SWBFGamers

Gaming for the Original SWBF1 and SWBF2/other games => SWBF 1 and 2 Tournaments => Topic started by: Helios on July 26, 2013, 11:54:22 AM

Poll
Question: New or old map pack?
Option 1: New votes: 10
Option 2: Old votes: 5
Title: Official ICW 3 Thread
Post by: Helios on July 26, 2013, 11:54:22 AM
Participating clans/groups:
[FC]
{212}
1.0
UEF
Enten

Suggest one map per person for the ICW 3 Map Pack
Title: Re: Official ICW 3 Thread
Post by: Phobos on July 26, 2013, 12:59:07 PM
dagobah swamps by SK
Title: Re: Official ICW 3 Thread
Post by: Anyder on July 26, 2013, 02:35:24 PM
I think it should have the same maps it had on provious Tourney.
Also, maybe YAK is participating on it (possibly with more representers, but still participating), as FA and Alpha (not sure alpha will participate, though)
Title: Re: Official ICW 3 Thread
Post by: -=(212) Nixo=- on July 26, 2013, 05:45:13 PM
I asked Majesty, he has not interest in entering his clan into the ICW3.
Title: Re: Official ICW 3 Thread
Post by: Dark_Phantom on July 28, 2013, 09:36:48 AM
I think that the previous maps were good.  Most SWBF1 and 2 maps plus some of the great mod maps.  I think Coruscant: Streets should definitely be in there.
Title: Re: Official ICW 3 Thread
Post by: Helios on July 28, 2013, 09:44:34 AM
OK! Ive come up with an RSVP date, entries/pullouts are allowed until August 1st, 4 days should be enough, the start of the tournament will be on August 7th!
Title: Re: Official ICW 3 Thread
Post by: {PLA} Van STING on July 28, 2013, 11:08:09 AM
I might be able to participate with YAK(if YAK is joining). Will it be over tunngle?
Title: Re: Official ICW 3 Thread
Post by: Shazam on July 28, 2013, 01:43:21 PM
Quote from: vansting on July 28, 2013, 11:08:09 AM
I might be able to participate with YAK(if YAK is joining). Will it be over tunngle?

I'll make a YAK recruitment thread when I have the time.  Helios, we may need more than 4 days to get a solid team.

vansting, it will be on Tunngle.
Title: Re: Official ICW 3 Thread
Post by: Helios on July 28, 2013, 04:34:31 PM
Quote from: Shazam on July 28, 2013, 01:43:21 PM
I'll make a YAK recruitment thread when I have the time.  Helios, we may need more than 4 days to get a solid team.

vansting, it will be on Tunngle.
Ive already given you 4 days.
Title: Re: Official ICW 3 Thread
Post by: Led on July 28, 2013, 04:57:16 PM
Quote from: Helios on July 28, 2013, 04:34:31 PM
Ive already given you 4 days.

YAK is a pickup team.  Give them some time to organize, please.

In other news, I have already made YAK and FC private boards.  Use them if you want.  Or not.  I will try to find
all members, but you may need to request to be put in the group.
Title: Re: Official ICW 3 Thread
Post by: Helios on July 28, 2013, 05:08:39 PM
Quote from: Buckler on July 28, 2013, 04:57:16 PM
YAK is a pickup team.  Give them some time to organize, please.

In other news, I have already made YAK and FC private boards.  Use them if you want.  Or not.  I will try to find
all members, but you may need to request to be put in the group.
Ok thats fine, time to take a vote! Old map pack or a new one?
Title: Re: Official ICW 3 Thread
Post by: Gold Man on July 28, 2013, 05:31:06 PM
Quote from: Buckler on July 28, 2013, 04:57:16 PM
I have already made YAK and FC private boards.  Use them if you want.  Or not.  I will try to find
all members, but you may need to request to be put in the group.

Aye, I'l take in some of that action. I was a member the first one, so of course I'l help out some. I won't be here though in September, but I'l try and make the most of this in August while I can!
Title: Re: Official ICW 3 Thread
Post by: Oven on July 28, 2013, 06:10:55 PM
Hello,

1. I've been gone for a while. Can someone brief me on what exactly is going on here?

2. I am willing to sign on as an admin, although I can not run this thing.

Is there a community decided head admin? If so, great. If not, I will appoint one. I have already been talking to several candidates about this.

3. It's nice that this got started without my prodding!
Title: Re: Official ICW 3 Thread
Post by: Helios on July 28, 2013, 06:39:51 PM
ICW Rules are as before.
ICW3 Admins:
Oven
Helios
Shazam

Server Host:
Buckler/Led(thank you)
Title: Re: Official ICW 3 Thread
Post by: Oven on July 28, 2013, 06:46:09 PM
I think the best policy is this one:

Helios and Shazam will be the main admins for the ICW3. I.e., they will be the main ones in charge of running things. They are free to appoint whoever they want to be admins for battles. In particular, I am willing to admin battles whenever I am available.

However, it is obvious that a clan-neutral 3rd-party is required to settle disputes about outcomes, rule violations, and so on. This 3rd-party shall be me. If at any point such disputes arise, anyone concerned should please PM me with all the relevant details. I will make a decision and the decision will be official.

Additionally, I'm available for anyone (mods, participants, etc.) to answer questions and give advice on how to run/organize the ICW3. Again sending me a PM is the only surefire way of reaching me, because then it goes to my email, which I check regularly.

One more thing: I can also appoint admins. Those who I talked to a few weeks ago about being admin, if you are interested, just say the word and you already have approval. Others interested should talk to me, Shazam, and Helios.
Title: Re: Official ICW 3 Thread
Post by: Shazam on July 28, 2013, 07:44:51 PM
Quote from: Buckler on July 28, 2013, 04:57:16 PM
YAK is a pickup team.  Give them some time to organize, please.

In other news, I have already made YAK and FC private boards.  Use them if you want.  Or not.  I will try to find
all members, but you may need to request to be put in the group.

Thank you, Buckler!

Anyone wanting to help YAK, I have made a YAK Recruitment Thread (http://www.swbfgamers.com/index.php?topic=6882.msg73061;topicseen#new) for you to sign up in. (Or you can send me a private message)

Spread the word!

-edit:  Oven, I would like to represent YAK, if at all possible.  I had fun doing it in the ICW1, and so far no one has offered to represent.  If you believe it could work, there would need to be a non-biased, third-party admin at YAK matches. (I'm not saying that I am biased, but it would relieve unwanted tension if a third-party was present.)

Since Helios will be playing for FC and I will be playing for YAK, it would be best if we had a forth admin that was clanless or not in YAK/FC, anyway.
Title: Re: Official ICW 3 Thread
Post by: {U.E.F}Gamergirl on July 29, 2013, 05:21:39 AM
Will european clans (Enten, UEF) be allowed to play their maps on european servers? Both clans can host.
Title: Re: Official ICW 3 Thread
Post by: WusiBabyEater on July 30, 2013, 12:14:43 AM
 Since Birdosrus resignation as leader of WUSI, some of us WUSI will consider joining if minimap HACK is 100% banned.
Title: Re: Official ICW 3 Thread
Post by: SleepKiller on July 30, 2013, 02:05:09 AM
Quote from: WusiBabyEater on July 30, 2013, 12:14:43 AM
Since Birdosrus resignation as leader of WUSI, some of us WUSI will consider joining if minimap HACK is 100% banned.
Get them to cast their vote here http://www.swbfgamers.com/index.php?topic=6881.0 (http://www.swbfgamers.com/index.php?topic=6881.0) if you don't want it allowed ;)
Title: Re: Official ICW 3 Thread
Post by: Phobos on July 30, 2013, 05:54:29 AM
Quote from: WusiBabyEater on July 30, 2013, 12:14:43 AM
Since Birdosrus resignation as leader of WUSI, some of us WUSI will consider joining if minimap HACK is 100% banned.
Whatever the minimap hack is, that is not relevant to the ICW3. The radar mod being voted on in that thread is not a hack since it modifies the LVL not EXE. Please stop spreading misinformation.
Title: Re: Official ICW 3 Thread
Post by: Oven on August 01, 2013, 06:06:42 PM
Update.

0. I have had colossal connection problems these last couple days, but it should not happen again. For the rest of the summer I should be able to devote at least some time daily to managing things here.

1. Shazam's 50/50 radar suggestion has now been turned into a law. Details will follow, but possibly we will disable radar on mod maps and turn it on for everyone on stock maps. If anyone else has good ideas about how to determine which maps will be radar, post here.

2. WUSI, I hope you will consider entering.

3. Here is a current list of the ICW admins, in order of seniority:

Oven
Shazam

This is the official chain of command. Shazam has a special role: in the event of my absence when an important decision must be made, he is authorized to pull rank and enforce an executive decision by any means he deems necessary.

Helios is no longer an admin. He leaves on good terms, and I thank him sincerely for helping spur the ICW3 into action. But the more non-neutral the admin team is (perceived to be), the harder it becomes to accomplish anything. Fact of life.

Take special care to note that birdosrus is not on the list. He won't be on any future updated lists either.

Any future admin decisions must be authorized by me, and I have total power to fire an admin at any time. Right now we are looking for a Euro admin, any ideas?

4. The ICW3 rules are the exact same as the ICW2, with the exception of the new radar rule. Here is the link the the Rules thread (http://www.swbfgamers.com/index.php?topic=5775.0).

5.We should get this thing started soon. How about Shazam or I starts the Week 1 thread this Sunday?

6. What's the consensus on the map list?



Title: Re: Official ICW 3 Thread
Post by: -=(212) Nixo=- on August 01, 2013, 06:20:36 PM
Most Europeans  that know about this tournament have already been assigned to teams so you maybe struggle to find a "neutral" admin.
I guess it is the best option there is to go 50/50.
Sunday is great for me and (212th).
As far as I am aware there has been no great deal of disagreement with using the same map pack but I am guessing if it is going to be anti radar it will need to be downloaded again.
Title: Re: Official ICW 3 Thread
Post by: Oven on August 01, 2013, 06:23:24 PM
Another rule (borrowed from ICA): If two clans can agree on a 3rd party "admin" of any stripe for a match, then they're approved by me to adjudicate that match. If the two clans cannot agree, the admin will have to be me, Shazam, or any of the admins who may be added to the official list in the future (probably 1 or 2).


Lastly, please don't give up on sending me PMs, I swear I read them, I've just been having connection problems recently. PM and xfire (ovenlovesyou) are still the best ways to reach me.
Title: Re: Official ICW 3 Thread
Post by: Shazam on August 01, 2013, 09:07:28 PM
Oven, what if we let the attacking clan choose whether or not they would like radar to be used in the battle and have the defender decide era and team (or vice-versa)?  My 50/50 idea was originally made so that half the maps would disallow radar, and the other half would be normal.  That doesn't really solve how we will decide which battles will be on normal maps and which will be on the anti-radar ones.

Oh, and since the poll votes are very close, I think we should just have a mixture of new and old maps.

We've never used the winning maps from the SWBFgamers map pack poll, why not use some of them?
http://www.swbfgamers.com/index.php?topic=5929.msg63112#msg63112
Title: Re: Official ICW 3 Thread
Post by: SleepKiller on August 01, 2013, 09:15:51 PM
You could alternate it on a weekly basis. Week 1 has radar, week 2 doesn't, etc.
Title: Re: Official ICW 3 Thread
Post by: Phobos on August 02, 2013, 03:21:02 AM
Quote from: Shazam on August 01, 2013, 09:07:28 PM
Oven, what if we let the attacking clan choose whether or not they would like radar to be used in the battle and have the defender decide era and team (or vice-versa)?  My 50/50 idea was originally made so that half the maps would disallow radar, and the other half would be normal.  That doesn't really solve how we will decide which battles will be on normal maps and which will be on the anti-radar ones.
That would be very difficult and not a good solution because it would require 2 mod maps per map, one with radar allowed (default) and one with forced no radar. Having to switch between them for every map would be tedious, and would require 20 custom mission LVL and addon maps, instead of just 10. So there would actually be 40 maps using this method, not 20. See my suggested idea below:

Quote from: Oven on August 01, 2013, 06:06:42 PM
1. Shazam's 50/50 radar suggestion has now been turned into a law. Details will follow, but possibly we will disable radar on mod maps and turn it on for everyone on stock maps. If anyone else has good ideas about how to determine which maps will be radar, post here.

4. The ICW3 rules are the exact same as the ICW2, with the exception of the new radar rule. Here is the link the the Rules thread (http://www.swbfgamers.com/index.php?topic=5775.0).

6. What's the consensus on the map list?

In order to enforce no radar policy on mod maps, the mission.lvl for each map will have to be reconstructed, and call on custom side LVLs. These side LVL could be made by sleepkiller (if he was willing) and are modified in various ways such that a person cannot simply replace those sides with their radar-enabled modified stock sides, or their game will crash.

Buckler and I would be willing to help with the mission LUA reconstruction, so if SK or anyone else wants to help develop the sides that would be helpful.

We need to know if the official map list from ICW2 is being used again, or if there are any changes to the maps chosen. I suggest the following changes:
- REPLACE wookieland with dagobah swamps (by SK)
- REPLACE kashyyyk docks with naboo theed

This would mean there is a 50-50 stock to mod map ratio. In the ICW2 map list there are 10 stock and 10 mod maps, so the ICW map list would look as follows.

Stock planets with radar optional:
- Kamino Cloning Facility
- Endor Bunker
- Naboo Theed
- Yavin 4 Arena
- Tatooine Mos
- Tatooine Jabba (considered stock in this case)
- Bespin Cloud City
- Bespin Platforms
- Rhen Var Citadel
- Rhen Var Harbor

Mod maps (which need to be updated first) with radar not allowed:
- Coruscant Streets
- Eddies Kastel
- Dagobah Swamps
- Mustafar Refinery
- Dantooine Dust
- Earth Egypt
- Earth Russia
- Utapau Sinkhole
- Tranquan Tech Center
- Hoth Caves


Suggested New Maplist:
(theed replaced with temple, hoth caves replaced with mygeeto)

Large Planets:
- Yavin IV: Arena + Temple [YES RADAR]
- Tatooine: Mos Eisley + Jabba [YES RADAR]
- Rhen Var: Citadel + Harbor [YES RADAR]
- Bespin Cloud City + Platforms [YES RADAR]
- Earth Egypt + Russia [NO RADAR]

Small Planets:
- Kamino Cloning Facility [YES RADAR]
- Endor Bunker [YES RADAR]
- Coruscant Streets   [NO RADAR]
- Eddies Kastel      [NO RADAR]
- Dagobah Swamps   [NO RADAR]
- Mustafar Refinery   [NO RADAR]
- Dantooine Dust   [NO RADAR]
- Utapau Sinkhole   [NO RADAR]
- Tranquan Tech Center   [NO RADAR]
- Mygeeto War Torn City   [NO RADAR]
Title: Re: Official ICW 3 Thread
Post by: Shazam on August 02, 2013, 05:12:50 AM
Phobos, I agree with your map selection, except I would like Bespin Platforms removed or have vehicles removed.  That map always turns into a spawn-killing spree by whomever gets the vehicles first, and it's never fun for the team getting spawn killed.  I really like the map layout, though, and I know it could be fun without vehicles.
Title: Re: Official ICW 3 Thread
Post by: Phobos on August 02, 2013, 07:11:13 AM
Quote from: Shazam on August 02, 2013, 05:12:50 AM
Phobos, I agree with your map selection, except I would like Bespin Platforms removed or have vehicles removed.  That map always turns into a spawn-killing spree by whomever gets the vehicles first, and it's never fun for the team getting spawn killed.  I really like the map layout, though, and I know it could be fun without vehicles.
I am willing to send my modified bes1.lvl (with turrets disabled) to whoever hosts the map. And you can modify the mission lua for entityflyer = 0 to remove planes, this way it is forced infantry only combat. I agree the map is much better without vehicles or turrets.

I would not object to vehicles being removed from other maps either such as Utapau and Theed, but it is up to the admins.
Title: Re: Official ICW 3 Thread
Post by: Oven on August 02, 2013, 07:20:34 PM
Quote from: SleepKiller on August 01, 2013, 09:15:51 PM
You could alternate it on a weekly basis. Week 1 has radar, week 2 doesn't, etc.
Yes, this was another idea I had. Phobos, will it be pretty easy to make all the changes to the mods within a week?

The map list you suggest looks fine to me.

Also, how many clans are in this thing? I need to know soon because we (=Unit) have to get the home planets assigned, and the map made. I'd like to have everything squared with the W1 thread posted by Monday at the latest.

To my knowledge, here is the current list of clans who are either definitely or probably going to participate:

1.0
212
Entenclan
FC
UEF
YAK
TcF (probable)

It would be lovely to have 7 clans. If this eventuates, perhaps we should add another map so each clan can start with 1 large planet (with 2 maps) and 1 small (1 map), for a grand total of 21.

Then the large planets would be the obvious pairs from Phobos's list, and additionally we may have to make some non-obvious pairings (e.g. yavin and naboo) to even things out.

Finally (or at least until the next edit), I will go over the rules and post an official ICW3 rule thread, with updated info. This will be up no later than the Week 1 thread.
Title: Re: Official ICW 3 Thread
Post by: Phobos on August 03, 2013, 04:19:12 AM
Quote from: Oven on August 02, 2013, 07:20:34 PM
Yes, this was another idea I had. Phobos, will it be pretty easy to make all the changes to the mods within a week?

The map list you suggest looks fine to me.

sorry but i really dont have much time this week to work on these mods, maybe buckler can try to get them done sooner for you.

Suggested New Maplist:
(theed replaced with temple, hoth caves replaced with mygeeto)

Large Planets:
- Yavin IV: Arena + Temple [YES RADAR]
- Tatooine: Mos Eisley + Jabba [YES RADAR]
- Rhen Var: Citadel + Harbor [YES RADAR]
- Bespin Cloud City + Platforms [YES RADAR]
- Earth Egypt + Russia [NO RADAR]

Small Planets:
- Kamino Cloning Facility [YES RADAR]
- Endor Bunker [YES RADAR]
- Coruscant Streets   [NO RADAR]
- Eddies Kastel      [NO RADAR]
- Dagobah Swamps   [NO RADAR]
- Mustafar Refinery   [NO RADAR]
- Dantooine Dust   [NO RADAR]
- Utapau Sinkhole   [NO RADAR]
- Tranquan Tech Center   [NO RADAR]
- Mygeeto War Torn City   [NO RADAR]
Title: Re: Official ICW 3 Thread
Post by: Phobos on August 03, 2013, 06:20:13 PM
FC is not playing in the ICW3 as a clan, see details here
http://www.swbfgamers.com/index.php?topic=6882.msg73571#msg73571
Title: Re: Official ICW 3 Thread
Post by: Oven on August 03, 2013, 07:17:19 PM
Update.

--Scorpion is now an admin.

--Here is the clan list, with the spawn planet assignments.

1.0 -- Yavin Temple, Dagobah Swamps, Tranquaan
212 -- Jabba, Citadel, Dantooine
Entenclan -- CC, Coruscant Streets, Russia
UEF -- Arena, Platforms, Mus
YAK -- Kamino, Mos, Eddie's Kastel
TcF -- Harbor, Egypt, Mygeeto

--Please note the following significant change to the rules: There is no small/large planet distinction. All planets are equal. The only restriction on sides is that the defender cannot be outnumbered.

--The ICW3 Official Rule Thread will go up tomorrow evening.

--The ICW3 Week 1 Thread will go up Monday evening. It will contain the Official Tourney Map. If the map is done earlier then I will post it here.

--The ICW3 Map Pack will be available for download sometime next week, before battles start.

--Huge Thank You to DarkPhantom who is doing the needed modding for the ICW3, and UNIT 33 who making the tournament map.
Title: Re: Official ICW 3 Thread
Post by: {PLA}gdh92 on August 04, 2013, 03:37:43 AM
Looks like we have a good tournament coming. :)
You've probably already thought of it but I suggest that defenders post a rough number of players (just to be nice, they don't have to stick to it) so that attackers don't turn up with loads of people who can't play.
Title: Re: Official ICW 3 Thread
Post by: Unit 33 on August 04, 2013, 03:55:11 AM
Here's the new and exciting map folks
(Unless there's some kind of mistake on it).
[spoiler](https://www.swbfgamers.com/index.php?action=dlattach;topic=6860.0;attach=2717;image)[/spoiler]
Title: Re: Official ICW 3 Thread
Post by: Shazam on August 04, 2013, 06:10:41 AM
Thank you for your hard work, Unit 33.  The map looks amazing, as always.

I don't see any problems.
Title: Re: Official ICW 3 Thread
Post by: Gold Man on August 04, 2013, 02:13:50 PM
On a side note for the thread, I've heard some people ask if {Alpha} will participate. {Alpha} Clan will not be participating in the ICW3 due to a lack of active members, however those that are active might join YAK along with me. Just to clear some confusion for those who didn't know already.
Title: Re: Official ICW 3 Thread
Post by: Dark_Phantom on August 04, 2013, 02:15:00 PM
Here it is, the main lua for no radar mod maps (If you are wondering, most of this is just copy/pasted from file to file).  It looks just like a normal mission.lua file but it does have some differences in it:
[spoiler]corus2a.luafunction ScriptInit()
--  Empire Attacking (attacker is always #1)
    local ALL = 1
    local IMP = 2
--  These variables do not change
    local ATT = 1
    local DEF = 2

    AddMissionObjective(IMP, "red", "level.corus2.objectives.1");
    AddMissionObjective(IMP, "orange", "level.corus2.objectives.2");
    AddMissionObjective(IMP, "orange", "level.corus2.objectives.3");
    AddMissionObjective(ALL, "red", "level.corus2.objectives.1");
    AddMissionObjective(ALL, "orange", "level.corus2.objectives.2");
    AddMissionObjective(ALL, "orange", "level.corus2.objectives.3");
   
      SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(ALL, 0.95)



    ReadDataFile("sound\\nab.lvl;nab1gcw")
    ReadDataFile("dc:SIDE\\all.lvl",
        "all_inf_basicurban",
        "all_inf_basicdesert");

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

    SetAttackingTeam(ATT);

--      Alliance Stats
    SetTeamName(ALL, "Alliance")
    SetTeamIcon(ALL, "all_icon")
    AddUnitClass(ALL, "all_inf_soldierurban",1)
    AddUnitClass(ALL, "all_inf_vanguard",1)
    AddUnitClass(ALL, "all_inf_pilot",1)
    AddUnitClass(ALL, "all_inf_marksman",1)
    AddUnitClass(ALL, "all_inf_soldiericw",1)

--      Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_trooper",1)
    AddUnitClass(IMP, "imp_inf_shock_trooper",1)
    AddUnitClass(IMP, "imp_inf_pilottie",1)
    AddUnitClass(IMP, "imp_inf_scout_trooper",1)
    AddUnitClass(IMP, "imp_inf_shockstormtrooper",1)

--  Attacker Stats
    SetUnitCount(ATT, 5)
    SetReinforcementCount(ATT, 200)
--    AddBleedThreshold(ATT, 31, 0.0)
--    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 0.75)
    AddBleedThreshold(ATT, 10, 1.5)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 5)
    SetReinforcementCount(DEF, 200)
--    AddBleedThreshold(DEF, 31, 0.0)
--    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 0.75)
    AddBleedThreshold(DEF, 10, 1.5)
    AddBleedThreshold(DEF, 1, 3.0)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0)
    AddWalkerType(1, 10)
    AddWalkerType(2, 2)
    SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
--  SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("SoundSpaceRegion", 81)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("EntityLight", 134)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(5.0, 0.25)
    ReadDataFile("dc:corus2\\corus2.lvl")
    SetDenseEnvironment("true")
    SetMaxFlyHeight(1000)
    SetMaxPlayerFlyHeight(1000)


--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatgcw_music");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3_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
    AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);
end

corus2c.lua
    ReadDataFile("sound\\nab.lvl;nab1cw")
    ReadDataFile("dc:SIDE\\rep.lvl",
        "rep_inf_basic");

    ReadDataFile("dc:SIDE\\cis.lvl",
        "cis_inf_basic",
        "cis_inf_basic_battledroids");
   
    SetAttackingTeam(ATT);

--      Republic Stats
    SetTeamName(REP, "Republic")
    SetTeamIcon(REP, "rep_icon")
    AddUnitClass(REP, "rep_inf_clone_trooper",1)
    AddUnitClass(REP, "rep_inf_arc_trooper",1)
    AddUnitClass(REP, "rep_inf_clone_pilot",1)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",1)
     AddUnitClass(REP, "rep_inf_arcclone",1)
     
--      CIS Stats
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "cis_icon")
    AddUnitClass(CIS, "cis_inf_battledroid_inf",1)
    AddUnitClass(CIS, "cis_inf_assault",1)
    AddUnitClass(CIS, "cis_inf_pilotdroid",1)
    AddUnitClass(CIS, "cis_inf_assassindroid",1)
    AddUnitClass(CIS, "cis_inf_battledroid",1)
     
--  Attacker Stats
    SetUnitCount(ATT, 5)
    SetReinforcementCount(ATT, 200)
--    AddBleedThreshold(ATT, 31, 0.0)
--    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 0.75)
    AddBleedThreshold(ATT, 10, 1.5)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 5)
    SetReinforcementCount(DEF, 200)
--    AddBleedThreshold(DEF, 31, 0.0)
--    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 0.75)
    AddBleedThreshold(DEF, 10, 1.5)
    AddBleedThreshold(DEF, 1, 3.0)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- Droidekas
    AddWalkerType(1, 10)
    AddWalkerType(2, 2)
    SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("SoundSpaceRegion", 81)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("EntityLight", 134)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(5.0, 0.25)
    ReadDataFile("dc:corus2\\corus2.lvl")
    SetDenseEnvironment("true")
    --AddDeathRegion("Sarlac01")
    SetMaxFlyHeight(1000)
    SetMaxPlayerFlyHeight(1000)


--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatcw_music");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3_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);

    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1);

    SetOutOfBoundsVoiceOver(2, "repleaving");
    SetOutOfBoundsVoiceOver(1, "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 3 - Jabbas' Palace
    AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);

end

[/spoiler]
You are like "Hey Phantom, why are those units I've never seen in there?"  Well, they're really just skinned over troopers with a couple adjustments to keep from placing your own sides with radar in, which the actual sides will be done in a little bit.  By troopers I mean guys with rifles. So if you don't like rifles, sorry.
Title: Re: Official ICW 3 Thread
Post by: Phobos on August 04, 2013, 05:52:01 PM
Quote from: UNIT 33 on August 04, 2013, 03:55:11 AM
Here's the new and exciting map folks
(Unless there's some kind of mistake on it).
[spoiler](https://www.swbfgamers.com/index.php?action=dlattach;topic=6860.0;attach=2717;image)[/spoiler]
You're quite good at these maps, very nice.

Also it should be emphasized FC hasn't dropped out of the ICW, we are simply joining forces with YAK because of common interests.

@oven
since there is no longer distinction between large and small planets, do attackers always get to choose sides in battle? or do the defenders?
Title: Re: Official ICW 3 Thread
Post by: Oven on August 04, 2013, 06:33:41 PM
Thanks Unit (map is fantastic of course) and Phantom!

Quote from: Phobos on August 04, 2013, 05:52:01 PM
@oven
since there is no longer distinction between large and small planets, do attackers always get to choose sides in battle? or do the defenders?

Attackers choose.

ICW3 Rules and General Information thread is here (http://www.swbfgamers.com/index.php?topic=6931.0)

Quote from: {Alpha}Gold Man on August 04, 2013, 02:13:50 PM
On a side note for the thread, I've heard some people ask if {Alpha} will participate. {Alpha} Clan will not be participating in the ICW3 due to a lack of active members, however those that are active might join YAK along with me. Just to clear some confusion for those who didn't know already.

Post here if you want to be on YAK's list: http://www.swbfgamers.com/index.php?topic=6882.0
Title: Re: Official ICW 3 Thread
Post by: Dark_Phantom on August 05, 2013, 09:47:29 PM
Mediafire is acting like crap so I just decided it'd be easier to attach this to a post.
Note: These are no use without the sides.  The people who need these know who they are :)
Title: Re: Official ICW 3 Thread
Post by: Phobos on August 06, 2013, 09:18:35 AM
dark phantom and i should have the official ICW3 map pack finished by either tomorrow or Thursday at the latest.
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