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Oh no.

Started by Gamefreak, October 30, 2008, 07:20:50 PM

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DW

You are just a gold mine of witticisms, aren't you?

^TRUTH FO SHO^
­

Hi no Seijin

Am I the only person here to know about Final Fantasy IV?! D:
Best.  Cane.  EVER!
Secretary of Lolcats; I won the MagmarFire Award for 2/21/08!
Filler.Filler.Filler.Fillah!  Filler.Filler.Filler.Fillah!

DW

Where did that come from?
­

Hi no Seijin

From talking to you all on AIM.
Best.  Cane.  EVER!
Secretary of Lolcats; I won the MagmarFire Award for 2/21/08!
Filler.Filler.Filler.Fillah!  Filler.Filler.Filler.Fillah!

Pale Dim

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!


3308-7723-6389

Keaton

SELF-TERMINATION CYCLE...

...

...

INITIATED

Pale Dim

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!


3308-7723-6389

Keaton

Why, because it makes you sound smart?

Ooh, you can read data off a ROM!   :-*

Pale Dim

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.


3308-7723-6389