and as suspected some problems came up
well i get this in my muge log
Code: Select all
ERROR[levelpack mission\Y4Pg_con.req]:Expecting bracket, but none was found.
File : munged\pc\y4pg_con.script.req(1)...
ucft <--
ERROR[levelpack mission\Y4Pg_con.req]:Expecting bracket, but none was found.
File : munged\pc\y4pg_con.script.req(1)...
ucft <--
2 Errors 0 Warnings
but isnt selectable ( as in i click on add and dosent come up )
not sure what is wrong
thanks in advance
Y4p1.lua
Hidden/Spoiler:
--
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("TFURandom")
ScriptCB_DoFile("AIHeroSupport")
-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local 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"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
--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:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:Start()
EnableSPHeroRules()
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","CP1SpawnPath")
herosupport:AddSpawnCP("CP2","CP2SpawnPath")
herosupport:AddSpawnCP("CP3","CP3SpawnPath")
herosupport:AddSpawnCP("CP4","CP4SpawnPath")
herosupport:AddSpawnCP("CP5","CP5SpawnPath")
herosupport:AddSpawnCP("CP6","CP6SpawnPath")
herosupport:AddSpawnCP("CP7","CP7SpawnPath")
herosupport:AddSpawnCP("CP8","CP8SpawnPath")
herosupport:AddSpawnCP("CP9","CP9SpawnPath")
herosupport:AddSpawnCP("CP10","CP10SpawnPath")
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()
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, 5, 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(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)
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_kento"
supportstrAll = "all_inf_clone"
herostrEmp = "imp_hero_marek"
supportstrEmp = "imp_inf_commander"
end
SetMaxFlyHeight(4000)
SetMaxPlayerFlyHeight(4000)
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
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")
ReadDataFile("dc:sound\\acr.lvl;acrgcw")
ReadDataFile("sound\\tat.lvl;tat2gcw")
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",
supportstrAll,
supportstrEmp)
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\lead.lvl",
herostrAll,
herostrEmp)
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
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 = 20,
reinforcements = 150,
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},
},
}
AddUnitClass(IMP, supportstrEmp, 1, 4)
AddUnitClass(ALL, supportstrAll, 1, 4)
if ScriptCB_InMultiplayer() then
SetHeroClass(ALL, herostrAll)
SetHeroClass(IMP, herostrEmp)
else
end
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:Y4P\\Y4P.lvl", "Y4P_conquest")
SetDenseEnvironment("false")
-- Birdies
SetNumBirdTypes(2)
SetBirdType(0,1.0,"whisper")
SetBirdType(1,1.0,"Corellian_butterfly")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("dc:sound\\acr.lvl", "acrgcw_music")
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "rep_kam_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "rep_kam_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"rep_kam_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "cis_kam_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "cis_kam_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"cis_kam_amb_end", 2,1);
SetVictoryMusic(ALL, "rep_kam_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "cis_kam_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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")
SetNumFishTypes(5)
SetFishType(0,0.8,"faa")
SetFishType(1,0.8,"Endor_trout")
SetFishType(2,0.8,"Crawlfish")
SetFishType(5,1.8,"Naboo_gumfish")
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("TFURandom")
ScriptCB_DoFile("AIHeroSupport")
-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local 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"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
--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:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:Start()
EnableSPHeroRules()
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","CP1SpawnPath")
herosupport:AddSpawnCP("CP2","CP2SpawnPath")
herosupport:AddSpawnCP("CP3","CP3SpawnPath")
herosupport:AddSpawnCP("CP4","CP4SpawnPath")
herosupport:AddSpawnCP("CP5","CP5SpawnPath")
herosupport:AddSpawnCP("CP6","CP6SpawnPath")
herosupport:AddSpawnCP("CP7","CP7SpawnPath")
herosupport:AddSpawnCP("CP8","CP8SpawnPath")
herosupport:AddSpawnCP("CP9","CP9SpawnPath")
herosupport:AddSpawnCP("CP10","CP10SpawnPath")
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()
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, 5, 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(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)
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_kento"
supportstrAll = "all_inf_clone"
herostrEmp = "imp_hero_marek"
supportstrEmp = "imp_inf_commander"
end
SetMaxFlyHeight(4000)
SetMaxPlayerFlyHeight(4000)
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
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")
ReadDataFile("dc:sound\\acr.lvl;acrgcw")
ReadDataFile("sound\\tat.lvl;tat2gcw")
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",
supportstrAll,
supportstrEmp)
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\lead.lvl",
herostrAll,
herostrEmp)
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
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 = 20,
reinforcements = 150,
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},
},
}
AddUnitClass(IMP, supportstrEmp, 1, 4)
AddUnitClass(ALL, supportstrAll, 1, 4)
if ScriptCB_InMultiplayer() then
SetHeroClass(ALL, herostrAll)
SetHeroClass(IMP, herostrEmp)
else
end
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:Y4P\\Y4P.lvl", "Y4P_conquest")
SetDenseEnvironment("false")
-- Birdies
SetNumBirdTypes(2)
SetBirdType(0,1.0,"whisper")
SetBirdType(1,1.0,"Corellian_butterfly")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("dc:sound\\acr.lvl", "acrgcw_music")
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "rep_kam_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "rep_kam_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"rep_kam_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "cis_kam_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "cis_kam_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"cis_kam_amb_end", 2,1);
SetVictoryMusic(ALL, "rep_kam_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "cis_kam_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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")
SetNumFishTypes(5)
SetFishType(0,0.8,"faa")
SetFishType(1,0.8,"Endor_trout")
SetFishType(2,0.8,"Crawlfish")
SetFishType(5,1.8,"Naboo_gumfish")
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
Hidden/Spoiler:
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\dtshell.lvl")
--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "Y4P%s_%s", era_g = 1, era_c = 1,era_1 = 1, mode_con_g = 1, mode_con_c = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]
sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { mapluafile = "spaR%s_%s", era_1 = 1, mode_assault_1 = 1, mode_tdf_1 = 1, change = {
era_1 = { name="Dark Times", icon2="darktimes_icon" },
},}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]
-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("Y4P","Y4Pg_con",4)
AddDownloadableContent("Y4P","Y4Pc_con",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\Y4P\\data\\_LVL_PC\\core.lvl")
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\dtshell.lvl")
--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "Y4P%s_%s", era_g = 1, era_c = 1,era_1 = 1, mode_con_g = 1, mode_con_c = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]
sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { mapluafile = "spaR%s_%s", era_1 = 1, mode_assault_1 = 1, mode_tdf_1 = 1, change = {
era_1 = { name="Dark Times", icon2="darktimes_icon" },
},}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]
-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("Y4P","Y4Pg_con",4)
AddDownloadableContent("Y4P","Y4Pc_con",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\Y4P\\data\\_LVL_PC\\core.lvl")
Hidden/Spoiler:
ucft
{
REQN
{
"config"
"ingame_movies"
}
REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
"TFURandom"
"AIHeroSupport"
}
REQN
{
"lvl"
"Y4Pg_con"
"Y4Pc_con"
}
}
{
REQN
{
"config"
"ingame_movies"
}
REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
"TFURandom"
"AIHeroSupport"
}
REQN
{
"lvl"
"Y4Pg_con"
"Y4Pc_con"
}
}