----------------------------------------------------------------------------- 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()-- Attacker is always #1 local ALL = 1 local IMP = 2-- These variables do not change local ATT = 1 local DEF = 2SetTeamAggressiveness(IMP, 0.95)SetTeamAggressiveness(ALL, 0.95) AddMissionObjective(IMP, "orange", "level.bespin2.objectives.1"); AddMissionObjective(IMP, "red", "level.bespin2.objectives.2"); AddMissionObjective(ALL, "orange", "level.bespin2.objectives.1"); AddMissionObjective(ALL, "red", "level.bespin2.objectives.2"); ReadDataFile("sound\\bes.lvl;bes2gcw"); ReadDataFile("SIDE\\all.lvl", "all_inf_basicurban", "all_inf_lukeskywalker", "all_inf_smuggler"); ReadDataFile("SIDE\\imp.lvl", "imp_inf_basic_tie", "imp_inf_dark_trooper", "imp_inf_darthvader");k=random(8);if k == 1 then--standard CC SetMaxFlyHeight(-10); ReadDataFile("BES\\bes2.lvl")-- Alliance Stats SetTeamName(ALL, "Alliance") SetTeamIcon(ALL, "all_icon") AddUnitClass(ALL, "all_inf_soldierurban",11) AddUnitClass(ALL, "all_inf_vanguard",3) AddUnitClass(ALL, "all_inf_pilot",4) AddUnitClass(ALL, "all_inf_marksman",4) AddUnitClass(ALL, "all_inf_smuggler",3) SetHeroClass(ALL, "all_inf_lukeskywalker") SetAttackingTeam(ATT);-- Imperial Stats SetTeamName(IMP, "Empire") SetTeamIcon(IMP, "imp_icon") AddUnitClass(IMP, "imp_inf_storm_trooper",11) AddUnitClass(IMP, "imp_inf_shock_trooper",3) AddUnitClass(IMP, "imp_inf_pilottie",4) AddUnitClass(IMP, "imp_inf_scout_trooper",4) AddUnitClass(IMP, "imp_inf_dark_trooper",3) SetHeroClass(IMP, "imp_inf_darthvader")-- Attacker Stats SetUnitCount(ATT, 25) SetReinforcementCount(ATT, 200) AddBleedThreshold(ATT, 31, 0.0) AddBleedThreshold(ATT, 21, 0.75) AddBleedThreshold(ATT, 11, 2.25) AddBleedThreshold(ATT, 1, 3.0)-- Defender Stats SetUnitCount(DEF, 25) SetReinforcementCount(DEF, 200) AddBleedThreshold(DEF, 31, 0.0) AddBleedThreshold(DEF, 21, 0.75) AddBleedThreshold(DEF, 11, 2.25) AddBleedThreshold(DEF, 1, 3.0)--ActivateBonus(ALL, "HERO")--ActivateBonus(ALL, "MEDICAL_SUPPLIES")--ActivateBonus(ALL, "SURPLUS_SUPPLIES") crashes game--ActivateBonus(ALL, "SENSOR_BOOST") no know affect--ActivateBonus(ALL, "RESERVES")--ActivateBonus(ALL, "SABOTAGE")--ActivateBonus(ALL, "SNEAK_ATTACK") elseif k == 2 then --rebs heal SetMaxFlyHeight(-10); ReadDataFile("BES\\bes2.lvl")-- Alliance Stats SetTeamName(ALL, "Alliance") SetTeamIcon(ALL, "all_icon") AddUnitClass(ALL, "all_inf_soldierurban",11) AddUnitClass(ALL, "all_inf_vanguard",3) AddUnitClass(ALL, "all_inf_pilot",4) AddUnitClass(ALL, "all_inf_marksman",4) AddUnitClass(ALL, "all_inf_smuggler",3) SetHeroClass(ALL, "all_inf_lukeskywalker") SetAttackingTeam(ATT);-- Imperial Stats SetTeamName(IMP, "Empire") SetTeamIcon(IMP, "imp_icon") AddUnitClass(IMP, "imp_inf_storm_trooper",11) AddUnitClass(IMP, "imp_inf_shock_trooper",3) AddUnitClass(IMP, "imp_inf_pilottie",4) AddUnitClass(IMP, "imp_inf_scout_trooper",4) AddUnitClass(IMP, "imp_inf_dark_trooper",3) SetHeroClass(IMP, "imp_inf_darthvader")-- Attacker Stats SetUnitCount(ATT, 25) SetReinforcementCount(ATT, 200) AddBleedThreshold(ATT, 31, 0.0) AddBleedThreshold(ATT, 21, 0.75) AddBleedThreshold(ATT, 11, 2.25) AddBleedThreshold(ATT, 1, 3.0)-- Defender Stats SetUnitCount(DEF, 25) SetReinforcementCount(DEF, 200) AddBleedThreshold(DEF, 31, 0.0) AddBleedThreshold(DEF, 21, 0.75) AddBleedThreshold(DEF, 11, 2.25) AddBleedThreshold(DEF, 1, 3.0)ActivateBonus(ALL, "MEDICAL_SUPPLIES")--ActivateBonus(IMP, "MEDICAL_SUPPLIES")elseif k==3 then--both heal--reserved standard CC template SetMaxFlyHeight(-10); ReadDataFile("BES\\bes2.lvl")-- Alliance Stats SetTeamName(ALL, "Alliance") SetTeamIcon(ALL, "all_icon") AddUnitClass(ALL, "all_inf_soldierurban",11) AddUnitClass(ALL, "all_inf_vanguard",3) AddUnitClass(ALL, "all_inf_pilot",4) AddUnitClass(ALL, "all_inf_marksman",4) AddUnitClass(ALL, "all_inf_smuggler",3) SetHeroClass(ALL, "all_inf_lukeskywalker") SetAttackingTeam(ATT);-- Imperial Stats SetTeamName(IMP, "Empire") SetTeamIcon(IMP, "imp_icon") AddUnitClass(IMP, "imp_inf_storm_trooper",11) AddUnitClass(IMP, "imp_inf_shock_trooper",3) AddUnitClass(IMP, "imp_inf_pilottie",4) AddUnitClass(IMP, "imp_inf_scout_trooper",4) AddUnitClass(IMP, "imp_inf_dark_trooper",3) SetHeroClass(IMP, "imp_inf_darthvader")-- Attacker Stats SetUnitCount(ATT, 25) SetReinforcementCount(ATT, 200) AddBleedThreshold(ATT, 31, 0.0) AddBleedThreshold(ATT, 21, 0.75) AddBleedThreshold(ATT, 11, 2.25) AddBleedThreshold(ATT, 1, 3.0)-- Defender Stats SetUnitCount(DEF, 25) SetReinforcementCount(DEF, 200) AddBleedThreshold(DEF, 31, 0.0) AddBleedThreshold(DEF, 21, 0.75) AddBleedThreshold(DEF, 11, 2.25) AddBleedThreshold(DEF, 1, 3.0)ActivateBonus(ALL, "MEDICAL_SUPPLIES")ActivateBonus(IMP, "MEDICAL_SUPPLIES")elseif k==4 then--fair sides rebels SetMaxFlyHeight(-10); ReadDataFile("BES\\bes2.lvl")-- Alliance Stats SetTeamName(ALL, "Alliance") SetTeamIcon(ALL, "all_icon") AddUnitClass(ALL, "all_inf_soldierurban",11) AddUnitClass(ALL, "all_inf_vanguard",3) AddUnitClass(ALL, "all_inf_pilot",4) AddUnitClass(ALL, "all_inf_marksman",4) AddUnitClass(ALL, "all_inf_smuggler",3) SetHeroClass(ALL, "all_inf_lukeskywalker") SetAttackingTeam(ATT);-- Imperial Stats SetTeamName(IMP, "Empire") SetTeamIcon(IMP, "imp_icon") AddUnitClass(IMP, "all_inf_soldierurban",11) AddUnitClass(IMP, "all_inf_vanguard",3) AddUnitClass(IMP, "all_inf_pilot",4) AddUnitClass(IMP, "all_inf_marksman",4) AddUnitClass(IMP, "all_inf_smuggler",3) SetHeroClass(IMP, "imp_inf_darthvader")-- Attacker Stats SetUnitCount(ATT, 25) SetReinforcementCount(ATT, 200) AddBleedThreshold(ATT, 31, 0.0) AddBleedThreshold(ATT, 21, 0.75) AddBleedThreshold(ATT, 11, 2.25) AddBleedThreshold(ATT, 1, 3.0)-- Defender Stats SetUnitCount(DEF, 25) SetReinforcementCount(DEF, 200) AddBleedThreshold(DEF, 31, 0.0) AddBleedThreshold(DEF, 21, 0.75) AddBleedThreshold(DEF, 11, 2.25) AddBleedThreshold(DEF, 1, 3.0)--ActivateBonus(ALL, "MEDICAL_SUPPLIES")--ActivateBonus(IMP, "MEDICAL_SUPPLIES")elseif k ==5 then--fair sides empire SetMaxFlyHeight(-10); ReadDataFile("BES\\bes2.lvl")-- Alliance Stats SetTeamName(ALL, "Alliance") SetTeamIcon(ALL, "all_icon") AddUnitClass(ALL, "imp_inf_storm_trooper",11) AddUnitClass(ALL, "imp_inf_shock_trooper",3) AddUnitClass(ALL, "imp_inf_pilottie",4) AddUnitClass(ALL, "imp_inf_scout_trooper",4) AddUnitClass(ALL, "imp_inf_dark_trooper",3) SetHeroClass(ALL, "all_inf_lukeskywalker") SetAttackingTeam(ATT);-- Imperial Stats SetTeamName(IMP, "Empire") SetTeamIcon(IMP, "imp_icon") AddUnitClass(IMP, "imp_inf_storm_trooper",11) AddUnitClass(IMP, "imp_inf_shock_trooper",3) AddUnitClass(IMP, "imp_inf_pilottie",4) AddUnitClass(IMP, "imp_inf_scout_trooper",4) AddUnitClass(IMP, "imp_inf_dark_trooper",3) SetHeroClass(IMP, "imp_inf_darthvader")-- Attacker Stats SetUnitCount(ATT, 25) SetReinforcementCount(ATT, 200) AddBleedThreshold(ATT, 31, 0.0) AddBleedThreshold(ATT, 21, 0.75) AddBleedThreshold(ATT, 11, 2.25) AddBleedThreshold(ATT, 1, 3.0)-- Defender Stats SetUnitCount(DEF, 25) SetReinforcementCount(DEF, 200) AddBleedThreshold(DEF, 31, 0.0) AddBleedThreshold(DEF, 21, 0.75) AddBleedThreshold(DEF, 11, 2.25) AddBleedThreshold(DEF, 1, 3.0)--ActivateBonus(ALL, "MEDICAL_SUPPLIES")--ActivateBonus(IMP, "MEDICAL_SUPPLIES")elseif k ==6 then--snipers only SetMaxFlyHeight(-10); ReadDataFile("BES\\bes2.lvl")-- Alliance Stats SetTeamName(ALL, "Alliance") SetTeamIcon(ALL, "all_icon") AddUnitClass(ALL, "all_inf_marksman",11) AddUnitClass(ALL, "all_inf_marksman",3) AddUnitClass(ALL, "all_inf_marksman",4) AddUnitClass(ALL, "all_inf_marksman",4) AddUnitClass(ALL, "all_inf_marksman",3) SetHeroClass(ALL, "all_inf_lukeskywalker") SetAttackingTeam(ATT);-- Imperial Stats SetTeamName(IMP, "Empire") SetTeamIcon(IMP, "imp_icon") AddUnitClass(IMP, "imp_inf_scout_trooper",11) AddUnitClass(IMP, "imp_inf_scout_trooper",3) AddUnitClass(IMP, "imp_inf_scout_trooper",4) AddUnitClass(IMP, "imp_inf_scout_trooper",4) AddUnitClass(IMP, "imp_inf_scout_trooper",3) SetHeroClass(IMP, "imp_inf_darthvader")-- Attacker Stats SetUnitCount(ATT, 25) SetReinforcementCount(ATT, 100) AddBleedThreshold(ATT, 31, 0.0) AddBleedThreshold(ATT, 21, 0.75) AddBleedThreshold(ATT, 11, 2.25) AddBleedThreshold(ATT, 1, 3.0)-- Defender Stats SetUnitCount(DEF, 25) SetReinforcementCount(DEF, 100) AddBleedThreshold(DEF, 31, 0.0) AddBleedThreshold(DEF, 21, 0.75) AddBleedThreshold(DEF, 11, 2.25) AddBleedThreshold(DEF, 1, 3.0)--ActivateBonus(ALL, "MEDICAL_SUPPLIES")--ActivateBonus(IMP, "MEDICAL_SUPPLIES")elseif k ==7 then--DT vs DT SetMaxFlyHeight(-10); ReadDataFile("BES\\bes2.lvl")-- Alliance Stats SetTeamName(ALL, "Alliance") SetTeamIcon(ALL, "all_icon") AddUnitClass(ALL, "imp_inf_dark_trooper",11) AddUnitClass(ALL, "imp_inf_dark_trooper",3) AddUnitClass(ALL, "imp_inf_dark_trooper",4) AddUnitClass(ALL, "imp_inf_dark_trooper",4) AddUnitClass(ALL, "imp_inf_dark_trooper",3) SetHeroClass(ALL, "all_inf_lukeskywalker") SetAttackingTeam(ATT);-- Imperial Stats SetTeamName(IMP, "Empire") SetTeamIcon(IMP, "imp_icon") AddUnitClass(IMP, "imp_inf_dark_trooper",11) AddUnitClass(IMP, "imp_inf_dark_trooper",3) AddUnitClass(IMP, "imp_inf_dark_trooper",4) AddUnitClass(IMP, "imp_inf_dark_trooper",4) AddUnitClass(IMP, "imp_inf_dark_trooper",3) SetHeroClass(IMP, "imp_inf_darthvader")-- Attacker Stats SetUnitCount(ATT, 25) SetReinforcementCount(ATT, 100) AddBleedThreshold(ATT, 31, 0.0) AddBleedThreshold(ATT, 21, 0.75) AddBleedThreshold(ATT, 11, 2.25) AddBleedThreshold(ATT, 1, 3.0)-- Defender Stats SetUnitCount(DEF, 25) SetReinforcementCount(DEF, 100) AddBleedThreshold(DEF, 31, 0.0) AddBleedThreshold(DEF, 21, 0.75) AddBleedThreshold(DEF, 11, 2.25) AddBleedThreshold(DEF, 1, 3.0)--ActivateBonus(ALL, "MEDICAL_SUPPLIES")--ActivateBonus(IMP, "MEDICAL_SUPPLIES")elseif k ==8 then--mixed fair sides no bleed SetMaxFlyHeight(-10); ReadDataFile("BES\\bes2.lvl")-- Alliance Stats SetTeamName(ALL, "Alliance") SetTeamIcon(ALL, "all_icon") AddUnitClass(ALL, "all_inf_pilot",11) AddUnitClass(ALL, "imp_inf_shock_trooper",3) AddUnitClass(ALL, "imp_inf_pilottie",4) AddUnitClass(ALL, "all_inf_marksman",4) AddUnitClass(ALL, "imp_inf_dark_trooper",3) SetHeroClass(ALL, "all_inf_lukeskywalker") SetAttackingTeam(ATT);-- Imperial Stats SetTeamName(IMP, "Empire") SetTeamIcon(IMP, "imp_icon") AddUnitClass(IMP, "all_inf_pilot",11) AddUnitClass(IMP, "imp_inf_shock_trooper",3) AddUnitClass(IMP, "imp_inf_pilottie",4) AddUnitClass(IMP, "all_inf_marksman",4) AddUnitClass(IMP, "imp_inf_dark_trooper",3) SetHeroClass(IMP, "imp_inf_darthvader")-- Attacker Stats SetUnitCount(ATT, 25) SetReinforcementCount(ATT, 100) AddBleedThreshold(ATT, 31, 0.0) AddBleedThreshold(ATT, 21, 0.0) AddBleedThreshold(ATT, 11, 0.0) AddBleedThreshold(ATT, 1, 0.0)-- Defender Stats SetUnitCount(DEF, 25) SetReinforcementCount(DEF, 100) AddBleedThreshold(DEF, 31, 0.0) AddBleedThreshold(DEF, 21, 0.0) AddBleedThreshold(DEF, 11, 0.0) AddBleedThreshold(DEF, 1, 0.0)--ActivateBonus(ALL, "MEDICAL_SUPPLIES")--ActivateBonus(IMP, "MEDICAL_SUPPLIES")else--elseif k ==5 then--reserved standard CC template SetMaxFlyHeight(-10); ReadDataFile("BES\\bes2.lvl")-- Alliance Stats SetTeamName(ALL, "Alliance") SetTeamIcon(ALL, "all_icon") AddUnitClass(ALL, "all_inf_soldierurban",11) AddUnitClass(ALL, "all_inf_vanguard",3) AddUnitClass(ALL, "all_inf_pilot",4) AddUnitClass(ALL, "all_inf_marksman",4) AddUnitClass(ALL, "all_inf_smuggler",3) SetHeroClass(ALL, "all_inf_lukeskywalker") SetAttackingTeam(ATT);-- Imperial Stats SetTeamName(IMP, "Empire") SetTeamIcon(IMP, "imp_icon") AddUnitClass(IMP, "imp_inf_storm_trooper",11) AddUnitClass(IMP, "imp_inf_shock_trooper",3) AddUnitClass(IMP, "imp_inf_pilottie",4) AddUnitClass(IMP, "imp_inf_scout_trooper",4) AddUnitClass(IMP, "imp_inf_dark_trooper",3) SetHeroClass(IMP, "imp_inf_darthvader")-- Attacker Stats SetUnitCount(ATT, 25) SetReinforcementCount(ATT, 200) AddBleedThreshold(ATT, 31, 0.0) AddBleedThreshold(ATT, 21, 0.75) AddBleedThreshold(ATT, 11, 2.25) AddBleedThreshold(ATT, 1, 3.0)-- Defender Stats SetUnitCount(DEF, 25) SetReinforcementCount(DEF, 200) AddBleedThreshold(DEF, 31, 0.0) AddBleedThreshold(DEF, 21, 0.75) AddBleedThreshold(DEF, 11, 2.25) AddBleedThreshold(DEF, 1, 3.0)--ActivateBonus(ALL, "MEDICAL_SUPPLIES")--ActivateBonus(IMP, "MEDICAL_SUPPLIES") end-- Level Stats ClearWalkers() SetMemoryPoolSize("MountedTurret", 10) SetMemoryPoolSize("Obstacle", 514) SetSpawnDelay(2.0, 0.25) SetDenseEnvironment("true")-- Birdies -- SetNumBirdTypes(1); -- SetBirdType(0,1.0,"bird"); -- SetBirdFlockMinHeight(-28.0); AddDeathRegion("DeathRegion"); AddDeathRegion("DeathRegion2");-- Sound OpenAudioStream("sound\\bes.lvl", "bes2gcw_music"); OpenAudioStream("sound\\gcw.lvl", "gcw_vo"); OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo"); OpenAudioStream("sound\\bes.lvl", "bes2"); OpenAudioStream("sound\\bes.lvl", "bes2"); 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_bes_amb_start", 0,1); SetAmbientMusic(ALL, 0.99, "all_bes_amb_middle", 1,1); SetAmbientMusic(ALL, 0.1,"all_bes_amb_end", 2,1); SetAmbientMusic(IMP, 1.0, "imp_bes_amb_start", 0,1); SetAmbientMusic(IMP, 0.99, "imp_bes_amb_middle", 1,1); SetAmbientMusic(IMP, 0.1,"imp_bes_amb_end", 2,1); SetVictoryMusic(ALL, "all_bes_amb_victory"); SetDefeatMusic (ALL, "all_bes_amb_defeat"); SetVictoryMusic(IMP, "imp_bes_amb_victory"); SetDefeatMusic (IMP, "imp_bes_amb_defeat"); SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin"); SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout"); --SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null"); --SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null"); --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"); 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-- Camera Stats--Bespin 2--Courtyard AddCameraShot(0.364258, -0.004224, -0.931226, -0.010797, -206.270294, -44.204708, 88.837059);--Carbon ChamberAddCameraShot(0.327508, 0.002799, -0.944810, 0.008076, -184.781006, -59.802036, -28.118919);--Wind TunnelAddCameraShot(0.572544, -0.013560, -0.819532, -0.019410, -244.788055, -61.541622, -44.260509);end
Do not post with only emoticons.
What's in a name?"Lua" (pronounced LOO-ah) means "Moon" in Portuguese. As such, it is neither an acronym nor an abbreviation, but a noun. More specifically, "Lua" is a name, the name of the Earth's moon and the name of the language. Like most names, it should be written in lower case with an initial capital, that is, "Lua". Please do not write it as "LUA", which is both ugly and confusing, because then it becomes an acronym with different meanings for different people. So, please, write "Lua" right!
k=random(2);if k == 1 then -- load up these guys ReadDataFile("SIDE\\rep.lvl"); --stuffelse -- load up those other guys ReadDataFile("SIDE\\gun.lvl"); -- stuffend
Awesome.Just the possibility makes it worth testing.On a simular, but different side note...Do you think there might be a way to use a random sky file at runtime?(basicly a map that is sometimes day/sometimes night)
REQN { "envfx" "***" }
ok, just to be clear...this is the same ScriptInit() from the level Lua that you find in Common\Scripts\{levelname}.lua?If so, I'm thinking of randomizing the sides/units when the level loads.Spoiler (click to show/hide)Code: [Select]k=random(2);if k == 1 then -- load up these guys ReadDataFile("SIDE\\rep.lvl"); --stuffelse -- load up those other guys ReadDataFile("SIDE\\gun.lvl"); -- stuffendI like random
would it be possible to call on different common.lvl files for each random set? like for snipers only i would want to remove healing from the health droids but leave them functional for normal sides