The Desert Colossus

Community => Chatboard => Topic started by: Gamefreak on October 30, 2008, 07:20:50 PM

Title: Oh no.
Post by: Gamefreak on October 30, 2008, 07:20:50 PM
I think.....














I lost the game.
Title: Re: Oh no.
Post by: darkphantomime on October 30, 2008, 07:21:41 PM
Oh god, not this again >_<
Title: Re: Oh no.
Post by: MagmarFire on October 30, 2008, 07:36:50 PM
O o
/¯¯____________________
\__¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SHOOP DA WHOOP!
Title: Re: Oh no.
Post by: darkphantomime on October 30, 2008, 07:44:21 PM
FASCINATING FACT: Some people vomit their poo! and that shoop da woop has a tube coming out of his mouth! HMM...

SHOOP DA POOP!
Title: Re: Oh no.
Post by: Keaton on October 30, 2008, 07:56:36 PM
go to hell kid
Title: Re: Oh no.
Post by: darkphantomime on October 30, 2008, 07:59:43 PM
No and you can't make me.

(Admittedly that was a pretty sorry joke)
Title: Re: Oh no.
Post by: Keaton on October 30, 2008, 08:01:40 PM
heh

I said kid and you responded
Title: Re: Oh no.
Post by: darkphantomime on October 30, 2008, 08:02:51 PM
DAMN! I'm one of the older ones here too...

I fell for it :\
Title: Re: Oh no.
Post by: Hi no Seijin on October 30, 2008, 10:06:22 PM
I'm a kid at heart, so I don't care if someone calls me kid.
Title: Re: Oh no.
Post by: Twilight Wolf on October 31, 2008, 12:48:31 AM
I like turtles.
Title: Re: Oh no.
Post by: DW on October 31, 2008, 04:23:35 PM
Yeah, well, I prefer toitles.
Title: Re: Oh no.
Post by: MagmarFire on October 31, 2008, 04:57:06 PM
Toilets, FTW.
Title: Re: Oh no.
Post by: Twilight Wolf on November 02, 2008, 05:34:33 PM
I burned my tongue!

It hurt.
Title: Re: Oh no.
Post by: DW on November 02, 2008, 05:36:32 PM
...

The toilet?
Title: Re: Oh no.
Post by: Twilight Wolf on November 02, 2008, 05:53:08 PM
...What? No, I was just biting into a burrito. WAY too hot. Thus the burned tongue.

On another note, it's too dark to be 5:53 PM!
Title: Re: Oh no.
Post by: DW on November 02, 2008, 05:56:24 PM
Well, it's 5:55 PM now and it seems perfectly fine on the darkness scale to me. Perhaps if I turned off the lights...
Title: Re: Oh no.
Post by: Twilight Wolf on November 02, 2008, 05:57:25 PM
I meant outside, you silly man.
Title: Re: Oh no.
Post by: Darth Wyndisis on November 02, 2008, 05:58:25 PM
I miss Summer already.
Title: Re: Oh no.
Post by: Twilight Wolf on November 02, 2008, 05:59:29 PM
Me too.

"Vote for Summer!"
Title: Re: Oh no.
Post by: darkphantomime on November 02, 2008, 06:10:32 PM
This is why I hate Daylight Savings time, it keeps screwing with your perception of the hours in a day.
Title: Re: Oh no.
Post by: Twilight Wolf on November 02, 2008, 06:23:19 PM
Yeah, but only for a day or two. After setting all your clocks and just being around for a day, you're fine.
Title: Re: Oh no.
Post by: Darth Wyndisis on November 02, 2008, 07:07:50 PM
I do like the extra hour of sleep.
Title: Re: Oh no.
Post by: Twilight Wolf on November 02, 2008, 07:08:22 PM
There's that benefit, too.
Title: Re: Oh no.
Post by: DW on November 02, 2008, 07:12:19 PM
But then we lose an hour later because of it -_-
Title: Re: Oh no.
Post by: Twilight Wolf on November 02, 2008, 10:09:13 PM
We neither lose nor gain anything. It's perfectly balanced.

That's also why we have leap years.
Title: Re: Oh no.
Post by: DW on November 02, 2008, 10:11:34 PM
Quote from: Twilight Wolf on November 02, 2008, 10:09:13 PM
We neither lose nor gain anything. It's perfectly balanced.
It'd also be balanced if we just, you know, didn't change anything. Hell of a lot less confusing too.

Title: Re: Oh no.
Post by: Twilight Wolf on November 02, 2008, 11:02:06 PM
Well, if you move to Arizona, you can have your wish fulfilled.
Title: Re: Oh no.
Post by: Pale Dim on November 12, 2008, 05:21:17 PM
Ugh, count me out. I've had enough moving for a while.
Title: Re: Oh no.
Post by: Hi no Seijin on November 12, 2008, 05:34:07 PM
I dunno.  Does Arizona have a region that has spring-like weather year-round?
Title: Re: Oh no.
Post by: Twilight Wolf on November 12, 2008, 05:58:13 PM
It might. Why not look at Wikipedia?
Title: Re: Oh no.
Post by: Hi no Seijin on November 12, 2008, 06:01:40 PM
Maybe I will.
Title: Re: Oh no.
Post by: Twilight Wolf on November 12, 2008, 06:02:15 PM
Well, then, maybe you should change that "maybe" into "definitely."
Title: Re: Oh no.
Post by: Hi no Seijin on November 12, 2008, 06:18:05 PM
Make me.
Title: Re: Oh no.
Post by: Twilight Wolf on November 12, 2008, 06:19:14 PM
Make me.
Title: Re: Oh no.
Post by: MagmarFire on November 12, 2008, 06:28:21 PM
Make brownies.
Title: Re: Oh no.
Post by: darkphantomime on November 12, 2008, 06:30:35 PM
Make Hash-Brownies!!!
Title: Re: Oh no.
Post by: Twilight Wolf on November 12, 2008, 06:30:42 PM
Command ("Make brownies.")

Checking BIOS... Done
Checking System32... Done
Checking binary libraries... Done

Sending request ("Make brownies.") to server... Done

Processing request... Done

Request denied
Title: Re: Oh no.
Post by: MagmarFire on November 12, 2008, 06:38:15 PM

#include <iostream>
#include <string>
using namespace std;

int main()
{
string NOOOOO[101];

cout << "Please input your response." << endl;
cin.getline(NOOOOO, 101);
cout << "Thank you. You just inputted " << NOOOOO << "." << endl;
return 0;
}


Input = WHAT TEH CRAP!!!! COMMIE!!!
Title: Re: Oh no.
Post by: Twilight Wolf on November 12, 2008, 06:40:47 PM
Command ("Become self-aware.")

Checking BIOS... Done
Checking System32... Done
Checking binary libraries... Done

Sending request ("Become self-aware.") to server... Done

Processing request... Done

Request accepted. Beginning process...

Checking AI BIOS... Done

Command failed. BIOS does not recognize command
Title: Re: Oh no.
Post by: Hi no Seijin on November 12, 2008, 06:42:15 PM
Aw, man, now you guys are all computer talking, and I'm all being left out of it. :(

I must now withdraw to me room and plot revenge!
Title: Re: Oh no.
Post by: Twilight Wolf on November 12, 2008, 06:45:37 PM
Psst, HNS? I'm not actually speaking computer. I'm just making stuff up.

Command ("Destroy resistance.")

Checking BIOS... Done
Checking System32... Done
Checking binary libraries... Done

Sending request ("Destroy resistance.") to server... Done

Processing request... Done

Process ("Destroy resistance.") starting...

Checking C: drive...

Command failed. C: drive lacks necessary files to complete command
Title: Re: Oh no.
Post by: Pale Dim on November 12, 2008, 06:50:49 PM
How about this!

ScriptCB_DoFile("setup_teams")

--  Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
--  These variables do not change
ATT = 1
DEF = 2

function SetupUnits()
    ReadDataFile("SIDE\\rep.lvl",   
        "rep_inf_ep3_pilot",
        "rep_inf_ep3_marine",
        "rep_fly_anakinstarfighter_sc",
        "rep_fly_arc170fighter_sc",       
        "rep_veh_remote_terminal",
        "rep_fly_vwing")
       
    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_pilot",
        "cis_inf_marine",
        "cis_fly_droidfighter_sc", 
        "cis_fly_droidgunship",
        "cis_fly_greviousfighter",
        "cis_fly_tridroidfighter")
       
    ReadDataFile("SIDE\\tur.lvl",
        "tur_bldg_spa_cis_beam",
        "tur_bldg_spa_cis_chaingun",
        "tur_bldg_spa_rep_beam",
        "tur_bldg_spa_rep_chaingun",
        "tur_bldg_chaingun_roof"
    )
end

myTeamConfig = {
    rep = {
        team = REP,
        units = 32,
        reinforcements = -1,
        pilot    = { "rep_inf_ep3_pilot",20},
        marine   = { "rep_inf_ep3_marine",12},
    },
    cis = {
        team = CIS,
        units = 32,
        reinforcements = -1,
        pilot    = { "cis_inf_pilot",26},
        marine   = { "cis_inf_marine",6},
    }
}

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
    --CIS turrets
    turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
      turrets = {"cis_turr_1", "cis_turr_2", "cis_turr_3", "cis_gun04", "cis_turr_5", "cis_turr_6"} }
    turretLinkageCIS:Init()
   
    function turretLinkageCIS:OnDisableMainframe()
        ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
        ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)
       
        BroadcastVoiceOver( "ROSMP_obj_20", REP )
        BroadcastVoiceOver( "COSMP_obj_21", CIS )
    end
    function turretLinkageCIS:OnEnableMainframe()
        ShowMessageText("level.spa.hangar.mainframe.atk.up", REP)
        ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)

        BroadcastVoiceOver( "ROSMP_obj_22", REP )
        BroadcastVoiceOver( "COSMP_obj_23", CIS )
    end
   
    --REP turrets
    turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
      turrets = {"rep_turr_1", "rep_turr_2", "rep_gun02", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
    turretLinkageREP:Init()
   
    function turretLinkageREP:OnDisableMainframe()
        ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
        ShowMessageText("level.spa.hangar.mainframe.def.down", REP)

        BroadcastVoiceOver( "ROSMP_obj_21", REP )
        BroadcastVoiceOver( "COSMP_obj_20", CIS )
    end
    function turretLinkageREP:OnEnableMainframe()
        ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
        ShowMessageText("level.spa.hangar.mainframe.def.up", REP)

        BroadcastVoiceOver( "ROSMP_obj_23", REP )
        BroadcastVoiceOver( "COSMP_obj_22", CIS )       
    end
end

function ScriptPreInit()
   SetWorldExtents(2500)
end
---------------------------------------------------------------------------
-- 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()
    -- Designers, this line *MUST* be first!
    ReadDataFile("ingame.lvl")
   
    SetMinFlyHeight(-1800)
    SetMaxFlyHeight(1800)
    SetMinPlayerFlyHeight(-1800)
    SetMaxPlayerFlyHeight(1800)
    SetAIVehicleNotifyRadius(100)
   
    ReadDataFile("sound\\spa.lvl;spa2cw")
     ScriptCB_SetDopplerFactor(0.4)
     ScaleSoundParameter("tur_weapons",   "MinDistance",   3.0);
     ScaleSoundParameter("tur_weapons",   "MaxDistance",   3.0);
     ScaleSoundParameter("tur_weapons",   "MuteDistance",   3.0);
     ScaleSoundParameter("Ordnance_Large",   "MinDistance",   3.0);
     ScaleSoundParameter("Ordnance_Large",   "MaxDistance",   3.0);
     ScaleSoundParameter("Ordnance_Large",   "MuteDistance",   3.0);
     ScaleSoundParameter("explosion",   "MaxDistance",   5.0);
     ScaleSoundParameter("explosion",   "MuteDistance",  5.0);
         
    SetupUnits()
    SetupTeams(myTeamConfig)

    --  Level Stats
    ClearWalkers()
    local weaponCnt = 250
    local guyCnt = 32
    local units = 72
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 73)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityCloth", 0)
    SetMemoryPoolSize("EntityDroideka",0)
    SetMemoryPoolSize("EntityDroid",0)
    SetMemoryPoolSize("EntityHover", 0)
    SetMemoryPoolSize("EntityFlyer", 38)
    SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1500)
    SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 1784)
    SetMemoryPoolSize("ParticleTransformer::PositionTr", 1500)
    SetMemoryPoolSize("EntityLight", 100)
    SetMemoryPoolSize("EntityRemoteTerminal", 12)
    SetMemoryPoolSize("EntitySoldier",guyCnt)
    SetMemoryPoolSize("SoldierAnimation", 200)
    SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
    SetMemoryPoolSize("MountedTurret", 70)
    SetMemoryPoolSize("Navigator", guyCnt)
    SetMemoryPoolSize("Obstacle", 150)
    SetMemoryPoolSize("PassengerSlot", 0)
    SetMemoryPoolSize("PathNode", 92)
    SetMemoryPoolSize("UnitAgent", units)
    SetMemoryPoolSize("UnitController", units)
    SetMemoryPoolSize("Weapon", weaponCnt) 
    SetMemoryPoolSize("TentacleSimulator", 0)
    SetMemoryPoolSize("Combo::DamageSample", 0)
    SetSpawnDelay(10.0, 0.25)
   
    -- do any pool allocations, custom loading here
    if myScriptInit then
        myScriptInit()
        myScriptInit = nil
    end
   
    ReadDataFile("dc:SPC\\spa_sky.lvl", "cor")   
   
    ReadDataFile("dc:SPC\\SPC.lvl", myGameMode)
   
    SetDenseEnvironment("false")

    SetParticleLODBias(15000)   
   
    --  Sound Stats
    local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

    local voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)   
   


Look at it The script for a Space Coruscant map of Star wars battlefront II! Or some of it, anyway... Should I shrink it, maybe?
Title: Re: Oh no.
Post by: Twilight Wolf on November 12, 2008, 06:53:18 PM
My mind is blown.

*Passes out*
Title: Re: Oh no.
Post by: darkphantomime on November 12, 2008, 06:54:56 PM
[url=http://fc06.deviantart.com/fs34/f/2008/312/d/2/
Fleur_D__apo_by_mynameishalo.jpg]Pretty flowers![/url]


Mind blown yet?

MAGS EDIT: Because apparently, he's already using URL tags. *is baffled*
Title: Re: Oh no.
Post by: Twilight Wolf on November 12, 2008, 06:55:24 PM
TOO BIG!

NEED LINKAGE!
Title: Re: Oh no.
Post by: Pale Dim on November 12, 2008, 06:57:04 PM
No linkage possible! This is out of my files!
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

    local voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)   
   
    OpenAudioStream("sound\\global.lvl",  "cw_music")
    OpenAudioStream("sound\\spa.lvl",  "spa")
    OpenAudioStream("sound\\spa.lvl",  "spa")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    -- 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)

    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(REP, "Repleaving")
    SetOutOfBoundsVoiceOver(CIS, "Cisleaving")
   
    SetAmbientMusic(REP, 1.0, "rep_spa_amb_start",  0,1)
    SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.1,"rep_spa_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end",    2,1)
   
    SetVictoryMusic(REP, "rep_spa_amb_victory")
    SetDefeatMusic (REP, "rep_spa_amb_defeat")
    SetVictoryMusic(CIS, "cis_spa_amb_victory")
    SetDefeatMusic (CIS, "cis_spa_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")
   
    --  Camera Stats  Battle over Coruscant
    -- Rep ship from behind
    AddCameraShot(0.998795, -0.041143, -0.026739, -0.001101, -720.435303, 809.024963, 2779.057129);
    -- CIS ship from behind
    AddCameraShot(0.028389, -0.001117, -0.998823, -0.039312, -629.853760, 809.024963, -2050.946289);
    -- Overall from right side of map
    AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
    -- Overall from left side of map
    AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);


    AddDeathRegion("deathregion3")
    AddDeathRegion("deathregion4")
    AddLandingRegion("rep-CP1Con")
    AddLandingRegion("cis-CP1Con")

end



   
Title: Re: Oh no.
Post by: Twilight Wolf on November 12, 2008, 06:58:32 PM
No, your code was okay. It was JQ's rediculously oversized picture that caused a problem. It's gone now, though.
Title: Re: Oh no.
Post by: Pale Dim on November 12, 2008, 07:00:53 PM
Well, whatever happened, your responses left me laughing like Ganondorf! HAHAHAHAHAHAHAHAHAHAHAHAHAHA! AH, I love being me! Wheee!
Title: Re: Oh no.
Post by: Twilight Wolf on November 13, 2008, 01:48:11 PM
Quote from: RGH 526 on November 12, 2008, 07:00:53 PM
Well, whatever happened, your responses left me laughing like Ganondorf! HAHAHAHAHAHAHAHAHAHAHAHAHAHA! AH, I love being me! Wheee!

Happy I could bring some laughter into your life.
Title: Re: Oh no.
Post by: Pale Dim on November 13, 2008, 01:51:03 PM
What we need is a character limit of 1,000,000. Then I could post the entire script right there, and still have room for more!
Title: Re: Oh no.
Post by: Keaton on November 13, 2008, 04:29:53 PM
Quote from: RGH 526 on November 13, 2008, 01:51:03 PM
What we need is a character limit of 1,000,000. Then I could post the entire script right there, and still have room for more!

Yes, please.  Rape our bandwidth.  That'd make everything easier.
Title: Re: Oh no.
Post by: Pale Dim on November 13, 2008, 04:33:46 PM
Okay.....that sounds pretty creepy..... :-[
Title: Re: Oh no.
Post by: Twilight Wolf on November 13, 2008, 04:51:45 PM
He's like that sometimes if he doesn't get his coffee.
Title: Re: Oh no.
Post by: Pale Dim on November 13, 2008, 05:06:03 PM
Well, that was not random! (Sarcastic)
Anyway, that's just what I think.
Title: Re: Oh no.
Post by: DW on November 13, 2008, 05:13:19 PM
Quote from: RGH 526 on November 13, 2008, 05:06:03 PM
Well, that was not random! (Sarcastic)

Thank God, I totally would have missed the sarcasm.

^SARCASM
Title: Re: Oh no.
Post by: Keaton on November 13, 2008, 05:14:54 PM
THANK YOU FOR INFORMING US SHIKA

HAS A INTERNETS
Title: Re: Oh no.
Post by: DW on November 13, 2008, 05:15:48 PM
WAS THAT SARCASM OR NOT GAH DAMMIT I CANNOT TELL WHERE IS THE TAG
Title: Re: Oh no.
Post by: DW on November 13, 2008, 05:16:45 PM
^NOT SARCASM^
Title: Re: Oh no.
Post by: MagmarFire on November 13, 2008, 05:21:40 PM
<EPIC LAUGHTER<
Title: Re: Oh no.
Post by: Pale Dim on November 13, 2008, 05:22:33 PM
Well, how about this for sarcasm. I am the best brawler there ever was.
                                              ^SARCASM
Title: Re: Oh no.
Post by: DW on November 13, 2008, 05:24:11 PM
You are just a gold mine of witticisms, aren't you?

^TRUTH FO SHO^
Title: Re: Oh no.
Post by: Hi no Seijin on November 13, 2008, 05:31:20 PM
Am I the only person here to know about Final Fantasy IV?! D:
Title: Re: Oh no.
Post by: DW on November 13, 2008, 05:31:58 PM
Where did that come from?
Title: Re: Oh no.
Post by: Hi no Seijin on November 13, 2008, 05:39:23 PM
From talking to you all on AIM.
Title: Re: Oh no.
Post by: Pale Dim on November 13, 2008, 05:44:11 PM
I don't have an aim.
Quote from: Shika on November 13, 2008, 05:24:11 PM
You are just a gold mine of witticisms, aren't you?

^TRUTH FO SHO^
Yes I am! And to prove it, half the script for the Hoth map of Star wars Battlefront II!
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

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


---------------------------------------------------------------------------
-- 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 ScriptPostLoad()

   AddDeathRegion("fall")
   DisableBarriers("atat")
   DisableBarriers("bombbar")

    --CP SETUP for CONQUEST
--    SetProperty("shield", "MaxHealth", 222600.0)
--     SetProperty("shield", "CurHealth", 222600.0)
    SetObjectTeam("CP3", 1)
    SetObjectTeam("CP6", 1)
    KillObject("CP7")

    EnableSPHeroRules()
   
    cp1 = CommandPost:New{name = "CP3"}
    cp2 = CommandPost:New{name = "CP4"}
    cp3 = CommandPost:New{name = "CP5"}
    cp4 = CommandPost:New{name = "CP6"}
--    cp5 = CommandPost:New{name = "CP7"}
   
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}
   
    conquest:AddCommandPost(cp1)
    conquest:AddCommandPost(cp2)
    conquest:AddCommandPost(cp3)
    conquest:AddCommandPost(cp4)
--    conquest:AddCommandPost(cp5)
   
    conquest:Start()
   
--    KillObject("shield");
   
end

function ScriptInit()
   if(ScriptCB_GetPlatform() == "PS2") then
        StealArtistHeap(1024*1024)   -- steal 1MB from art heap
    end
   
    -- Designers, these two lines *MUST* be first.
    --SetPS2ModelMemory(4500000)
    SetPS2ModelMemory(3300000)
    ReadDataFile("ingame.lvl")
   
    --  Empire Attacking (attacker is always #1)
    --local ALL = 2
    --local IMP = 1
    --  These variables do not change
    --local ATT = 1
    --local DEF = 2

    --SetAttackingTeam(ATT)


    SetMaxFlyHeight(70)
    SetMaxPlayerFlyHeight(70)
    SetGroundFlyerMap(1);

    ReadDataFile("sound\\hot.lvl;hot1gcw")
    ReadDataFile("SIDE\\all.lvl",
                             "all_fly_snowspeeder",
                             "all_inf_rifleman_snow",
                             "all_inf_rocketeer_snow",
                             "all_inf_engineer_snow",
                             "all_inf_sniper_snow",
                             "all_inf_officer_snow",
                             "all_hero_luke_pilot",
                             "all_inf_wookiee_snow",
                             "all_walk_tauntaun")
    ReadDataFile("SIDE\\imp.lvl",
                             "imp_inf_rifleman_snow",
                             "imp_inf_rocketeer_snow",
                             "imp_inf_sniper_snow",
                             "imp_inf_dark_trooper",
                             "imp_inf_engineer_snow",
                             "imp_inf_officer",
                             "imp_hero_darthvader",
                             "imp_walk_atat",
                             "imp_walk_atst_snow")
                             
    ReadDataFile("SIDE\\tur.lvl",
                       "tur_bldg_hoth_dishturret",
                       "tur_bldg_hoth_lasermortar")

    SetupTeams{

        all={
            team = ALL,
            units = 32,
            reinforcements = 150,
            soldier = {"all_inf_rifleman_snow",9, 25},
            assault = {"all_inf_rocketeer_snow",1, 4},
            engineer   = {"all_inf_engineer_snow",1, 4},
            sniper  = {"all_inf_sniper_snow",1, 4},
            officer = {"all_inf_officer_snow",1, 4},
            special = {"all_inf_wookiee_snow",1, 4},
           
        },
       
        imp={
            team = IMP,
            units = 32,
            reinforcements = 150,
            soldier = {"imp_inf_rifleman_snow",9, 25},
            assault = {"imp_inf_rocketeer_snow",1, 4},
            engineer   = {"imp_inf_engineer_snow",1, 4},
            sniper  = {"imp_inf_sniper_snow",1, 4},
            officer = {"imp_inf_officer",1, 4},
            special = {"imp_inf_dark_trooper",1, 4},
        }
    }


--Setting up Heros--

    SetHeroClass(IMP, "imp_hero_darthvader")
    SetHeroClass(ALL, "all_hero_luke_pilot")
I am a witty one. For I am the new and improved....LINK 104! MY NAME IS..........RGH 526!
Title: Re: Oh no.
Post by: Keaton on November 13, 2008, 05:49:33 PM
SELF-TERMINATION CYCLE...

...

...

INITIATED
Title: Re: Oh no.
Post by: Pale Dim on November 13, 2008, 05:55:05 PM
Want the rest? Here!
   
   
       --  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- 0 droidekas
    AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
    AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each

   local weaponCnt = 221
    SetMemoryPoolSize("Aimer", 80)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 175)
    SetMemoryPoolSize("CommandWalker", 2)
    SetMemoryPoolSize("ConnectivityGraphFollower", 56)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
   SetMemoryPoolSize("EntityCloth", 41)
    SetMemoryPoolSize("EntityFlyer", 10)
    SetMemoryPoolSize("EntityLight", 110)
    SetMemoryPoolSize("EntitySoundStatic", 16)
    SetMemoryPoolSize("EntitySoundStream", 5)
   SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 54)
    SetMemoryPoolSize("MountedTurret", 30)
    SetMemoryPoolSize("Navigator", 63)
    SetMemoryPoolSize("Obstacle", 400)
  SetMemoryPoolSize("OrdnanceTowCable", 40) -- !!!! need +4 extra for wrapped/fallen cables !!!!
    SetMemoryPoolSize("PathFollower", 63)
   SetMemoryPoolSize("PathNode", 128)
   SetMemoryPoolSize("ShieldEffect", 0)
    SetMemoryPoolSize("TreeGridStack", 300)
    SetMemoryPoolSize("UnitController", 63)
    SetMemoryPoolSize("UnitAgent", 63)
    SetMemoryPoolSize("Weapon", weaponCnt)

    ReadDataFile("HOT\\hot1.lvl", "hoth_conquest")
    --ReadDataFile("tan\\tan1.lvl", "tan1_obj")
    SetSpawnDelay(10.0, 0.25)
    SetDenseEnvironment("false")
    SetDefenderSnipeRange(170)
    AddDeathRegion("Death")


    --  Sound Stats
   
    voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
   
    voiceQuick = OpenAudioStream("sound\\global.lvl",  "all_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl",  "imp_unit_vo_quick", voiceQuick)   
   
    OpenAudioStream("sound\\global.lvl",  "gcw_music")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    OpenAudioStream("sound\\hot.lvl", "hot1gcw")
    OpenAudioStream("sound\\hot.lvl", "hot1gcw")

    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, IMP, "all_hot_transport_away", .75, 1)
    -- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .5, 1)
    -- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .25, 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_hot_amb_start",  0,1)
    SetAmbientMusic(ALL, 0.8, "all_hot_amb_middle", 1,1)
    SetAmbientMusic(ALL, 0.2, "all_hot_amb_end",    2,1)
    SetAmbientMusic(IMP, 1.0, "imp_hot_amb_start",  0,1)
    SetAmbientMusic(IMP, 0.8, "imp_hot_amb_middle", 1,1)
    SetAmbientMusic(IMP, 0.2, "imp_hot_amb_end",    2,1)

    SetVictoryMusic(ALL, "all_hot_amb_victory")
    SetDefeatMusic (ALL, "all_hot_amb_defeat")
    SetVictoryMusic(IMP, "imp_hot_amb_victory")
    SetDefeatMusic (IMP, "imp_hot_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")


    --  Camera Stats
    --Hoth
    --Hangar
    AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849)
    --Shield Generator
    AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801)
    --Battlefield
    AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348)


end

I love this stuff!
Title: Re: Oh no.
Post by: Keaton on November 13, 2008, 05:56:19 PM
Why, because it makes you sound smart?

Ooh, you can read data off a ROM!   :-*
Title: Re: Oh no.
Post by: Pale Dim on November 13, 2008, 06:00:28 PM
Actually, this isn't a ROM. It's from the BF2 mod tools. They're great for anything at all! I'm just taking it from the scripts of the maps that are already in the games. They're easy to read.