Hello everyone.
For Star Wars Battlefront 2004 I'm trying to swap around the Tatooine Dune Sea Map. I'm made it so the tusken raiders are playable in their default spawn points while swapping them with the rebels and the CIS as a playable faction for both eras. So far it has been successful except for one aspect. I can't get the vehicles to spawn for the rebels and CIS as they are now the "local" faction and I have no idea how to make vehicles spawn for the local factions.
I will post both my luas.
This is for the clone wars era.
---------------------------------------------------------------------------
-- 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()
-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(REP, "orange", "level.tat1.objectives.1");
AddMissionObjective(REP, "red", "level.tat1.objectives.2");
AddMissionObjective(CIS, "orange", "level.tat1.objectives.1");
AddMissionObjective(CIS, "red", "level.tat1.objectives.2");
SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)
ReadDataFile("sound\\tat.lvl;tat1cw");
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_jedifighter",
"rep_hover_speederbike",
"rep_hover_fightertank",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu");
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter",
"cis_hover_aat",
"cis_hover_stap",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_tuskenraider");
SetAttackingTeam(ATT);
-- Republic Stats
SetTeamName(REP, "Republic");
SetTeamIcon(REP, "rep_icon");
AddUnitClass(REP, "rep_inf_clone_trooper",11)
AddUnitClass(REP, "rep_inf_arc_trooper",3)
AddUnitClass(REP, "rep_inf_clone_pilot",4)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
AddUnitClass(REP, "rep_inf_jet_trooper",3)
SetHeroClass(REP, "rep_inf_macewindu")
-- CIS Stats
SetTeamName(CIS, "locals");
AddUnitClass(CIS, "tat_inf_tuskenraider", 5);
AddUnitClass(CIS, "tat_inf_tuskenhunter", 2);
-- Attacker Stats
SetUnitCount(ATT, 25)
SetReinforcementCount(ATT, 250)
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 2.25)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 14)
SetReinforcementCount(DEF, 500)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
-- Local Stats
SetTeamName(3, "CIS")
SetTeamIcon(3, "cis_icon");
AddUnitClass(3, "cis_inf_battledroid",11)
AddUnitClass(3, "cis_inf_assault",3)
AddUnitClass(3, "cis_inf_pilotdroid",4)
AddUnitClass(3, "cis_inf_assassindroid",4)
AddUnitClass(3, "cis_inf_droideka",3)
AddUnitClass(3, "cis_inf_countdooku",1)
SetUnitCount(3, 26)
SetReinforcementCount(3, 250)
-- Level Stats
ClearWalkers()
AddWalkerType(0,
SetMemoryPoolSize("EntityHover", 16)
SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat1.lvl")
SetDenseEnvironment("false")
AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
-- Sound Stats
OpenAudioStream("sound\\tat.lvl", "tatcw_music");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\tat.lvl", "tat1_emt");
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);
SetOutOfBoundsVoiceOver(1, "Repleaving");
SetOutOfBoundsVoiceOver(2, "Cisleaving");
SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_tat_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_tat_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_tat_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_tat_amb_end", 2,1);
SetVictoryMusic(REP, "rep_tat_amb_victory");
SetDefeatMusic (REP, "rep_tat_amb_defeat");
SetVictoryMusic(CIS, "cis_tat_amb_victory");
SetDefeatMusic (CIS, "cis_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");
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
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
-- Camera Stats
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
end
This one is from the gcw.
---------------------------------------------------------------------------
-- 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
AddMissionObjective(IMP, "orange", "level.tat1.objectives.1");
AddMissionObjective(IMP, "red", "level.tat1.objectives.2");
AddMissionObjective(ALL, "orange", "level.tat1.objectives.1");
AddMissionObjective(ALL, "red", "level.tat1.objectives.2");
SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(ALL, 0.95)
ReadDataFile("sound\\tat.lvl;tat1gcw");
ReadDataFile("SIDE\\all.lvl",
"all_fly_xwing",
"all_hover_combatspeeder",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler")
ReadDataFile("SIDE\\imp.lvl",
"imp_fly_destroyer_dome",
"imp_fly_tiefighter",
"imp_hover_speederbike",
"imp_walk_atst",
"imp_inf_basic_tie",
"imp_inf_dark_trooper",
"imp_inf_darthvader")
ReadDataFile("SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_tuskenraider")
ReadDataFile("Common2\\common.lvl")
SetAttackingTeam(ATT);
-- Alliance Stats
SetTeamName(ALL, "locals")
AddUnitClass(ALL, "tat_inf_tuskenraider",11)
AddUnitClass(ALL, "tat_inf_tuskenhunter",3)
-- Imperial Stats
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",5)
AddUnitClass(IMP, "imp_inf_shock_trooper",2)
AddUnitClass(IMP, "imp_inf_pilottie",3)
AddUnitClass(IMP, "imp_inf_scout_trooper",1)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
SetHeroClass(IMP, "imp_inf_darthvader")
-- Attacker Stats
SetUnitCount(ATT, 25)
SetReinforcementCount(ATT, 250)
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 2.25)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 14)
SetReinforcementCount(DEF, 500)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
-- Local Stats
SetTeamName(3, "Alliance")
SetTeamIcon(3, "all_icon")
AddUnitClass(3, "all_inf_soldierdesert",11)
AddUnitClass(3, "all_inf_vanguard",3)
AddUnitClass(3, "all_inf_pilot",4)
AddUnitClass(3, "all_inf_marksman",4)
AddUnitClass(3, "all_inf_smuggler",1)
AddUnitClass(3, "all_inf_lukeskywalker",1)
SetUnitCount(3, 25)
SetReinforcementCount(3, 250)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0)
AddWalkerType(1, 4)
AddWalkerType(2, 0)
SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat1.lvl")
SetDenseEnvironment("false")
AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
-- Sound Stats
OpenAudioStream("sound\\tat.lvl", "tatgcw_music");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
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_tat_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "all_tat_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"all_tat_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "imp_tat_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"imp_tat_amb_end", 2,1);
SetVictoryMusic(ALL, "all_tat_amb_victory");
SetDefeatMusic (ALL, "all_tat_amb_defeat");
SetVictoryMusic(IMP, "imp_tat_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");
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
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
end
If anyone knows how to make the vehicles spawn for the local factions then that would be great! I think that it may have to do with editing the map itself with zero editor but so far I am clueless.
Thank you.
For Star Wars Battlefront 2004 I'm trying to swap around the Tatooine Dune Sea Map. I'm made it so the tusken raiders are playable in their default spawn points while swapping them with the rebels and the CIS as a playable faction for both eras. So far it has been successful except for one aspect. I can't get the vehicles to spawn for the rebels and CIS as they are now the "local" faction and I have no idea how to make vehicles spawn for the local factions.
I will post both my luas.
This is for the clone wars era.
---------------------------------------------------------------------------
-- 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()
-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(REP, "orange", "level.tat1.objectives.1");
AddMissionObjective(REP, "red", "level.tat1.objectives.2");
AddMissionObjective(CIS, "orange", "level.tat1.objectives.1");
AddMissionObjective(CIS, "red", "level.tat1.objectives.2");
SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)
ReadDataFile("sound\\tat.lvl;tat1cw");
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_jedifighter",
"rep_hover_speederbike",
"rep_hover_fightertank",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu");
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter",
"cis_hover_aat",
"cis_hover_stap",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_tuskenraider");
SetAttackingTeam(ATT);
-- Republic Stats
SetTeamName(REP, "Republic");
SetTeamIcon(REP, "rep_icon");
AddUnitClass(REP, "rep_inf_clone_trooper",11)
AddUnitClass(REP, "rep_inf_arc_trooper",3)
AddUnitClass(REP, "rep_inf_clone_pilot",4)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
AddUnitClass(REP, "rep_inf_jet_trooper",3)
SetHeroClass(REP, "rep_inf_macewindu")
-- CIS Stats
SetTeamName(CIS, "locals");
AddUnitClass(CIS, "tat_inf_tuskenraider", 5);
AddUnitClass(CIS, "tat_inf_tuskenhunter", 2);
-- Attacker Stats
SetUnitCount(ATT, 25)
SetReinforcementCount(ATT, 250)
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 2.25)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 14)
SetReinforcementCount(DEF, 500)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
-- Local Stats
SetTeamName(3, "CIS")
SetTeamIcon(3, "cis_icon");
AddUnitClass(3, "cis_inf_battledroid",11)
AddUnitClass(3, "cis_inf_assault",3)
AddUnitClass(3, "cis_inf_pilotdroid",4)
AddUnitClass(3, "cis_inf_assassindroid",4)
AddUnitClass(3, "cis_inf_droideka",3)
AddUnitClass(3, "cis_inf_countdooku",1)
SetUnitCount(3, 26)
SetReinforcementCount(3, 250)
-- Level Stats
ClearWalkers()
AddWalkerType(0,
SetMemoryPoolSize("EntityHover", 16)
SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat1.lvl")
SetDenseEnvironment("false")
AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
-- Sound Stats
OpenAudioStream("sound\\tat.lvl", "tatcw_music");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\tat.lvl", "tat1_emt");
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);
SetOutOfBoundsVoiceOver(1, "Repleaving");
SetOutOfBoundsVoiceOver(2, "Cisleaving");
SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_tat_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_tat_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_tat_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_tat_amb_end", 2,1);
SetVictoryMusic(REP, "rep_tat_amb_victory");
SetDefeatMusic (REP, "rep_tat_amb_defeat");
SetVictoryMusic(CIS, "cis_tat_amb_victory");
SetDefeatMusic (CIS, "cis_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");
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
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
-- Camera Stats
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
end
This one is from the gcw.
---------------------------------------------------------------------------
-- 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
AddMissionObjective(IMP, "orange", "level.tat1.objectives.1");
AddMissionObjective(IMP, "red", "level.tat1.objectives.2");
AddMissionObjective(ALL, "orange", "level.tat1.objectives.1");
AddMissionObjective(ALL, "red", "level.tat1.objectives.2");
SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(ALL, 0.95)
ReadDataFile("sound\\tat.lvl;tat1gcw");
ReadDataFile("SIDE\\all.lvl",
"all_fly_xwing",
"all_hover_combatspeeder",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler")
ReadDataFile("SIDE\\imp.lvl",
"imp_fly_destroyer_dome",
"imp_fly_tiefighter",
"imp_hover_speederbike",
"imp_walk_atst",
"imp_inf_basic_tie",
"imp_inf_dark_trooper",
"imp_inf_darthvader")
ReadDataFile("SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_tuskenraider")
ReadDataFile("Common2\\common.lvl")
SetAttackingTeam(ATT);
-- Alliance Stats
SetTeamName(ALL, "locals")
AddUnitClass(ALL, "tat_inf_tuskenraider",11)
AddUnitClass(ALL, "tat_inf_tuskenhunter",3)
-- Imperial Stats
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",5)
AddUnitClass(IMP, "imp_inf_shock_trooper",2)
AddUnitClass(IMP, "imp_inf_pilottie",3)
AddUnitClass(IMP, "imp_inf_scout_trooper",1)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
SetHeroClass(IMP, "imp_inf_darthvader")
-- Attacker Stats
SetUnitCount(ATT, 25)
SetReinforcementCount(ATT, 250)
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 2.25)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 14)
SetReinforcementCount(DEF, 500)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
-- Local Stats
SetTeamName(3, "Alliance")
SetTeamIcon(3, "all_icon")
AddUnitClass(3, "all_inf_soldierdesert",11)
AddUnitClass(3, "all_inf_vanguard",3)
AddUnitClass(3, "all_inf_pilot",4)
AddUnitClass(3, "all_inf_marksman",4)
AddUnitClass(3, "all_inf_smuggler",1)
AddUnitClass(3, "all_inf_lukeskywalker",1)
SetUnitCount(3, 25)
SetReinforcementCount(3, 250)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0)
AddWalkerType(1, 4)
AddWalkerType(2, 0)
SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat1.lvl")
SetDenseEnvironment("false")
AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
-- Sound Stats
OpenAudioStream("sound\\tat.lvl", "tatgcw_music");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
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_tat_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "all_tat_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"all_tat_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "imp_tat_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"imp_tat_amb_end", 2,1);
SetVictoryMusic(ALL, "all_tat_amb_victory");
SetDefeatMusic (ALL, "all_tat_amb_defeat");
SetVictoryMusic(IMP, "imp_tat_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");
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
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
end
If anyone knows how to make the vehicles spawn for the local factions then that would be great! I think that it may have to do with editing the map itself with zero editor but so far I am clueless.
Thank you.