Naboo Plains Twilight Dedicated Server Packagehttp://www.swbfgamers.com/index.php?action=downloads;sa=view;down=420 (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.