SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Released Assets => Topic started by: Led on January 20, 2018, 03:31:04 PM

Title: Serejas_Naboo_City_of_Theed_assets.rar
Post by: Led on January 20, 2018, 03:31:04 PM
Serejas_Naboo_City_of_Theed_assets.rar

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1462 (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1462)
Title: Re: Serejas_Naboo_City_of_Theed_assets.rar
Post by: Giftheck on January 20, 2018, 03:52:32 PM
Fantastic  :tu: Thanks very much, Sereja!  :cheers:
Title: Re: Serejas_Naboo_City_of_Theed_assets.rar
Post by: Bucman55 on January 20, 2018, 09:19:46 PM
This will really help with my Playable Campaign Factions mod. Thank you Sereja!
Title: Re: Serejas_Naboo_City_of_Theed_assets.rar
Post by: Triops on January 21, 2018, 07:10:45 AM
Thank you very much for your extensive release of your superb City of Theed assets, Sereja.   :cheer:
It am sure not only me can learn from your knowledge again: f.e. from your odf- and other files.  :moo:
Have a nice Sunday
Triops
Title: Re: Serejas_Naboo_City_of_Theed_assets.rar
Post by: i2Bros on January 21, 2018, 09:20:32 AM
amazing bro! I would convert this gold to swbf2 if i knew how.
Title: Re: Serejas_Naboo_City_of_Theed_assets.rar
Post by: Bucman55 on January 21, 2018, 10:32:13 AM
Quote from: i2Bros on January 21, 2018, 09:20:32 AM
amazing bro! I would convert this gold to swbf2 if i knew how.

The Character models work fine in BF2, I'm not sure about the structures though.
Title: Re: Serejas_Naboo_City_of_Theed_assets.rar
Post by: Giftheck on January 21, 2018, 12:59:39 PM
Quote from: Bucman55 on January 21, 2018, 10:32:13 AM
The Character models work fine in BF2, I'm not sure about the structures though.

It should be fine to convert - conversions of Sereja's maps have been done in SWBF2. The biggest issue is the effects.

Hey, Sereja, I'm curious - what's next for you? You've done a ton of great maps for this community, and I can't help but wonder if you deserve a break for a while - this one in particular looks like it took a lot of time to make.
Title: Re: Serejas_Naboo_City_of_Theed_assets.rar
Post by: i2Bros on January 22, 2018, 07:06:29 AM
Quote from: Gistech on January 21, 2018, 12:59:39 PM
It should be fine to convert - conversions of Sereja's maps have been done in SWBF2. The biggest issue is the effects.

Hey, Sereja, I'm curious - what's next for you? You've done a ton of great maps for this community, and I can't help but wonder if you deserve a break for a while - this one in particular looks like it took a lot of time to make.
I hope he inspired more people to mod like he did with me and many others. This community can get bigger and on moddb swbf2 is the second most popular game.
Title: Re: Serejas_Naboo_City_of_Theed_assets.rar
Post by: Sereja on January 22, 2018, 11:26:51 AM
Thanks. There's really a lot of buildings, so you can create your own city. :D
I am not retired yet, but really busy days do not let me turn on my PC sometimes. Still, I may release another one map, as soon as it will be finished. It calls "Quarzite: Subtram" and it's very small, limited by actual size of this subtram.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi100.fastpic.ru%2Fbig%2F2018%2F0122%2F87%2F1414afb5b17630c702aa27531b91fe87.jpg&hash=711e16d55ec426c55b26ba949cd3b507fe5482a4)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi101.fastpic.ru%2Fbig%2F2018%2F0122%2F7c%2F8560a832a877e0fd6b4c7ff063f2507c.jpg&hash=cc97c0a9c31ed0e21f22a927391db238c3349d6c)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi99.fastpic.ru%2Fbig%2F2018%2F0122%2Fb1%2F3ce000f508c54b2171073a80af1185b1.jpg&hash=efec4b712f0c1c65897ee96103d81632375f133a)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi101.fastpic.ru%2Fbig%2F2018%2F0122%2Fdc%2Fb0039e7cff49d0a659e33a3c658db5dc.jpg&hash=b714bb561e80a39116071f3edb5b981f3f1ea7b0)[/spoiler]
The map have crazy gameplay because of this, but still needs localization, camerashots, movie, readme etc. 
Title: Re: Serejas_Naboo_City_of_Theed_assets.rar
Post by: LitFam on January 22, 2018, 12:18:38 PM
Damn that clone wars map looks amazing!
Title: Re: Serejas_Naboo_City_of_Theed_assets.rar
Post by: i2Bros on January 24, 2018, 10:17:05 AM
Quote from: Sereja on January 22, 2018, 11:26:51 AM
Thanks. There's really a lot of buildings, so you can create your own city. :D
I am not retired yet, but really busy days do not let me turn on my PC sometimes. Still, I may release another one map, as soon as it will be finished. It calls "Quarzite: Subtram" and it's very small, limited by actual size of this subtram.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi100.fastpic.ru%2Fbig%2F2018%2F0122%2F87%2F1414afb5b17630c702aa27531b91fe87.jpg&hash=711e16d55ec426c55b26ba949cd3b507fe5482a4)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi101.fastpic.ru%2Fbig%2F2018%2F0122%2F7c%2F8560a832a877e0fd6b4c7ff063f2507c.jpg&hash=cc97c0a9c31ed0e21f22a927391db238c3349d6c)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi99.fastpic.ru%2Fbig%2F2018%2F0122%2Fb1%2F3ce000f508c54b2171073a80af1185b1.jpg&hash=efec4b712f0c1c65897ee96103d81632375f133a)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi101.fastpic.ru%2Fbig%2F2018%2F0122%2Fdc%2Fb0039e7cff49d0a659e33a3c658db5dc.jpg&hash=b714bb561e80a39116071f3edb5b981f3f1ea7b0)[/spoiler]
The map have crazy gameplay because of this, but still needs localization, camerashots, movie, readme etc.

OMG Sereja you are a living god!
Please I am begging you on my knees help me converting this one to SWBF2 so I can use it in The Battles of the Clone Wars mod.  It would be so amazing Disney would probably give me a license to publish the mod as a standalone lol
Your Umbara map fit the mod amazingly, despite the bugs and crashes people love it and they made so many videos about it. Please I am crying as this emote can prove :'(
Title: Re: Serejas_Naboo_City_of_Theed_assets.rar
Post by: Dark_Phantom on January 24, 2018, 12:04:27 PM
I'm going to say this now - Sereja in the past has said that he has no issue with other people converting it when assets come, but you can't expect much from him for conversion help, especially considering he doesn't use SWBF2.  His mods are specifically made with SWBF1 in mind and using its limitations.
Title: Re: Serejas_Naboo_City_of_Theed_assets.rar
Post by: Isaac1138 on January 25, 2018, 07:38:00 AM
I would not even think of this is becoming a BF map!  Well, before Sereja retires, he really needs to make a Bespin map.  A Bespin map that accuratly gets the layout from Episode 5 and TFU.  Lando's palace and the lower streets would be awesome.
Title: Re: Serejas_Naboo_City_of_Theed_assets.rar
Post by: Giftheck on January 26, 2018, 12:56:15 PM
It seems like the LUA scripts aren't included with the download but the .REQ files for them are. Would you be willing to upload them, Sereja?
Title: Re: Serejas_Naboo_City_of_Theed_assets.rar
Post by: Sereja on January 28, 2018, 10:39:06 PM
Quote from: Gistech on January 26, 2018, 12:56:15 PM
It seems like the LUA scripts aren't included with the download but the .REQ files for them are. Would you be willing to upload them, Sereja?
Ah, yes, it seems I messed up with my own folders.  :wacko:
Hope that helps:
GCW
[spoiler]--start header
function ScriptInit()
local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(IMP,"red", "level.012.objectives.imp.1");
AddMissionObjective(IMP,"orange", "level.012.objectives.imp.2");
AddMissionObjective(IMP,"orange", "level.012.objectives.imp.3");
AddMissionObjective(ALL,"red", "level.012.objectives.all.1");
AddMissionObjective(ALL,"orange", "level.012.objectives.all.2");
AddMissionObjective(ALL,"orange","level.012.objectives.all.3");
--end objectives

    SetMinFlyHeight(-140)
    SetMinPlayerFlyHeight(-140)

    SetMaxPlayerFlyHeight(140)

--start soundlvl
    ReadDataFile("sound\\nab.lvl;nab2gcw");
    ReadDataFile("dc:sound\\012.lvl;012gcw");
--end soundlvl

ReadDataFile("dc:COMMON\\vader_common.lvl");

-- Start sidelvls

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_basic_tie",
"imp_inf_darthvader",
"imp_fly_tiefighter",
"imp_hover_fightertank");

ReadDataFile("dc:SIDE\\domes.lvl", "imp_fly_dome");

ReadDataFile("dc:SIDE\\all.lvl", "all_vehicles");
ReadDataFile("dc:SIDE\\all.lvl", "all_walk_kaadu");

ReadDataFile("dc:SIDE\\imp.lvl", "imp_fly_gunship");

ReadDataFile("dc:SIDE\\heroes.lvl", "all_inf_heroes");

ReadDataFile("dc:SIDE\\imperials.lvl", "imp_inf_gunner");

--end sidelvls
--start loadouts
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "nab_inf_guard",6)
AddUnitClass(ALL, "nab_inf_vanguard",3)
AddUnitClass(ALL, "nab_inf_fpilot",2)
AddUnitClass(ALL, "nab_inf_handmaiden",2)
AddUnitClass(ALL, "nab_inf_captain",3)
--AddUnitClass(ALL, "all_inf_gungan2",1)
--AddUnitClass(ALL, "all_inf_chewbacca",1)
--AddUnitClass(ALL, "all_droid_R2D23",1)
--AddUnitClass(ALL, "all_inf_gungogle",1)

SetHeroClass(ALL, "all_inf_lukeskywalker2")

SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper2",8)
AddUnitClass(IMP, "imp_inf_sand_trooper",2)
AddUnitClass(IMP, "imp_inf_pilottie2",2)
AddUnitClass(IMP, "imp_inf_scout_trooper2",2)
AddUnitClass(IMP, "imp_inf_navytrooper",1)
--AddUnitClass(IMP, "imp_inf_gunner",1)
--AddUnitClass(IMP, "imp_inf_jettrooper",1)
--AddUnitClass(IMP, "imp_inf_bobafett",1)

SetHeroClass(IMP, "imp_inf_darthvader3")

--  Local Stats
    SetTeamName (3, "locals")
    AddUnitClass (3, "imp_inf_navy", 2);
    AddUnitClass (3, "imp_inf_officer", 2);
    AddUnitClass (3, "imp_inf_jettrooper", 2);
    AddUnitClass (3, "imp_inf_gunner", 2);
    AddUnitClass (3, "imp_inf_mark4", 2);
    AddUnitClass (3, "imp_inf_it_o", 1);
    AddUnitClass (3, "imp_inf_bobafett", 1);

    SetUnitCount (3, 6)
    SetTeamAsEnemy(3,ATT)
    SetTeamAsFriend(3,DEF)
    SetTeamAsEnemy(3,4)

--  Local Stats
    SetTeamName(4, "locals")
    AddUnitClass(4, "all_inf_gungan2", 2)
    AddUnitClass(4, "all_inf_gungogle", 2)
    AddUnitClass(4, "nab_inf_nabooqueen", 1)
    AddUnitClass(4, "all_inf_hansolo", 1)
    AddUnitClass(4, "all_inf_chewbacca", 1)
    AddUnitClass(4, "all_droid_R2D23", 1)

    SetUnitCount(4, 4)
    SetTeamAsEnemy(4,DEF)
    SetTeamAsFriend(4,ATT)
    SetTeamAsEnemy(4,3)

--end loadouts
--start teamstats
SetUnitCount(ATT, 30)
SetReinforcementCount(ATT, 500)

    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

SetUnitCount(DEF, 30)
SetReinforcementCount(DEF, 500)

    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--end teamstats
--start alliances

SetTeamAsEnemy(3, ATT)
SetTeamAsFriend(3, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsFriend(DEF, 3)
SetTeamAsEnemy(3, 4)

SetTeamAsFriend(4, ATT)
SetTeamAsEnemy(4, DEF)
SetTeamAsFriend(ATT, 4)
SetTeamAsEnemy(DEF, 4)
SetTeamAsEnemy(4, 3)

SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
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)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("EntityHover", 8)
SetMemoryPoolSize("EntityFlyer", 8)
SetMemoryPoolSize("EntityWalker", 5)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("TreeGridStack", 700)
SetMemoryPoolSize("Obstacle", 1394)
SetMemoryPoolSize("SoundSpaceRegion", 40)
SetMemoryPoolSize("WalkerLegPair", 7)
SetMemoryPoolSize("WalkerBlend", 13)
SetMemoryPoolSize("WalkerBlendUnit", 39)
SetMemoryPoolSize("EntityLight", 152)
--end memorypools
--start worldlvl
ReadDataFile("dc:012\\012.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment
--start birdsandfish

--  Birdies
    SetNumBirdTypes(1);
    SetBirdType(0,1.0,"bird1");

--end birdsandfish
--start deathregions
    AddDeathRegion("Death1");
--end deathregions

--start soundconfig

    OpenAudioStream("dc:sound\\012.lvl",  "012gcw_music")

    OpenAudioStream("sound\\nab.lvl",  "nabgcw_music");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\nab.lvl",  "nab2");
    OpenAudioStream("sound\\nab.lvl",  "nab2");

    OpenAudioStream("dc:sound\\012.lvl",  "012");
    OpenAudioStream("dc:sound\\012.lvl",  "012");

    OpenAudioStream("sound\\yav.lvl",  "yav1_emt");
--OpenAudioStream("sound\\tat.lvl","tat1_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(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
--    SetAmbientMusic(ALL, 1.0, "all_nab_amb_start",  0,1);
--    SetAmbientMusic(ALL, 0.99, "all_nab_amb_middle", 1,1);
--    SetAmbientMusic(ALL, 0.1,"all_nab_amb_end",    2,1);
--    SetAmbientMusic(IMP, 1.0, "imp_nab_amb_start",  0,1);
--    SetAmbientMusic(IMP, 0.99, "imp_nab_amb_middle", 1,1);
--    SetAmbientMusic(IMP, 0.1,"imp_nab_amb_end",    2,1);

    SetAmbientMusic(ALL, 1.0, "all_nab4_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.80, "all_nab4_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.25,"all_nab4_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_nab4_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.80, "imp_nab4_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.25,"imp_nab4_amb_end",    2,1);

    SetVictoryMusic(ALL, "all_nab_amb_victory");
    SetDefeatMusic (ALL, "all_nab_amb_defeat");
    SetVictoryMusic(IMP, "imp_nab_amb_victory");
    SetDefeatMusic (IMP, "imp_nab_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
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");
SetPlanetaryBonusVoiceOver(IMP,IMP,0,"imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP,ALL,0,"imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP,IMP,1,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,1,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,2,"imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP,ALL,2,"imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP,IMP,3,"imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(IMP,ALL,3,"imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP,IMP,4,"imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP,ALL,4,"imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP,IMP,5,"imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP,ALL,5,"imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP,IMP,6,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,6,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,7,"imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP,ALL,7,"imp_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,ALL,0,"all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(ALL,IMP,0,"all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(ALL,ALL,1,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,1,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,2,"all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(ALL,IMP,2,"all_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(ALL,ALL,3,"all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL,IMP,3,"all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(ALL,ALL,4,"all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL,IMP,4,"all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(ALL,ALL,5,"all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(ALL,IMP,5,"all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(ALL,ALL,6,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,6,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,7,"all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,IMP,7,"all_bonus_imp_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots


--arch
AddCameraShot(0.699169, 0.000000, -0.714951, 0.000000, 124.138992, 29.504126, 267.272858);
--generator
AddCameraShot(0.996457, 0.000000, 0.084080, 0.000000, 178.588196, 4.166764, 46.815147);
--loggia
AddCameraShot(0.997702, 0.000000, -0.007122, 0.000000, 21.939123, 2.624976, 445.979645);
--throneroom
AddCameraShot(-0.390951, 0.000000, -0.920411, 0.000000, -101.787354, 25.450806, 259.847839);
--end camerashots

--start footer
end
--end footer



[/spoiler]
CW
[spoiler]--start header
function ScriptInit()
local CIS = 1
local REP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(REP,"red", "level.012.objectives.rep.1");
AddMissionObjective(REP,"orange", "level.012.objectives.rep.2");
AddMissionObjective(REP,"orange", "level.012.objectives.rep.3");
AddMissionObjective(CIS,"red", "level.012.objectives.cis.1");
AddMissionObjective(CIS,"orange", "level.012.objectives.cis.2");
AddMissionObjective(CIS,"orange","level.012.objectives.cis.3");
--end objectives

    SetMinFlyHeight(-140)
    SetMinPlayerFlyHeight(-140)

    SetMaxPlayerFlyHeight(140)

--start soundlvl
    ReadDataFile("sound\\nab.lvl;nab2cw");
    ReadDataFile("dc:sound\\012.lvl;012cw");
--end soundlvl

ReadDataFile("dc:COMMON\\maul_common.lvl");

-- Start sidelvls
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_fedlander_dome",
"cis_inf_basic",
"cis_hover_aat",
"cis_hover_stap",
"cis_fly_droidfighter",
"cis_inf_droideka");
--  ReadDataFile("SIDE\\rep.lvl",
--  "rep_inf_basic",
--  "rep_inf_macewindu",
--  "rep_inf_jet_trooper");

ReadDataFile("dc:SIDE\\domes.lvl", "cis_fly_dome");

ReadDataFile("dc:SIDE\\all.lvl", "all_vehicles");

ReadDataFile("dc:SIDE\\cis.lvl", "cis_hover_aat2");

ReadDataFile("dc:SIDE\\imp.lvl", "rep_fly_gunship");

ReadDataFile("dc:SIDE\\heroes.lvl", "rep_inf_heroes");

ReadDataFile("dc:SIDE\\clones.lvl", "rep_inf_clone_troopers");

ReadDataFile("dc:SIDE\\seps.lvl", "cis_inf_magnaguard");

--end sidelvls
--start loadouts
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")

AddUnitClass(CIS, "cis_inf_battledroid2_inf",8)
AddUnitClass(CIS, "cis_inf_super_battledroid2",2)
AddUnitClass(CIS, "cis_inf_battledroid_pilot2",2)
AddUnitClass(CIS, "cis_inf_assassindroid2",2)
--AddUnitClass(CIS, "geo_inf_geonosian2",2)
--AddUnitClass(CIS, "cis_inf_magnaguard",1)
AddUnitClass(CIS, "cis_inf_droideka2",2)
--AddUnitClass(CIS, "cis_inf_darthmaul",1)

SetHeroClass(CIS, "cis_inf_darthmaul")

SetTeamName(REP, "Republic")
SetTeamIcon(REP, "rep_icon")

AddUnitClass(REP, "rep_inf_clone_trooper3",8)
AddUnitClass(REP, "rep_inf_clone_commander3",1)
AddUnitClass(REP, "rep_inf_ep3spacepilot",2)
AddUnitClass(REP, "rep_inf_jet_trooper3",2)
AddUnitClass(REP, "rep_inf_commander_cody",1)

SetHeroClass(REP, "rep_inf_obiwankenobi")

--  Local Stats
    SetTeamName (3, "locals")
    AddUnitClass (3, "nab_inf_guard0", 5);
    AddUnitClass (3, "nab_inf_vanguard0", 3);
    AddUnitClass (3, "nab_inf_fpilot0", 2);
    AddUnitClass (3, "nab_inf_handmaiden0", 1);
    AddUnitClass (3, "nab_inf_captain0", 2);
    AddUnitClass (3, "nab_inf_padme", 1);
    AddUnitClass (3, "imp_inf_mark4", 1);
    AddUnitClass (3, "imp_inf_it_o", 1);

    SetUnitCount (3, 6)
    SetTeamAsEnemy(3,ATT)
    SetTeamAsFriend(3,DEF)
    SetTeamAsEnemy(3,4)

--  Local Stats
    SetTeamName(4, "locals")
    AddUnitClass(4, "geo_inf_geonosian2", 2)
    AddUnitClass(4, "imp_inf_remotedroid3", 1)
    AddUnitClass(4, "cis_inf_magnaguard", 1)

    SetUnitCount(4, 4)
    SetTeamAsEnemy(4,DEF)
    SetTeamAsFriend(4,ATT)
    SetTeamAsEnemy(4,3)

--end loadouts
--start teamstats
SetUnitCount(ATT, 30)
SetReinforcementCount(ATT, 500)

    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

SetUnitCount(DEF, 30)
SetReinforcementCount(DEF, 500)

    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--end teamstats
--start alliances

SetTeamAsEnemy(3, ATT)
SetTeamAsFriend(3, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsFriend(DEF, 3)
SetTeamAsEnemy(3, 4)

SetTeamAsFriend(4, ATT)
SetTeamAsEnemy(4, DEF)
SetTeamAsFriend(ATT, 4)
SetTeamAsEnemy(DEF, 4)
SetTeamAsEnemy(4, 3)

SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 4)-- special -> droidekas
AddWalkerType(1, 4)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityFlyer", 8)
SetMemoryPoolSize("EntityWalker", 5)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("TreeGridStack", 700)
SetMemoryPoolSize("Obstacle", 1394)
SetMemoryPoolSize("SoundSpaceRegion", 40)
SetMemoryPoolSize("EntityLight", 132)
SetMemoryPoolSize("WalkerLegPair", 5)
SetMemoryPoolSize("WalkerBlend", 13)
SetMemoryPoolSize("WalkerBlendUnit", 39)
--end memorypools
--start worldlvl
ReadDataFile("dc:012\\012.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment
--start birdsandfish

--  Birdies
    SetNumBirdTypes(1);
    SetBirdType(0,1.0,"bird1");

--end birdsandfish
--start deathregions
    AddDeathRegion("Death1");
--end deathregions

--start soundconfig

    OpenAudioStream("sound\\nab.lvl",  "nabcw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_tac_vo");
    OpenAudioStream("sound\\nab.lvl",  "nab2");
    OpenAudioStream("sound\\nab.lvl",  "nab2");

    OpenAudioStream("dc:sound\\012.lvl",  "012");
    OpenAudioStream("dc:sound\\012.lvl",  "012");

    OpenAudioStream("sound\\yav.lvl",  "yav1_emt");
--OpenAudioStream("sound\\tat.lvl","tat1_emt");
SetBleedingVoiceOver(CIS,CIS,"cis_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(CIS,REP,"cis_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,CIS,"rep_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,REP,"rep_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
    SetAmbientMusic(REP, 1.0, "rep_nab_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_nab_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_nab_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_nab_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_nab_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_nab_amb_victory");
    SetDefeatMusic (REP, "rep_nab_amb_defeat");
    SetVictoryMusic(CIS, "cis_nab_amb_victory");
    SetDefeatMusic (CIS, "cis_nab_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
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");
SetPlanetaryBonusVoiceOver(REP,REP,0,"rep_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(REP,CIS,0,"rep_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(REP,REP,1,"");
SetPlanetaryBonusVoiceOver(REP,CIS,1,"");
SetPlanetaryBonusVoiceOver(REP,REP,2,"rep_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(REP,CIS,2,"rep_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(REP,REP,3,"rep_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(REP,CIS,3,"rep_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(REP,REP,4,"rep_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(REP,CIS,4,"rep_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(REP,REP,5,"rep_bonus_rep_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(REP,CIS,5,"rep_bonus_cis_sabotage");
SetPlanetaryBonusVoiceOver(REP,REP,6,"");
SetPlanetaryBonusVoiceOver(REP,CIS,6,"");
SetPlanetaryBonusVoiceOver(REP,REP,7,"rep_bonus_rep_training");--advanced training
SetPlanetaryBonusVoiceOver(REP,CIS,7,"rep_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS,CIS,0,"cis_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(CIS,REP,0,"cis_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(CIS,CIS,1,"");
SetPlanetaryBonusVoiceOver(CIS,REP,1,"");
SetPlanetaryBonusVoiceOver(CIS,CIS,2,"cis_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(CIS,REP,2,"cis_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(CIS,CIS,3,"cis_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(CIS,REP,3,"cis_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(CIS,CIS,4,"cis_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(CIS,REP,4,"cis_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(CIS,CIS,5,"cis_bonus_cis_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(CIS,REP,5,"cis_bonus_rep_sabotage");
SetPlanetaryBonusVoiceOver(CIS,CIS,6,"");
SetPlanetaryBonusVoiceOver(CIS,REP,6,"");
SetPlanetaryBonusVoiceOver(CIS,CIS,7,"cis_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS,REP,7,"cis_bonus_rep_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots

--arch
AddCameraShot(0.699169, 0.000000, -0.714951, 0.000000, 124.138992, 29.504126, 267.272858);
--generator
AddCameraShot(0.996457, 0.000000, 0.084080, 0.000000, 178.588196, 4.166764, 46.815147);
--loggia
AddCameraShot(0.997702, 0.000000, -0.007122, 0.000000, 21.939123, 2.624976, 445.979645);
--throneroom
AddCameraShot(-0.390951, 0.000000, -0.920411, 0.000000, -101.787354, 25.450806, 259.847839);


--start footer
end
--end footer



[/spoiler]
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