Change unit limit for EVERY map

Started by Joseishere, May 11, 2017, 11:49:58 PM

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MODS PLEASE MOVE THIS TO THE APPROPRIATE AREA

[QUESTION 1]
Below is something found in common/scripts/COR
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

--  Empire Attacking (attacker is always #1)
ALL = 1
IMP = 2
--  These variables do not change
ATT = 1
DEF = 2

   
function ScriptPostLoad()
EnableSPHeroRules()

    AddDeathRegion("Death")
    AddDeathRegion("Death1")
    AddDeathRegion("Death2")
    AddDeathRegion("Death3")
    AddDeathRegion("Death4")


    SetProperty ("LibCase1","MaxHealth",1000)
    SetProperty ("LibCase2","MaxHealth",1000)
    SetProperty ("LibCase3","MaxHealth",1000)
    SetProperty ("LibCase4","MaxHealth",1000)
    SetProperty ("LibCase5","MaxHealth",1000)
    SetProperty ("LibCase6","MaxHealth",1000)
    SetProperty ("LibCase7","MaxHealth",1000)
    SetProperty ("LibCase8","MaxHealth",1000)
    SetProperty ("LibCase9","MaxHealth",1000)
    SetProperty ("LibCase10","MaxHealth",1000)
    SetProperty ("LibCase11","MaxHealth",1000)
    SetProperty ("LibCase12","MaxHealth",1000)
    SetProperty ("LibCase13","MaxHealth",1000)
    SetProperty ("LibCase14","MaxHealth",1000)



    SetProperty ("LibCase1","CurHealth",1000)
    SetProperty ("LibCase2","CurHealth",1000)
    SetProperty ("LibCase3","CurHealth",1000)
    SetProperty ("LibCase4","CurHealth",1000)
    SetProperty ("LibCase5","CurHealth",1000)
    SetProperty ("LibCase6","CurHealth",1000)
    SetProperty ("LibCase7","CurHealth",1000)
    SetProperty ("LibCase8","CurHealth",1000)
    SetProperty ("LibCase9","CurHealth",1000)
    SetProperty ("LibCase10","CurHealth",1000)
    SetProperty ("LibCase11","CurHealth",1000)
    SetProperty ("LibCase12","CurHealth",1000)
    SetProperty ("LibCase13","CurHealth",1000)
    SetProperty ("LibCase14","CurHealth",1000)


    EnableSPHeroRules()
            DisableBarriers("SideDoor1")
            DisableBarriers("MainLibraryDoors")
            DisableBarriers("SideDoor2")
            DisableBarriers("SIdeDoor3")
            DisableBarriers("ComputerRoomDoor1")
            DisableBarriers("StarChamberDoor1")
            DisableBarriers("StarChamberDoor2")
            DisableBarriers("WarRoomDoor1")
            DisableBarriers("WarRoomDoor2")
            DisableBarriers("WarRoomDoor3")
            PlayAnimation("DoorOpen01")
            PlayAnimation("DoorOpen02")
           
                --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()
    -- Designers, these two lines *MUST* be first.
    SetPS2ModelMemory(4030000)
    ReadDataFile("ingame.lvl")
   
   
   
    ReadDataFile("sound\\cor.lvl;cor1gcw")
    SetMapNorthAngle(180, 1)
    SetMaxFlyHeight(25)
    SetMaxPlayerFlyHeight (25)
    AISnipeSuitabilityDist(30)
   
     ReadDataFile("SIDE\\all.lvl",
                    "all_bldg_defensegridturret",
                    "all_inf_rifleman",
                    "all_inf_rocketeer",
                    "all_inf_engineer",
                    "all_inf_sniper",
                    "all_inf_officer",
                    "all_inf_wookiee",
                    "all_hero_luke_jedi")
               
                               
               
     ReadDataFile("SIDE\\imp.lvl",
                    --Insert "imp_bldg_defensegridturret", once the odf has been set up
                    "imp_inf_rifleman",
                    "imp_inf_rocketeer",
                    "imp_inf_engineer",
                    "imp_inf_sniper",
                    "imp_inf_officer",
                    "imp_inf_dark_trooper",                   
                    "imp_hero_emperor")
             
     ReadDataFile("SIDE\\rep.lvl",
            "rep_fly_assault_DOME",
"rep_fly_gunship_DOME")

    ReadDataFile("SIDE\\tur.lvl",
    "tur_bldg_laser")         
     
     
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_DOME")




   -- set up teams
    SetupTeams{
        imp = {
            team = IMP,
            units = 32,
            reinforcements = 150,
            turret = "all_bldg_defensegridturret",      --change this to imp_bldg_defensegridturret once the odf has been set up
            soldier  = { "imp_inf_rifleman",7, 25},
            assault  = { "imp_inf_rocketeer",1, 12},
            engineer = { "imp_inf_engineer",1, 12},
            sniper   = { "imp_inf_sniper",1, 12},
            officer = {"imp_inf_officer",6, 12},
            special = { "imp_inf_dark_trooper",6, 12},
           
        },
        all = {
            team = ALL,
            units = 32,
            reinforcements = 150,
            turret = "all_bldg_defensegridturret",
            soldier  = { "all_inf_rifleman",7, 25},
            assault  = { "all_inf_rocketeer",1, 4},
            engineer = { "all_inf_engineer",1, 4},
            sniper   = { "all_inf_sniper",1, 4},
            officer = {"all_inf_officer",1, 7},
            special = { "all_inf_wookiee",1, 7},
        }
    }
    SetHeroClass(ALL, "all_hero_luke_jedi")   
    SetHeroClass(IMP, "imp_hero_emperor")
   

    -- SetTeamAsEnemy(DEF, 3)

    --  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- 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 guyCnt = 50
    local weaponCnt = 200
    SetMemoryPoolSize("Aimer", 20)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityCloth", 21)
    SetMemoryPoolSize("EntityLight", 96)
    SetMemoryPoolSize("MountedTurret", 13)
    SetMemoryPoolSize("PathFollower", guyCnt)
    SetMemoryPoolSize("Navigator", guyCnt)
    SetMemoryPoolSize("SoundSpaceRegion", 38)
    SetMemoryPoolSize("TreeGridStack", 256)
    SetMemoryPoolSize("UnitAgent", guyCnt)
    SetMemoryPoolSize("UnitController", guyCnt)
    SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)   

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
    SetDenseEnvironment("True")
      -- SetMaxFlyHeight(25)
     --SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")



    --  Movies
    --  SetVictoryMovie(ALL, "all_end_victory")
    --  SetDefeatMovie(ALL, "imp_end_victory")
    --  SetVictoryMovie(IMP, "imp_end_victory")
    --  SetDefeatMovie(IMP, "all_end_victory")

    --  Sound
   
    voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_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("sound\\global.lvl",  "gcw_music")
    -- 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(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(1, "allleaving")
    SetOutOfBoundsVoiceOver(2, "impleaving")

    SetAmbientMusic(ALL, 1.0, "all_cor_amb_start",  0,1)
    SetAmbientMusic(ALL, 0.8, "all_cor_amb_middle", 1,1)
    SetAmbientMusic(ALL, 0.2, "all_cor_amb_end",    2,1)
    SetAmbientMusic(IMP, 1.0, "imp_cor_amb_start",  0,1)
    SetAmbientMusic(IMP, 0.8, "imp_cor_amb_middle", 1,1)
    SetAmbientMusic(IMP, 0.2, "imp_cor_amb_end",    2,1)

    SetVictoryMusic(ALL, "all_cor_amb_victory")
    SetDefeatMusic (ALL, "all_cor_amb_defeat")
    SetVictoryMusic(IMP, "imp_cor_amb_victory")
    SetDefeatMusic (IMP, "imp_cor_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
    --  SetSoundEffect("BirdScatter",         "birdsFlySeq1")
    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")


    SetAttackingTeam(ATT)



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



How can I change the following portion (min and max units) and make it work for EVERY map?
        imp = {
            team = IMP,
            units = 32,
            reinforcements = 150,
            turret = "all_bldg_defensegridturret",      --change this to imp_bldg_defensegridturret once the odf has been set up
            soldier  = { "imp_inf_rifleman",7, 25},
            assault  = { "imp_inf_rocketeer",1, 12},
            engineer = { "imp_inf_engineer",1, 12},
            sniper   = { "imp_inf_sniper",1, 12},
            officer = {"imp_inf_officer",6, 12},
            special = { "imp_inf_dark_trooper",6, 12},
           
        },
        all = {
            team = ALL,
            units = 32,
            reinforcements = 150,
            turret = "all_bldg_defensegridturret",
            soldier  = { "all_inf_rifleman",7, 25},
            assault  = { "all_inf_rocketeer",1, 4},
            engineer = { "all_inf_engineer",1, 4},
            sniper   = { "all_inf_sniper",1, 4},
            officer = {"all_inf_officer",1, 7},
            special = { "all_inf_wookiee",1, 7},
        }


[QUESTION 2]
Why is it that when I change a units weapons from either ALL or IMP that the game doesn't crash but modifying REP or CIS causes games to crash...?

1) huh?
do you mean you want to edit one file that changes all the maps?
(if yes, then the answer is no. You have to edit every file)

2) it shouldnt?
you will need to be more specific

Okay well for the second question, when I edit a units script in the odf location sides/rep/odf the game always crashes. I cant change a units weapon because it crashes but never crashes if I modify empire or rebels. I dont understand why...

Are you adding the necessary .req files for the new weapons and loading them in the lua for CW era?

they're not new weapons, im simply changing the clone trooper's pistol to a shotgun and changing the reward pistol to a reward shotgun