Naboo Plains Twilight Dedicated Server Package

Started by Phobos, January 14, 2012, 08:29:43 PM

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Naboo Plains Twilight Dedicated Server Package

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=420

Naboo Plains Twilight Dedicated Server Package
For the dedicated server tools hex edits
Quotenab1NoTanksNoCP.lvl
nab1NoTanksNoCPNoBoundaries.lvl
nab1NoTanks.lvl

The original naboo plains twilight has bikes and kaadus. The noTanks mod has only kaadus. The noCP still has middle post takeable.

Ooah, people won't be able to play with tanks :3
Players don't have to download any files, everything is on the server, even the twilight skin?
Thanks!

The textures are in the map file yes but clients will not see them unless they have downloaded one of the mods for it. These additional LVLs were released to offer more variety for hosting this map. For anyone interested in hosting this naboo plains as a clan training server, I will also post the current LUA I am using:

NAB1i.LUA
---------------------------------------------------------------------------
-- 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()
--  Empire Attacking (attacker is always #1)
    local ALL = 2
    local IMP = 1
--  These variables do not change
    local ATT = 1
    local DEF = 2


      SetTeamName(ALL, "Alliance")
      SetTeamName(IMP, "Empire")
      SetTeamName(3, "Locals")

        AddMissionObjective(IMP, "orange", "level.naboo1.objectives.1a");
    AddMissionObjective(IMP, "red", "level.naboo1.objectives.4a");
    --AddMissionObjective(IMP, "red", "level.naboo1.objectives.5a");
    AddMissionObjective(ALL, "orange", "level.naboo1.objectives.1a");
    --AddMissionObjective(ALL, "red", "level.naboo1.objectives.2a");
    AddMissionObjective(ALL, "red", "level.naboo1.objectives.3a");

    SetTeamAggressiveness(ALL, 1.0)
    SetTeamAggressiveness(IMP, 0.75)

    SetMaxFlyHeight(1000)
    SetMaxPlayerFlyHeight(1000)


    ReadDataFile("sound\\nab.lvl;nab1gcw");
    ReadDataFile("sound\\kam.lvl;kam1cw");

    ReadDataFile("SIDE\\all.lvl",
        "all_hover_combatspeeder",
        "all_inf_basic",
        "all_inf_lukeskywalker",
        "all_inf_smuggler"
--        "all_fly_xwing"
        )
    ReadDataFile("SIDE\\imp.lvl",
        "imp_fly_destroyer_dome",
        "imp_inf_basic",
        "imp_inf_dark_trooper",
        "imp_inf_darthvader",
        "imp_hover_speederbike",
        "imp_walk_atst"
--        "imp_fly_tiefighter"
        )
    ReadDataFile("SIDE\\gun.lvl",
        "gun_inf_basic",
        "gun_walk_kaadu")



--  Level Stats
    ClearWalkers()
    SetMemoryPoolSize ("EntityWalker",-1)
    AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
    AddWalkerType(1, 6) --
    AddWalkerType(2, 1) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
    SetMemoryPoolSize ("Weapon", 280)
    SetMemoryPoolSize ("CommandHover",0)
    SetMemoryPoolSize("EntityFlyer", 2)
--  SetMemoryPoolSize("EntityTauntaun", 0)
    SetMemoryPoolSize("EntityHover", 5)
    SetMemoryPoolSize("EntityCarrier", 0)
     SetMemoryPoolSize("MountedTurret", 55)
    SetMemoryPoolSize("EntityBuildingArmedDynamic", 0);
    SetMemoryPoolSize("OrdnanceTowCable", 0)
    SetMemoryPoolSize("Aimer", 220)
    SetMemoryPoolSize("PowerupItem", 200)
    SetMemoryPoolSize("EntityMine", 200)
    SetAllowBlindJetJumps(1)


ReadDataFile("NAB\\nab1.lvl")
--  Alliance Stats

      SetTeamIcon(ALL, "all_icon")
      AddUnitClass(ALL, "all_inf_marksman",3)
      AddUnitClass(ALL, "imp_inf_shock_trooper",3)
      AddUnitClass(ALL, "all_inf_pilot",3)
      AddUnitClass(ALL, "imp_inf_scout_trooper",3)
      AddUnitClass(ALL, "imp_inf_dark_trooper",3)
    SetHeroClass(ALL, "all_inf_lukeskywalker")

--    Imperial Stats

      SetTeamIcon(IMP, "imp_icon")
      AddUnitClass(IMP, "all_inf_marksman",3)
      AddUnitClass(IMP, "imp_inf_shock_trooper",3)
      AddUnitClass(IMP, "all_inf_pilot",3)
      AddUnitClass(IMP, "imp_inf_scout_trooper",3)
      AddUnitClass(IMP, "imp_inf_dark_trooper",3)
    SetHeroClass(IMP, "imp_inf_darthvader")


--  Local Stats
    SetTeamIcon(ALL, "all_icon")
    AddUnitClass(3, "gun_inf_soldier", 5)
    AddUnitClass(3, "gun_inf_rider", 2)
    SetUnitCount(3, 7)
    SetTeamAsEnemy(3,ATT)
    SetTeamAsFriend(3,DEF)





--  Attacker Stats
    SetUnitCount(ATT, 15)
    SetReinforcementCount(ATT, 100)
    SetTeamAsEnemy(ATT,3)

--  Defender Stats
    SetUnitCount(DEF, 15)
    SetReinforcementCount(DEF, 100)
    SetTeamAsFriend(DEF,3)

    SetSpawnDelay(3.0, 0.25)
    SetDenseEnvironment("false")

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





--  Sound
    OpenAudioStream("sound\\kam.lvl",  "kam1cw");
    OpenAudioStream("sound\\nab.lvl",  "nabgcw_music");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\nab.lvl",  "nab1");
    OpenAudioStream("sound\\nab.lvl",  "nab1");

    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);

    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("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");

    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

    SetAttackingTeam(ATT);

--Opening Satalite Shot
--Nab1 Plains
--Hill
AddCameraShot(0.983066, -0.039190, 0.178868, 0.007131, 44.779041, -92.555016, 223.609207);
--Pillars
AddCameraShot(0.558071, -0.004864, -0.829747, -0.007232, -99.522423, -104.189438, 102.993027);
--Center
AddCameraShot(-0.180345, 0.002299, -0.983521, -0.012535, 38.772453, -105.314598, 24.777697);


end





As you can see the unit selection for both teams is:
1. rebel sniper
2. empire missile
3. rebel pilot
4. empire sniper
5. empire dark jet

I have no idea why memorypool for walkers is -1, but since I removed those vehicle spawns in zeroeditor it seems to have no impact.