[code]function ScriptPostLoad()
-- Disable the stock minimap to make room for ours
DisableSmallMapMiniMap()
AddDeathRegion("death")
AddDeathRegion("death1")
AddDeathRegion("death2")
AddDeathRegion("death3")
AddDeathRegion("death4")
SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)
SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)
EnableSPHeroRules()
DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--cp7 = CommandPost:New{name = "ssvDroneCage"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con", textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
--conquest:AddCommandPost(cp7)
conquest:Start()
SetProperty("cp1", "AllyPath", "CP1SpawnPath")
SetProperty("cp2", "AllyPath", "CP2SpawnPath")
SetProperty("cp3", "AllyPath", "CP3SpawnPath")
SetProperty("cp4", "AllyPath", "CP4SpawnPath")
SetProperty("cp5", "AllyPath", "CP5SpawnPath")
SetProperty("cp6", "AllyPath", "CP6SpawnPath")
AddAIGoal(HuskTeam, "Deathmatch", 100)
if not ScriptCB_InMultiplayer() then
if ME5_SideVar == 0 then
if RandomSide == 1 then
SSVxGTH_PostLoad()
elseif RandomSide == 2 then
SSVxCOL_PostLoad()
elseif RandomSide == 3 then
EVGxGTH_PostLoad()
elseif RandomSide == 4 then
EVGxCOL_PostLoad()
end
elseif ME5_SideVar == 1 then
SSVxGTH_PostLoad()
elseif ME5_SideVar == 2 then
SSVxCOL_PostLoad()
elseif ME5_SideVar == 3 then
EVGxGTH_PostLoad()
elseif ME5_SideVar == 4 then
EVGxCOL_PostLoad()
else end
else
SSVxGTH_PostLoad()
end
end
function ScriptInit()
ReadDataFile("..\\..\\addon\\ME5\\data\\_LVL_PC\\Load\\load.lvl;cor1")
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2564)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1522)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1699)
PreLoadStuff()
[...]
end[/code]