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

Thanks for any help.