMemoryPoolSize ("EntitySoundStatic", 400)
SetMemoryPoolSize ("EntitySoundStream", 500)
SetMemoryPoolSize ("MountedTurret", 200)
SetMemoryPoolSize ("Navigator", 1024)
SetMemoryPoolSize ("Obstacle", 1800)
SetMemoryPoolSize ("PathFollower", 1024)
SetMemoryPoolSize ("PathNode", 1024)
SetMemoryPoolSize ("SoldierAnimation", 1024)
SetMemoryPoolSize ("TreeGridStack", 1024)
SetMemoryPoolSize ("UnitAgent", 1024)
SetMemoryPoolSize ("UnitController", 1024)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize ("SoundSpaceRegion", 100)
SetMemoryPoolSize ("RedOmniLight", 200)
SetMemoryPoolSize ("RedShadingState", 200)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")
-- 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("dc:sound\\ABC.lvl", "ABC_stream")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_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, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_cor_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_cor_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_cor_amb_end", 2,1)
SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(CIS, "cis_cor_amb_victory")
SetDefeatMusic (CIS, "cis_cor_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
--Tat 1 - Dune Sea
AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end
[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("legion501st_con")
-- These variables do not change
ATT = 2
DEF = 1
-- Empire Attacking (attacker is always #1)
CIS = ATT
REP = DEF
---------------------------------------------------------------------------
-- 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()
if setup_legion501st ~= nil then
setup_legion501st()
else
print("Oops, legion501st_con.lua wasn't loaded. Something's wrong with my map setup...")
end
--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()
end
function ScriptInit()
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2000)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 3000)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 2000)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4056000)
SetMapNorthAngle(180, 1)
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
AISnipeSuitabilityDist(30)
SetUberMode(1);
ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")
SetMemoryPoolSize ("Combo",1000) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",1000) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1000) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1000) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1000) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",1000) -- should be ~1x #combo
SetMemoryPoolSize ("ClothData",400)
SetMemoryPoolSize ("EntityCloth",400)
SetMemoryPoolSize ("Music", 200)
ReadDataFile("sound\\cor.lvl;cor1cw")
ReadDataFile("dc:sound\\ABC.lvl;ABCcw")
ReadDataFile("dc:SIDE\\501st.lvl",
"rep_501st_clon1",
ReadDataFile("dc:SIDE\\Confederacy.lvl",
"cis_inf_battledroid",
ReadDataFile("dc:SIDE\\Force.lvl",
"cis_hero_grievous",
"rep_hero_anakin_cloaked")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")
SetupTeams{
rep = {
team = REP,
units = 40,
reinforcements = 150,
soldier = { "rep_501st_clon1",18, 20},
},
cis = {
team = CIS,
units = 40,
reinforcements = 150,
soldier = { "cis_inf_battledroid",8, 20},
}
}
SetHeroClass(REP, "rep_hero_anakin_cloaked")
SetHeroClass(CIS, "cis_hero_grievous")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 5) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 1410
SetMemoryPoolSize ("Aimer", 1024)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 1024)
SetMemoryPoolSize ("ConnectivityGraphFollower", 700)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityHover", 20)
SetMemoryPoolSize ("EntityFlyer", 20)
SetMemoryPoolSize ("EntityLight", 300)
SetMemoryPoolSize ("EntityRemoteTerminal", 32)
SetMemoryPoolSize ("EntitySoundStatic", 400)
SetMemoryPoolSize ("EntitySoundStream", 500)
SetMemoryPoolSize ("MountedTurret", 200)
SetMemoryPoolSize ("Navigator", 1024)
SetMemoryPoolSize ("Obstacle", 1800)
SetMemoryPoolSize ("PathFollower", 1024)
SetMemoryPoolSize ("PathNode", 1024)
SetMemoryPoolSize ("SoldierAnimation", 1024)
SetMemoryPoolSize ("TreeGridStack", 1024)
SetMemoryPoolSize ("UnitAgent", 1024)
SetMemoryPoolSize ("UnitController", 1024)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize ("SoundSpaceRegion", 100)
SetMemoryPoolSize ("RedOmniLight", 200)
SetMemoryPoolSize ("RedShadingState", 200)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")
-- 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("dc:sound\\ABC.lvl", "ABC_stream")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_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, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_cor_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_cor_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_cor_amb_end", 2,1)
SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(CIS, "cis_cor_amb_victory")
SetDefeatMusic (CIS, "cis_cor_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
--Tat 1 - Dune Sea
AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end
[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"model"
"com_inv_mesh"
}
REQN
{
"config"
"1playerhud"
"com_sfx_buffed_defense"
"com_sfx_buffed_offense"
}
REQN
{
"script"
"points"
}
REQN
{
"class"
"com_item_powerup_ammo"
"com_item_powerup_health100"
"com_item_powerup_health25"
"com_item_powerup_dual"
}
}
[/code]
{
REQN
{
"model"
"com_inv_mesh"
}
REQN
{
"config"
"1playerhud"
"com_sfx_buffed_defense"
"com_sfx_buffed_offense"
}
REQN
{
"script"
"points"
}
REQN
{
"class"
"com_item_powerup_ammo"
"com_item_powerup_health100"
"com_item_powerup_health25"
"com_item_powerup_dual"
}
}
[/code]
Hidden/Spoiler:
[code]ViewPort("Transforms")
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("com_weap_DC-17m_Anti_Armor_A", "com_inv_mesh")
NameMesh("com_weap_DC-17m_Anti_Armor_B", "com_inv_mesh")
NameMesh("com_weap_DC-17m_Blast_A", "com_inv_mesh")
NameMesh("com_weap_DC-17m_Blast_B", "com_inv_mesh")
NameMesh("com_weap_DC-17m_Sniper_Rifle_A", "com_inv_mesh")
NameMesh("com_weap_DC-17m_Sniper_Rifle_B", "com_inv_mesh")
NameMesh("com_weap_DC-15m_Side_Arm_A", "com_inv_mesh")
NameMesh("com_weap_DC-15m_Side_Arm_B", "com_inv_mesh")
EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
//change position, rotation and scale of first weapon here, remove unused lines
MeshInfo("com_weap_DC-17m_Anti_Armor_A")
{
Position(-0.243000, 0.360000, 0.007000, "Viewport")
Rotation(0.800000, 90.000000, 360.000000)
Scale(0.770000, 0.770000, 0.770000)
}
MeshInfo("com_weap_DC-17m_Anti_Armor_B")
{
Position(-0.243000, 0.360000, 0.007000, "Viewport")
Rotation(0.800000, 90.000000, 360.000000)
}
MeshInfo("com_weap_DC-17m_Blast_A")
{
Position(-0.243000, 0.360000, 0.007000, "Viewport")
Rotation(0.800000, 90.000000, 360.000000)
Scale(0.950000, 0.950000, 0.950000)
}
MeshInfo("com_weap_DC-17m_Blast_B")
{
Position(-0.243000, 0.360000, 0.007000, "Viewport")
Rotation(0.800000, 90.000000, 360.000000)
}
MeshInfo("com_weap_DC-17m_Sniper_Rifle_A")
{
Position(-0.243000, 0.360000, 0.007000, "Viewport")
Rotation(0.800000, 90.000000, 360.000000)
Scale(0.950000, 0.950000, 0.950000)
}
MeshInfo("com_weap_DC-17m_Sniper_Rifle_B")
{
Position(-0.243000, 0.360000, 0.007000, "Viewport")
Rotation(0.800000, 90.000000, 360.000000)
}
MeshInfo("com_weap_DC-15m_Side_Arm_A")
{
Position(-0.260000, 0.350000, 0.007000, "Viewport")
Rotation(0.800000, 90.000000, 360.000000)
}
MeshInfo("com_weap_DC-15m_Side_Arm_B")
{
Position(-0.260000, 0.350000, 0.007000, "Viewport")
Rotation(0.800000, 90.000000, 360.000000)
}
}
}
}
// Second Weapons Section
TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("hud_grenade", "com_inv_mesh")
NameMesh("com_weap_fusioncutter", "com_inv_mesh")
NameMesh("hud_haywiredetonator", "com_inv_mesh")
NameMesh("hud_yellow_grenade", "com_inv_mesh")
NameMesh("hud_stealt", "com_inv_mesh")
NameMesh("com_weap_inf_ecd", "com_inv_mesh")
NameMesh("com_weap_inf_sonicdetonator", "com_inv_mesh")
NameMesh("frag", "com_inv_mesh")
NameMesh("glop", "com_inv_mesh")
NameMesh("rep_weap_Demolition_Charges", "com_inv_mesh")
EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
// adjust position, rotation and scale of second weapon here
MeshInfo("hud_grenade")
{
Position(-0.290000, 0.248431, 0.000000, "Viewport")
Scale(0.350000, 0.350000, 0.350000)
}
MeshInfo("hud_yellow_grenade")
{
Position(-0.284209, 0.250243, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}
MeshInfo("hud_stealth1")
{
Position(-0.269500, 0.250000, 1.800601, "Viewport")
Rotation(0.002055, 90.580322, 0.000000)
Scale(0.270000, 0.270000, 0.270000)
}
MeshInfo("weap_inf_ECdetonator")
{
Position(-0.274201, 0.265000, 1.000000, "Viewport")
Rotation(0.000000, 0.000000, 360.000000)
Scale(1.700000, 1.700000, 1.700000)
}
MeshInfo("weap_inf_protoncharge")
{
Position(-0.274201, 0.265000, 1.000000, "Viewport")
Rotation(0.000000, 0.000000, 359.999695)
Scale(1.600000, 1.600000, 1.600000)
}
MeshInfo("com_weap_Grenade_Thermaldetonator")
{
Position(-0.274201, 0.265000, 1.000000, "Viewport")
Rotation(80.000000, -120.000000, 359.999695)
Scale(1.600000, 1.600000, 1.600000)
}
MeshInfo("weap_inf_sonicdetonator")
{
Position(-0.274000, 0.270000, 1.000000, "Viewport")
Rotation(0.000000, 0.000000, 360.000000)
Scale(1.400000, 1.400000, 1.400000)
}
MeshInfo("com_weap_vibroblade_fp")
{
Position(-0.220000, 0.325000, 30.000000, "Viewport")
Scale(0.900000, 0.900000, 0.900000)
}
MeshInfo("rep_weap_Demolition_Charges")
{
Position(-0.250000, 0.244000, 0.000000, "Viewport")
Rotation(90.000000, 180.000000, 360.000000)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("com_weap_inf_frag")
{
Position(-0.260000, 0.260000, 0.000000, "Viewport")
Rotation(0.000000, 90.747269, 360.000000)
Scale(1.800000, 1.800000, 1.800000)
}
MeshInfo("V1_det")
{
Position(-0.260000, 0.260000, 0.000000, "Viewport")
Rotation(0.000000, 90.747269, 360.000000)
Scale(1.400000, 1.400000, 1.400000)
}
MeshInfo("weap_inf_glopdetonator")
{
Position(-0.280000, 0.247000, 0.000000, "Viewport")
Rotation(110.000000, 20.000000, 0.000000)
Scale(1.700000, 1.700000, 1.700000)
}
MeshInfo("weap_inf_detonator_arranged")
{
Position(-0.280000, 0.247000, 0.000000, "Viewport")
Rotation(110.000000, 20.000000, 0.000000)
Scale(1.700000, 1.700000, 1.700000)
}
MeshInfo("rep_weap_tripodturret")
{
Position(-0.280000, 0.275000, -0.000330, "Viewport")
Rotation(0.000000, 130.000000, 0.000000)
Scale(0.200000, 0.200000, 0.200000)
}
MeshInfo("com_weap_fusioncutter")
{
Position(-0.250000, 0.250000, -0.000330, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
Scale(0.900000, 0.900000, 0.900000)
}
MeshInfo("hud_haywiredetonator")
{
Position(-0.284209, 0.250243, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}
}
}
}[/code]
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("com_weap_DC-17m_Anti_Armor_A", "com_inv_mesh")
NameMesh("com_weap_DC-17m_Anti_Armor_B", "com_inv_mesh")
NameMesh("com_weap_DC-17m_Blast_A", "com_inv_mesh")
NameMesh("com_weap_DC-17m_Blast_B", "com_inv_mesh")
NameMesh("com_weap_DC-17m_Sniper_Rifle_A", "com_inv_mesh")
NameMesh("com_weap_DC-17m_Sniper_Rifle_B", "com_inv_mesh")
NameMesh("com_weap_DC-15m_Side_Arm_A", "com_inv_mesh")
NameMesh("com_weap_DC-15m_Side_Arm_B", "com_inv_mesh")
EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
//change position, rotation and scale of first weapon here, remove unused lines
MeshInfo("com_weap_DC-17m_Anti_Armor_A")
{
Position(-0.243000, 0.360000, 0.007000, "Viewport")
Rotation(0.800000, 90.000000, 360.000000)
Scale(0.770000, 0.770000, 0.770000)
}
MeshInfo("com_weap_DC-17m_Anti_Armor_B")
{
Position(-0.243000, 0.360000, 0.007000, "Viewport")
Rotation(0.800000, 90.000000, 360.000000)
}
MeshInfo("com_weap_DC-17m_Blast_A")
{
Position(-0.243000, 0.360000, 0.007000, "Viewport")
Rotation(0.800000, 90.000000, 360.000000)
Scale(0.950000, 0.950000, 0.950000)
}
MeshInfo("com_weap_DC-17m_Blast_B")
{
Position(-0.243000, 0.360000, 0.007000, "Viewport")
Rotation(0.800000, 90.000000, 360.000000)
}
MeshInfo("com_weap_DC-17m_Sniper_Rifle_A")
{
Position(-0.243000, 0.360000, 0.007000, "Viewport")
Rotation(0.800000, 90.000000, 360.000000)
Scale(0.950000, 0.950000, 0.950000)
}
MeshInfo("com_weap_DC-17m_Sniper_Rifle_B")
{
Position(-0.243000, 0.360000, 0.007000, "Viewport")
Rotation(0.800000, 90.000000, 360.000000)
}
MeshInfo("com_weap_DC-15m_Side_Arm_A")
{
Position(-0.260000, 0.350000, 0.007000, "Viewport")
Rotation(0.800000, 90.000000, 360.000000)
}
MeshInfo("com_weap_DC-15m_Side_Arm_B")
{
Position(-0.260000, 0.350000, 0.007000, "Viewport")
Rotation(0.800000, 90.000000, 360.000000)
}
}
}
}
// Second Weapons Section
TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("hud_grenade", "com_inv_mesh")
NameMesh("com_weap_fusioncutter", "com_inv_mesh")
NameMesh("hud_haywiredetonator", "com_inv_mesh")
NameMesh("hud_yellow_grenade", "com_inv_mesh")
NameMesh("hud_stealt", "com_inv_mesh")
NameMesh("com_weap_inf_ecd", "com_inv_mesh")
NameMesh("com_weap_inf_sonicdetonator", "com_inv_mesh")
NameMesh("frag", "com_inv_mesh")
NameMesh("glop", "com_inv_mesh")
NameMesh("rep_weap_Demolition_Charges", "com_inv_mesh")
EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
// adjust position, rotation and scale of second weapon here
MeshInfo("hud_grenade")
{
Position(-0.290000, 0.248431, 0.000000, "Viewport")
Scale(0.350000, 0.350000, 0.350000)
}
MeshInfo("hud_yellow_grenade")
{
Position(-0.284209, 0.250243, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}
MeshInfo("hud_stealth1")
{
Position(-0.269500, 0.250000, 1.800601, "Viewport")
Rotation(0.002055, 90.580322, 0.000000)
Scale(0.270000, 0.270000, 0.270000)
}
MeshInfo("weap_inf_ECdetonator")
{
Position(-0.274201, 0.265000, 1.000000, "Viewport")
Rotation(0.000000, 0.000000, 360.000000)
Scale(1.700000, 1.700000, 1.700000)
}
MeshInfo("weap_inf_protoncharge")
{
Position(-0.274201, 0.265000, 1.000000, "Viewport")
Rotation(0.000000, 0.000000, 359.999695)
Scale(1.600000, 1.600000, 1.600000)
}
MeshInfo("com_weap_Grenade_Thermaldetonator")
{
Position(-0.274201, 0.265000, 1.000000, "Viewport")
Rotation(80.000000, -120.000000, 359.999695)
Scale(1.600000, 1.600000, 1.600000)
}
MeshInfo("weap_inf_sonicdetonator")
{
Position(-0.274000, 0.270000, 1.000000, "Viewport")
Rotation(0.000000, 0.000000, 360.000000)
Scale(1.400000, 1.400000, 1.400000)
}
MeshInfo("com_weap_vibroblade_fp")
{
Position(-0.220000, 0.325000, 30.000000, "Viewport")
Scale(0.900000, 0.900000, 0.900000)
}
MeshInfo("rep_weap_Demolition_Charges")
{
Position(-0.250000, 0.244000, 0.000000, "Viewport")
Rotation(90.000000, 180.000000, 360.000000)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("com_weap_inf_frag")
{
Position(-0.260000, 0.260000, 0.000000, "Viewport")
Rotation(0.000000, 90.747269, 360.000000)
Scale(1.800000, 1.800000, 1.800000)
}
MeshInfo("V1_det")
{
Position(-0.260000, 0.260000, 0.000000, "Viewport")
Rotation(0.000000, 90.747269, 360.000000)
Scale(1.400000, 1.400000, 1.400000)
}
MeshInfo("weap_inf_glopdetonator")
{
Position(-0.280000, 0.247000, 0.000000, "Viewport")
Rotation(110.000000, 20.000000, 0.000000)
Scale(1.700000, 1.700000, 1.700000)
}
MeshInfo("weap_inf_detonator_arranged")
{
Position(-0.280000, 0.247000, 0.000000, "Viewport")
Rotation(110.000000, 20.000000, 0.000000)
Scale(1.700000, 1.700000, 1.700000)
}
MeshInfo("rep_weap_tripodturret")
{
Position(-0.280000, 0.275000, -0.000330, "Viewport")
Rotation(0.000000, 130.000000, 0.000000)
Scale(0.200000, 0.200000, 0.200000)
}
MeshInfo("com_weap_fusioncutter")
{
Position(-0.250000, 0.250000, -0.000330, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
Scale(0.900000, 0.900000, 0.900000)
}
MeshInfo("hud_haywiredetonator")
{
Position(-0.284209, 0.250243, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}
}
}
}[/code]