Company of Heroes 2

Company of Heroes 2

8p Kaiserslautern von Slaughter
DeadKennys  [developer] 16 May, 2014 @ 9:26pm
SCAR File
Posting SCAR script for refernece.

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Last edited by DeadKennys; 30 Jan, 2015 @ 8:42am
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DeadKennys  [developer] 16 May, 2014 @ 9:27pm 
function OnInitID()
--Population cap override value
g_popCapOverRide = 300

for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
Player_SetPopCapOverride(player, g_popCapOverRide)
end

function OnInitPower()
--Set starting BASE powers for all players
for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
Player_SetResource(player, RT_Manpower, 20000)
Player_SetResource(player, RT_Munition, 20000)
Player_SetResource(player, RT_Fuel, 20000)
Player_SetResource(player, RT_Action, 100000)

end
end

Scar_AddInit(OnInitPower)

-- [[ Markers ]]

-- [[ Squad Groups ]]

-- [[ Entity Groups ]]

--Make buildings where I placed ambient fires in roofs and upper floors indestructable
eg_NoMagicFires = EGroup_CreateIfNotFound("eg_NoMagicFires")
EGroup_ForEach(eg_NoMagicFires,
function(egid, idx, entity)
EGroup_SetInvulnerable(eg_NoMagicFires, true)
end)

--try to set forest fire
eg_forest_fire_01 = EGroup_CreateIfNotFound("eg_forest_fire_01")
EGroup_ForEach(eg_forest_fire_01,
function(egid, idx, entity)
Entity_SetOnFire(entity)
end)

--~ --COMMENTING OUT UNTIL I code TANKS & ENGINEERS/PIONEERS only
--~ --Remove Abilities
--~ local _Abilities = {
--~ "mechanized_grenadier_group", "supply_truck", "tiger_tank", "mortar_halftrack", "elefant_unlock", "tiger_tank_ace", "stug_short_barrel", "stug_iii_e", "armor_commander",
--~ "mechanized_assault_group", "cmd_kv-8_unlock_mp", "cmd_advanced_t34_85_medium_tank", "cmd_t34_85_medium_tank", "cmd_isu-152", "cmd_is2_heavy_tank", "cmd_kv-1_unlock",
--~ "kv-2", "cmd_guard_troops", "cmd_120mm_mortar_crew", "cmd_katyusha", "cmd_ml_20", "cmd_penal_battalion", "cmd_shock_troops", "m-42_at_gun", "mg_nest", "b4_203mm_howitzer",
--~ "partisan_dispatch", "dshk_mp", "howitzer_105mm_emplacement_unlock", "jaeger_infantry_unlock", "assault_grenadiers", "stormtroopers", "urban_assault_grenadiers",
--~ "relief_infantry", "pak_43_emplacement_unlock", "panzer_tactician_unlock", "partisan_dispatch_tow", "assault_field_officer", "ostruppen", "panzer_iii",
--~ "sherman_soviet_dispatch", "m5_halftrack_assault", "ostruppen_reserves", "puma_dispatch", "M11_PARTISANS_DISPATCH_KARK98K", 'M11_PARTISANS_DISPATCH_NAGANT',
--~ }

--~ --Remove Entities
--~ local _Entities = {
--~ "artillery_203mm_b4", "m1931_203mm_b-4_howitzer_artillery_commander_mp", "m1931_203mm_b-4_howitzer_artillery_mp", "m1937_152mm_ml_20_artillery", "m1937_152mm_ml_20_artillery_mp",
--~ "howitzer_105mm_le_fh18", "howitzer_105mm_le_fh18_mp", "howitzer_105mm_dummy", "sherman_soviet", "m5_halftrack_mp", "m5_halftrack_assault_mp", "m5_halftrack",
--~ "puma_east_german",
--~ }


--~ --skip keepers
--~ local SBP_Keepers = function(sbp)
--~ --skip squads I wanna keep
--~ local _skip_keepers =
--~ {
--~ [1] = {
--~ name = "sniper",
--~ isSkip = true
--~ },
--~ [2] = {
--~ name = "engineer",
--~ isSkip = true
--~ },
--~ [3] = {
--~ name = "pioneer",
--~ isSkip = true
--~ },
--~ }

--~ local isSkip = false
--~ local skipKeep = false

--~ for key, _sbp in ipairs(_skip_keepers) do
--~ if string.find(BP_GetName(sbp), _sbp.name) then
--~ isSkip = true
--~ skipKeep = true
--~ end
--~ end
--~ if not skipKeep then
--~ isSkip = false
--~ skipKeep = false
--~ end
--~ return isSkip
--~ end

--~ --Remove building Powers
--~ for key, race in pairs(SBP) do
--~ for key, sbp in pairs(race) do
--~ for i = 1, World_GetPlayerCount() do
--~ Player_SetSquadProductionAvailability(World_GetPlayerAt(i), sbp, ITEM_REMOVED)
--~ end
--~ end
--~ end

--~ --adds back in my keepers
--~ for key, race in pairs(SBP) do
--~ for key, sbp in pairs(race) do
--~ if SBP_Keepers(sbp) then
--~ for i = 1, World_GetPlayerCount() do
--~ Player_SetSquadProductionAvailability(World_GetPlayerAt(i), sbp, ITEM_UNLOCKED)
--~ end
--~ end
--~ end
--~ end

--~ --Remove commander powers
--~ for key, abp in ipairs(_Abilities) do
--~ for i = 1, World_GetPlayerCount() do
--~ Player_SetAbilityAvailability(World_GetPlayerAt(i), BP_GetAbilityBlueprint(abp), ITEM_REMOVED)
--~ end
--~ end

--~ --Remove Entity Upgrades
--~ for key, ebp in ipairs(_Entities) do
--~ for i=1, World_GetPlayerCount() do
--~ Player_SetEntityProductionAvailability(World_GetPlayerAt(i), BP_GetEntityBlueprint(ebp), ITEM_REMOVED)
--~ end
--~ end

end
Last edited by DeadKennys; 19 May, 2014 @ 9:03pm
DeadKennys  [developer] 30 Jan, 2015 @ 8:42am 
SCAR AS OF 30 January 2015 @ 8:41AM

function OnInitID()
--Population cap override value
g_popCapOverRide = 300

for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
Player_SetPopCapOverride(player, g_popCapOverRide)
end

function OnInitPower()
--Set starting BASE powers for all players
for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
Player_SetResource(player, RT_Manpower, 2000)
Player_SetResource(player, RT_Munition, 2000)
Player_SetResource(player, RT_Fuel, 2000)
Player_SetResource(player, RT_Action, 1000)

end
end

Scar_AddInit(OnInitPower)

-- [[ Markers ]]

-- [[ Squad Groups ]]

-- [[ Entity Groups ]]

--Make buildings where I placed ambient fires in roofs and upper floors indestructable
--NOTE: in the SGB, I also chose to just put ambient fires and smoke in without changing a buildings destructibility
eg_NoMagicFires = EGroup_CreateIfNotFound("eg_NoMagicFires")
EGroup_ForEach(eg_NoMagicFires,
function(egid, idx, entity)
EGroup_SetInvulnerable(eg_NoMagicFires, true)
end)

--try to set forest fire
eg_forest_fire_01 = EGroup_CreateIfNotFound("eg_forest_fire_01")
EGroup_ForEach(eg_forest_fire_01,
function(egid, idx, entity)
Entity_SetOnFire(entity)
end)


end
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