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//============================================================================= // ROLevelInfo //============================================================================= // Lets mappers set level properties for RO //============================================================================= // Red Orchestra Source // Copyright (C) 2003-2004 Erik Christensen //============================================================================= class ROLevelInfo extends Info placeable; //============================================================================= // Variables //============================================================================= enum ESide { SIDE_None, SIDE_Axis, SIDE_Allies, }; enum ENation { NATION_Germany, NATION_SovietUnion, }; enum ERotationOffset { OFFSET_Zero, OFFSET_90, OFFSET_180, OFFSET_270, }; enum EArtyStrikePattern { STR_Tight, STR_Normal, STR_Loose, }; enum EArtyBatterySize { BAT_4_to_6, BAT_8_to_12, BAT_15, }; enum EArtySalvoAmount { SALVO_2_to_3, SALVO_4_to_6, SALVO_6_to_8, }; enum EArtyStrikeInterval { INT_Short_30s, INT_Med_45s, INT_Long_1m, INT_VLong_3m, }; enum EArtyStrikeDelay { DELAY_Short_15s, DELAY_Med_30s, DELAY_Long_1m, DELAY_VLong_2m, }; struct SideData { var() ENation Nation; var() localized string UnitName; var() Material UnitInsignia; var() int SpawnLimit; var() int ReinforcementInterval; var() int ArtilleryStrikeLimit; // Number of strikes available for this team var() EArtyStrikePattern ArtilleryStrikePattern; // How dispersed the shots will be var() EArtyBatterySize ArtilleryBatterySize; // How many shots there will be with each strike var() EArtySalvoAmount ArtillerySalvoAmount; // How many salvos there will be per strike var() EArtyStrikeInterval ArtilleryStrikeInterval; // Interval between Artillery Strikes var() EArtyStrikeDelay ArtilleryStrikeDelay; // Time in seconds to wait until strike begins after calling it in //var() editinline RORoleInfo Roles[10]; }; var() int NumObjectiveWin; // Number of completed objectives required for victory (0 = all required) var() int RoundDuration; // Length of a round in minutes var() ESide DefendingSide; // Used to enable attacker/defender gameplay var() bool bUseSpawnAreas; // Used to turn on the moving spawn functionality var() Material MapImage; // Used for the objectives screen var() name EndCamTag; // Used to specify an end camera location var() name StartCamTag; // Used to specify an end camera location var() array<name> EntryCamTags; // Specify the tags of cameras to be looped through by entering players var() SideData Axis; // All properties for both sides are set here var() SideData Allies; var() int TempFahrenheit; var() bool bDebugOverhead; // whether or not to display overhead map debugging icons var() ERotationOffset OverheadOffset; // The offset that the real map is relative to the overhead map var() float RallyPointInterval; // How often commanders can change rally points, limit to prevent spam // Satchel Limits var() int AxisSatchelsPerSapper; // Number of satchels an axis sapper starts with var() int AlliedSatchelsPerSapper; // Number of satchels an Allied sapper starts with var() localized string AxisUnitDescription; var() localized string AlliesUnitDescription; var() float VehicleBotRoleBalance; // Percentage of bots that will try and get a vehicle role // For limiting the amount of certain vehicles struct LimitedVehicle { var() class<ROVehicle> VehicleClass; var() int VehicleLimit; var int VehicleTotal; }; var() array<LimitedVehicle> LimitedVehicles; var() bool bUseVehicleTotalLimits; // Use the vehicle type limits to prevent more than a certain amount of a vehicle class from being spawned in a map at one time // SET TO false BEFORE RELEASE var const bool bRODebugMode; // flag for whether debug commands can be run singular static function bool RODebugMode() { return default.bRODebugMode; } //----------------------------------------------------------------------------- // Getters for the Artillery System //----------------------------------------------------------------------------- function SideData GetSideDataByTeam( int Team ) { if (Team == 0) { return Axis; } else { return Allies; } } function int GetBatterySize( int Team ) { local int BatterySize; switch(GetSideDataByTeam(Team).ArtilleryBatterySize) { case BAT_4_to_6: BatterySize = Rand(3) + 4; break; case BAT_8_to_12: BatterySize = Rand(5) + 8; break; case BAT_15: BatterySize = Rand(3) + 16; break; default: BatterySize = Rand(3) + 4; } return BatterySize; } function int GetSalvoAmount( int Team ) { local int SalvoAmount; switch(GetSideDataByTeam(Team).ArtillerySalvoAmount) { case SALVO_2_to_3: SalvoAmount = Rand(2) + 2; break; case SALVO_4_to_6: SalvoAmount = Rand(3) + 4; break; case SALVO_6_to_8: SalvoAmount = Rand(3) + 6; break; default: SalvoAmount = Rand(3) + 4; } return SalvoAmount; } function int GetSpreadAmount( int Team ) { local int SpreadAmount; switch(GetSideDataByTeam(Team).ArtilleryStrikePattern) { case STR_Tight: SpreadAmount = 400; break; case STR_Normal: SpreadAmount = 1000; break; case STR_Loose: SpreadAmount = 2000; break; default: SpreadAmount = 1000; } return SpreadAmount; } function int GetStrikeInterval( int Team ) { local int StrikeInterval; switch(GetSideDataByTeam(Team).ArtilleryStrikeInterval) { case INT_Short_30s: StrikeInterval = 30; break; case INT_Med_45s: StrikeInterval = 45; break; case INT_Long_1m: StrikeInterval = 60; break; case INT_VLong_3m: StrikeInterval = 150;//180; nerfed a bit break; default: StrikeInterval = 30; } return StrikeInterval; } function int GetStrikeDelay( int Team ) { local int StrikeDelay; switch(GetSideDataByTeam(Team).ArtilleryStrikeDelay) { case DELAY_Short_15s: StrikeDelay = 15; break; case DELAY_Med_30s: StrikeDelay = 30; break; case DELAY_Long_1m: StrikeDelay = 60; break; case DELAY_VLong_2m: StrikeDelay = 120; break; default: StrikeDelay = 15; } return StrikeDelay; } // When a vehicle is spawned, this is called to remove it from the totals function HandleSpawnedVehicle( class <ROVehicle> CheckClass ) { local int i; for (i = 0; i < LimitedVehicles.Length; i++) { if (LimitedVehicles[i].VehicleClass == CheckClass) { LimitedVehicles[i].VehicleTotal += 1; //log("Adding a vehicle, total = "$LimitedVehicles[i].VehicleTotal); break; } } } // When a vehicle is destroyed, this is called to remove it from the totals function HandleDestroyedVehicle( class <ROVehicle> CheckClass ) { local int i; for (i = 0; i < LimitedVehicles.Length; i++) { if (LimitedVehicles[i].VehicleClass == CheckClass) { LimitedVehicles[i].VehicleTotal -= 1; //log("Destroying a vehicle, total = "$LimitedVehicles[i].VehicleTotal); break; } } } // Returns true if we are over the limit for this vehicle function bool OverVehicleLimit( class <ROVehicle> CheckClass ) { local int i; for (i = 0; i < LimitedVehicles.Length; i++) { if (LimitedVehicles[i].VehicleClass == CheckClass) { if( LimitedVehicles[i].VehicleTotal >= LimitedVehicles[i].VehicleLimit ) { return true; } break; } } return false; } // Not sure if this is needed, maybe remove // Reset the vehicle totals to zero function ResetVehicleLimits() { local int i; for (i = 0; i < LimitedVehicles.Length; i++) { LimitedVehicles[i].VehicleTotal = 0; } } //============================================================================= // defaultproperties //============================================================================= defaultproperties { RoundDuration=10 Axis=(UnitName="Axis",SpawnLimit=150,ReinforcementInterval=30,ArtilleryStrikeLimit=3,ArtilleryStrikePattern=STR_Normal,ArtillerySalvoAmount=SALVO_4_to_6) Allies=(Nation=NATION_SovietUnion,UnitName="Allies",SpawnLimit=150,ReinforcementInterval=30,ArtilleryStrikeLimit=3,ArtilleryStrikePattern=STR_Normal,ArtillerySalvoAmount=SALVO_4_to_6) TempFahrenheit=65 RallyPointInterval=5.000000 AxisSatchelsPerSapper=1 AlliedSatchelsPerSapper=1 AxisUnitDescription="Set the Axis unit description for this map here." AlliesUnitDescription="Set the Allies unit description for this map here." VehicleBotRoleBalance=0.700000 bNoDelete=True bDirectional=True } |
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