geo1x_con.lua
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[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- 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()
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:Start()
SetUberMode(1);
EnableSPHeroRules()
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
end
function ScriptInit()
-- CIS Random Hero
heroCis1 = 0
heroCis2 = 0
herocisand = math.random(1, 2)
if herocisand == 1 then
heroCis1 = "cis_hero_countdooku"
heroCis2 = "cis_hero_jangofett"
elseif herocisand == 2 then
heroCis1 = "cis_hero_jangofett"
heroCis2 = "cis_hero_countdooku"
end
-- REP Random Hero
heroRep1 = 0
heroRep2 = 0
herorepand = math.random(1, 3)
if herorepand == 1 then
heroRep1 = "rep_hero_macewindu"
herorepand = math.random(1, 2)
if herorepand == 1 then
heroRep2 = "rep_hero_aalya"
elseif herorepand == 2 then
heroRep2 = "rep_hero_kitfisto"
end
elseif herorepand == 2 then
heroRep1 = "rep_hero_aalya"
herorepand = math.random(1, 2)
if herorepand == 1 then
heroRep2 = "rep_hero_macewindu"
elseif herorepand == 2 then
heroRep2 = "rep_hero_kitfisto"
end
elseif herorepand == 3 then
heroRep1 = "rep_hero_kitfisto"
herorepand = math.random(1, 2)
if herorepand == 1 then
heroRep2 = "rep_hero_macewindu"
elseif herorepand == 2 then
heroRep2 = "rep_hero_aalya"
end
end
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
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("ingame.lvl")
-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
local LOC1 = 3
local LOC2 = 4
-- These variables do not change
local ATT = 1
local DEF = 2
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
SetMemoryPoolSize("Music", 40)
ReadDataFile("dc:sound\\RDX.lvl;RDXcw")
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_hover_fightertank",
"rep_inf_ep2_rocketeer_arc",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep2_engineer",
"rep_inf_ep2_heavy_arc",
"rep_inf_ep2_medic",
"rep_inf_ep2_commander",
"rep_inf_ep2_commando",
"rep_hero_aalya",
"rep_hero_macewindu",
"rep_hero_kitfisto",
"rep_fly_gunship",
"rep_walk_atte")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
"cis_inf_sbdroid",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_engineer",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_inf_rifleman",
"cis_inf_commander",
"cis_hero_countdooku",
"cis_hero_jangofett",
"cis_hover_stap",
"cis_inf_grapple",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")
-- CIS EXTRA HERO -----------------
SetTeamName(3, "locals1")
AddUnitClass(3, heroCis2, 1)
SetUnitCount(3, 1)
AddAIGoal(LOC1, "Deathmatch", 100)
-----------------------------------
-- REP EXTRA HERO -----------------
SetTeamName(4, "locals2")
AddUnitClass(4, heroRep2,1)
SetUnitCount(4, 1)
AddAIGoal(LOC2, "Deathmatch", 100)
-----------------------------------
-- Friends ------------------------
SetTeamAsFriend(CIS, LOC1)
SetTeamAsFriend(LOC1, CIS)
SetTeamAsFriend(REP,LOC2)
SetTeamAsFriend(LOC2, REP)
-----------------------------------
-- Enemies ------------------------
SetTeamAsEnemy(REP,LOC1)
SetTeamAsEnemy(LOC1,REP)
SetTeamAsEnemy(CIS,LOC2)
SetTeamAsEnemy(LOC2,CIS)
-----------------------------------
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 6) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)
SetSpawnDelay(10.0, 0.25)
SetupTeams{
rep = {
team = REP,
units = 100,
reinforcements = 800,
soldier = { "rep_inf_ep2_rifleman",32, 33},
assault = { "rep_inf_ep2_rocketeer_arc",9, 10},
engineer = { "rep_inf_ep2_engineer",9, 10},
sniper = { "rep_inf_ep2_sniper",9, 10},
officer = { "rep_inf_ep2_medic",9, 10},
special = { "rep_inf_ep2_jettrooper",9, 10},
extra1 = { "rep_inf_ep2_heavy_arc",6, 7},
extra2 = { "rep_inf_ep2_commander",2, 3},
extra3 = { "rep_inf_ep2_commando",5, 6},
hero = { heroRep1,0, 1},
},
cis = {
team = CIS,
units = 100,
reinforcements = 800,
soldier = { "cis_inf_rifleman",32, 33},
assault = { "cis_inf_rocketeer",9, 10},
engineer = { "cis_inf_engineer",9, 10},
sniper = { "cis_inf_sniper",9, 10},
officer = { "cis_inf_grapple",9, 10},
special = { "cis_inf_commander",2, 3},
extra1 = { "geo_inf_geonosian",9, 10},
extra2 = { "cis_inf_sbdroid",6, 7},
extra3 = { "cis_inf_droideka",5, 6},
hero = { heroCis1,0, 1},
}
}
-- Attacker Stats
--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
-- Defender Stats
--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
ReadDataFile("GEO\\geo1.lvl", "geo1_conquest")
SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)
-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)
-- Sound
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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
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(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)
SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")
--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end
[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- 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()
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:Start()
SetUberMode(1);
EnableSPHeroRules()
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
end
function ScriptInit()
-- CIS Random Hero
heroCis1 = 0
heroCis2 = 0
herocisand = math.random(1, 2)
if herocisand == 1 then
heroCis1 = "cis_hero_countdooku"
heroCis2 = "cis_hero_jangofett"
elseif herocisand == 2 then
heroCis1 = "cis_hero_jangofett"
heroCis2 = "cis_hero_countdooku"
end
-- REP Random Hero
heroRep1 = 0
heroRep2 = 0
herorepand = math.random(1, 3)
if herorepand == 1 then
heroRep1 = "rep_hero_macewindu"
herorepand = math.random(1, 2)
if herorepand == 1 then
heroRep2 = "rep_hero_aalya"
elseif herorepand == 2 then
heroRep2 = "rep_hero_kitfisto"
end
elseif herorepand == 2 then
heroRep1 = "rep_hero_aalya"
herorepand = math.random(1, 2)
if herorepand == 1 then
heroRep2 = "rep_hero_macewindu"
elseif herorepand == 2 then
heroRep2 = "rep_hero_kitfisto"
end
elseif herorepand == 3 then
heroRep1 = "rep_hero_kitfisto"
herorepand = math.random(1, 2)
if herorepand == 1 then
heroRep2 = "rep_hero_macewindu"
elseif herorepand == 2 then
heroRep2 = "rep_hero_aalya"
end
end
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
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("ingame.lvl")
-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
local LOC1 = 3
local LOC2 = 4
-- These variables do not change
local ATT = 1
local DEF = 2
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
SetMemoryPoolSize("Music", 40)
ReadDataFile("dc:sound\\RDX.lvl;RDXcw")
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_hover_fightertank",
"rep_inf_ep2_rocketeer_arc",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep2_engineer",
"rep_inf_ep2_heavy_arc",
"rep_inf_ep2_medic",
"rep_inf_ep2_commander",
"rep_inf_ep2_commando",
"rep_hero_aalya",
"rep_hero_macewindu",
"rep_hero_kitfisto",
"rep_fly_gunship",
"rep_walk_atte")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
"cis_inf_sbdroid",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_engineer",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_inf_rifleman",
"cis_inf_commander",
"cis_hero_countdooku",
"cis_hero_jangofett",
"cis_hover_stap",
"cis_inf_grapple",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")
-- CIS EXTRA HERO -----------------
SetTeamName(3, "locals1")
AddUnitClass(3, heroCis2, 1)
SetUnitCount(3, 1)
AddAIGoal(LOC1, "Deathmatch", 100)
-----------------------------------
-- REP EXTRA HERO -----------------
SetTeamName(4, "locals2")
AddUnitClass(4, heroRep2,1)
SetUnitCount(4, 1)
AddAIGoal(LOC2, "Deathmatch", 100)
-----------------------------------
-- Friends ------------------------
SetTeamAsFriend(CIS, LOC1)
SetTeamAsFriend(LOC1, CIS)
SetTeamAsFriend(REP,LOC2)
SetTeamAsFriend(LOC2, REP)
-----------------------------------
-- Enemies ------------------------
SetTeamAsEnemy(REP,LOC1)
SetTeamAsEnemy(LOC1,REP)
SetTeamAsEnemy(CIS,LOC2)
SetTeamAsEnemy(LOC2,CIS)
-----------------------------------
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 6) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)
SetSpawnDelay(10.0, 0.25)
SetupTeams{
rep = {
team = REP,
units = 100,
reinforcements = 800,
soldier = { "rep_inf_ep2_rifleman",32, 33},
assault = { "rep_inf_ep2_rocketeer_arc",9, 10},
engineer = { "rep_inf_ep2_engineer",9, 10},
sniper = { "rep_inf_ep2_sniper",9, 10},
officer = { "rep_inf_ep2_medic",9, 10},
special = { "rep_inf_ep2_jettrooper",9, 10},
extra1 = { "rep_inf_ep2_heavy_arc",6, 7},
extra2 = { "rep_inf_ep2_commander",2, 3},
extra3 = { "rep_inf_ep2_commando",5, 6},
hero = { heroRep1,0, 1},
},
cis = {
team = CIS,
units = 100,
reinforcements = 800,
soldier = { "cis_inf_rifleman",32, 33},
assault = { "cis_inf_rocketeer",9, 10},
engineer = { "cis_inf_engineer",9, 10},
sniper = { "cis_inf_sniper",9, 10},
officer = { "cis_inf_grapple",9, 10},
special = { "cis_inf_commander",2, 3},
extra1 = { "geo_inf_geonosian",9, 10},
extra2 = { "cis_inf_sbdroid",6, 7},
extra3 = { "cis_inf_droideka",5, 6},
hero = { heroCis1,0, 1},
}
}
-- Attacker Stats
--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
-- Defender Stats
--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
ReadDataFile("GEO\\geo1.lvl", "geo1_conquest")
SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)
-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)
-- Sound
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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
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(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)
SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")
--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end
[/code]