Utapau Lua
Posted: Sun Jan 28, 2007 5:11 pm
Could someone please post the uta1c_c lua? (C:\BF2_ModTools\assets\scripts\UTA) I accidently deleted mine and I need it for something. Thanks in advance.
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2
-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("Ambush")
ScriptCB_DoFile("PlayMovieWithTransition")
---------------------------------------------------------------------------
-- 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()
SetAIDifficulty(1, -3, "medium")
ScriptCB_SetGameRules("campaign")
ScriptCB_PlayInGameMovie("ingame.mvs", "utamon01")
SetMissionEndMovie("ingame.mvs", "utamon02")
AICanCaptureCP("CAM_CP4", 1, false)
AICanCaptureCP("CAM_CP3", 1, false)
AICanCaptureCP("CAM_CP5", 1, false)
AICanCaptureCP("CAM_CP4", 2, false)
AICanCaptureCP("CAM_CP3", 2, false)
AICanCaptureCP("CAM_CP5", 2, false)
SetAIDamageThreshold("uturr01", 0.3)
SetAIDamageThreshold("uturr02", 0.3)
SetAIDamageThreshold("Power01", 0.3)
SetClassProperty("cis_hero_grievous", "MaxHealth", 3000)
ActivateRegion("CAM_CP4Control")
backup_region = GetRegion("Supportregion")
helpers_region = GetRegion("2Supportregion")
SetProperty("LAATAttack", "MaxHealth", 150)
SetProperty("LAATAttack", "CurHealth", 150)
SetProperty("LAATRider", "MaxHealth", 150)
SetProperty("LAATRider", "CurHealth", 150)
SetProperty("CAM_CP4", "Team", 2)
SetProperty("CAM_CP5", "Team", 0)
SetProperty("CAM_CP5", "CaptureRegion", "")
SetProperty("CAM_CP3", "CaptureRegion", "")
SetProperty("CAM_CP4", "Value_ATK_Republic", "10")
SetProperty("uturr01", "MaxHealth", 1e+37)
SetProperty("uturr01", "CurHealth", 1e+37)
SetProperty("uturr02", "MaxHealth", 1e+37)
SetProperty("uturr02", "CurHealth", 1e+37)
SetProperty("Power01", "MaxHealth", 1e+37)
SetProperty("Power01", "CurHealth", 1e+37)
EnableSPScriptedHeroes()
laanim = 1
lranim = 2
la_anim()
lr_anim()
-- This is the LAAT Callback info
la_death = OnObjectKillName(la_anim, "LAATAttack");
lr_death = OnObjectKillName(lr_anim, "LAATRider");
la_timer = CreateTimer("la_timer")
SetTimerValue(la_timer, 20)
StartTimer(la_timer)
OnTimerElapse(
function(timer)
KillObject("LAATAttack")
end,
la_timer
)
lr_timer = CreateTimer("lr_timer")
SetTimerValue(lr_timer, 20)
StartTimer(lr_timer)
OnTimerElapse(
function(timer)
KillObject("LAATRider")
end,
lr_timer
)
--Objective1:Start()
onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectives()
end
end)
local Support
Support = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
Backup()
ReleaseEnterRegion(Support)
end
end,
backup_region
)
local Support2
Support2 = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
Helpers()
ReleaseEnterRegion(Support2)
end
end,
helpers_region
)
--This is objective 1 Start Get in the vicinity of the nearest CP
Objective1 = Objective:New{teamATT = ATT, teamDEF = DEF,
text = "level.uta1.objectives.campaign.1", popupText = "level.uta1.objectives.long.1"}
Objective1Complete = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
Objective1:Complete(ATT)
ReleaseEnterRegion(Objective1Complete)
end
end,
"CAM_CP4Control"
)
Objective1.OnStart = function(self)
ScriptCB_EnableCommandPostVO(0)
ScriptCB_SndPlaySound("UTA_obj_46")
ScriptCB_PlayInGameMusic("rep_uta_amb_obj1_explore")
Objective1.CAM_CP4Goal1 = AddAIGoal(ATT, "Defend", 100, "CAM_CP4")
Objective1.CAM_CP4Goal2 = AddAIGoal(DEF, "Defend", 20, "CAM_CP4")
MapAddEntityMarker("CAM_CP4", "hud_objective_icon", 3.0, ATT, "YELLOW", true, true, true)
end
Objective1.OnComplete = function(self)
SetProperty("CAM_CP5", "Team", 2)
SetProperty("CAM_CP5", "CaptureRegion", "CAM_CP5Capture")
ScriptCB_SndPlaySound("UTA_obj_20")
SetProperty("CAM_CP4", "Value_DEF_CIS", "5")
ShowMessageText("game.objectives.complete", ATT)
end
--This is objective 2
Objective2CP = CommandPost:New{name = "CAM_CP4"}
Objective2 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
text = "level.uta1.objectives.campaign.2", popupText = "level.uta1.objectives.long.2"}
Objective2:AddCommandPost(Objective2CP)
Objective2.OnStart = function(self)
end
Objective2.OnComplete = function(self)
MapRemoveEntityMarker("CAM_CP4")
ScriptCB_SndPlaySound("UTA_obj_24")
ScriptCB_PlayInGameMusic("rep_uta_amb_obj2_explore")
ATTReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATTReinforcementCount + 15)
ShowMessageText("level.uta1.objectives.temp.2c")
ActivateRegion("CAM_CP5Control")
SetProperty("CAM_CP4", "Value_DEF_CIS", "2")
SetProperty("CAM_CP5", "Value_DEF_CIS", "5")
SetProperty("CAM_CP3", "Value_DEF_CIS", "0")
SetProperty("CAM_CP4", "Value_ATK_Republic", "2")
SetProperty("CAM_CP5", "Value_ATK_Republic", "10")
SetProperty("CAM_CP5", "SpawnPath", "CAM_CP5SpawnHigh")
DeleteAIGoal(Objective1.CAM_CP4Goal1)
Objective1.CAM_CP5Goal1 = AddAIGoal(DEF, "Defend", 50, "CAM_CP5")
Objective1.CAM_CP5Goal2 = AddAIGoal(ATT, "Defend", 100, "CAM_CP5")
SetProperty ("CAM_CP4", "Team", self.winningTeam)
AICanCaptureCP("CAM_CP4", DEF, false)
ShowMessageText("game.objectives.complete", ATT)
end
--This is objective 2a Activate alternate spawn path
Objective2a = Objective:New{teamATT = ATT, teamDEF = DEF, text = "level.uta1.objectives.temp.2a"}
Objective2aComplete = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character) then
Objective2a:Complete(ATT)
ReleaseEnterRegion(Objective2aComplete)
end
end,
"CAM_CP5Control"
)
Objective2a.OnComplete = function(self)
end
--This is objective 3
Objective3CP = CommandPost:New{name = "CAM_CP5"}
Objective3 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
text = "level.uta1.objectives.campaign.3", popupText = "level.uta1.objectives.long.3"}
Objective3:AddCommandPost(Objective3CP)
Objective3.OnStart = function(self)
MapAddEntityMarker("CAM_CP5", "hud_objective_icon", 3.0, ATT, "YELLOW", true, true, true)
end
Objective3.OnComplete = function(self)
DeleteAIGoal(Objective1.CAM_CP4Goal2)
MapRemoveEntityMarker("CAM_CP5")
ScriptCB_SndPlaySound("UTA_obj_39")
ScriptCB_SndPlaySound("UTA_obj_35")
ScriptCB_PlayInGameMusic("rep_uta_amb_obj3_explore")
UnlockHeroForTeam(1)
SetProperty("CAM_CP5", "SpawnPath", "CAM_CP5Spawn")
SetProperty("CAM_CP5", "Value_DEF_CIS", "3")
SetProperty("CAM_CP3", "Value_DEF_CIS", "5")
SetProperty("CAM_CP5", "Value_ATK_Republic", "3")
SetProperty("CAM_CP3", "SpawnPath", "CAM_CP3SpawnBack")
SetProperty("CAM_CP3", "CaptureRegion", "CAM_CP3Capture")
DeleteAIGoal(Objective1.CAM_CP5Goal1)
DeleteAIGoal(Objective1.CAM_CP5Goal2)
ATTReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATTReinforcementCount + 30)
SetProperty ("CAM_CP5", "Team", self.winningTeam)
AICanCaptureCP("CAM_CP5", DEF, false)
ShowMessageText("game.objectives.complete", ATT)
end
--This is objective 3a
Objective3aCP = CommandPost:New{name = "CAM_CP3"}
Objective3a = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
text = "level.uta1.objectives.campaign.3a", popupText = "level.uta1.objectives.long.3a"}
Objective3a:AddCommandPost(Objective3aCP)
Objective3a.OnStart = function(self)
MapAddEntityMarker("CAM_CP3", "hud_objective_icon", 3.0, ATT, "YELLOW", true, true, true)
end
Objective3a.OnComplete = function(self)
MapRemoveEntityMarker("CAM_CP3")
SetProperty("CAM_CP3", "SpawnPath", "CAM_CP3Rep")
SetProperty("CAM_CP2", "Team", 2)
SetProperty("CAM_CP2", "SpawnPath", "CAM_CP3Spawn")
ScriptCB_SndPlaySound("UTA_obj_40")
ScriptCB_PlayInGameMusic("rep_uta_grievous_01")
SetProperty("CAM_CP3", "CaptureRegion", "")
-- add Grievious as a new unit
local characterindex = GetTeamMember(4, 0)
BatchChangeTeams(4, DEF, 1)
SetHeroClass(CIS, "cis_hero_grievous")
SelectCharacterClass(characterindex, "cis_hero_grievous")
SpawnCharacter(characterindex, GetPathPoint("grievious_spawn", 0))
ATTReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATTReinforcementCount + 15)
SetProperty ("CAM_CP3", "Team", self.winningTeam)
AICanCaptureCP("CAM_CP3", DEF, false)
ShowMessageText("game.objectives.complete", ATT)
end
--This is objective 3b Destroy Grevious
Objective3b= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.uta1.objectives.campaign.3b", popupText = "level.uta1.objectives.long.3b"}
JediKiller = TargetType:New{classname = "cis_hero_grievous", killLimit = 1}
Objective3b:AddTarget(JediKiller)
Objective3b.OnStart = function(self)
Objective3b.CAM_CP3Goal1 = AddAIGoal(ATT, "Defend", 100, "CAM_CP3")
Objective3b.CAM_CP3Goal2 = AddAIGoal(DEF, "Defend", 20, "CAM_CP3")
end
Objective3b.OnComplete = function(self)
SetProperty("uturr01", "MaxHealth", 2000)
SetProperty("uturr01", "CurHealth", 2000)
SetProperty("uturr02", "MaxHealth", 2000)
SetProperty("uturr02", "CurHealth", 2000)
ActivateRegion("Supportregion")
ScriptCB_SndPlaySound("UTA_obj_42")
ScriptCB_SndPlaySound("UTA_obj_26")
ScriptCB_PlayInGameMusic("rep_uta_ImmVict_01")
ATTReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATTReinforcementCount + 10)
DeleteAIGoal(Objective3b.CAM_CP3Goal1)
DeleteAIGoal(Objective3b.CAM_CP3Goal2)
end
--This is objective 4. Destroy the AA Guns
Gun_count = 2
Gun01 = Target:New{name = "uturr01"}
Gun02 = Target:New{name = "uturr02"}
Gun01.OnDestroy = function(self)
if Gun_count > 1 then
Gun_count = Gun_count - 1
ShowMessageText("level.uta1.objectives.temp.4-" .. Gun_count)
ScriptCB_SndPlaySound("UTA_obj_28")
SetProperty("CAM_CP3", "SpawnPath", "CAM_CP3Spawn")
end
end
Gun02.OnDestroy = function(self)
if Gun_count > 1 then
Gun_count = Gun_count - 1
ShowMessageText("level.uta1.objectives.temp.4-" .. Gun_count)
ScriptCB_SndPlaySound("UTA_obj_28")
end
end
Objective4 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.uta1.objectives.campaign.4", popupText = "level.uta1.objectives.long.4"}
Objective4:AddTarget(Gun01)
Objective4:AddTarget(Gun02)
Objective4.OnComplete = function(self)
-- ScriptCB_SndPlaySound("CorSpc_obj_20")
SetProperty("uturr01", "Team", 0)
SetProperty("uturr02", "Team", 0)
ActivateRegion("2Supportregion")
SetProperty("CAM_CP6", "Team", 1)
SetProperty("CAM_CP3", "Value_DEF_CIS", "0")
SetProperty("CAM_CP4", "Value_DEF_CIS", "0")
SetProperty("CAM_CP5", "Value_DEF_CIS", "0")
SetProperty("CAM_CP3", "Value_ATK_Republic", "1")
SetProperty("CAM_CP4", "Value_ATK_Republic", "1")
SetProperty("CAM_CP5", "Value_ATK_Republic", "1")
SetProperty("CAM_CP2", "Value_DEF_CIS", "3")
SetProperty("CAM_CP2", "Value_ATK_Republic", "3")
SetProperty("Power01", "MaxHealth", 12000)
SetProperty("Power01", "CurHealth", 12000)
SetProperty("CAM_CP2", "SpawnPath", "CAM_CP2Spawn")
ScriptCB_SndPlaySound("UTA_obj_29")
ScriptCB_SndPlaySound("UTA_obj_30")
ScriptCB_SndPlaySound("UTA_obj_32")
ATTReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATTReinforcementCount + 10)
ShowMessageText("game.objectives.complete", ATT)
end
--This is objective 5 Destroy the Power Gen
Power = Target:New{name = "Power01"}
Power.OnDestroy = function(self)
ShowMessageText("level.uta1.objectives.temp.5c", 1)
end
Objective5 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.uta1.objectives.campaign.5", popupText = "level.uta1.objectives.long.5"}
Objective5:AddTarget(Power)
Objective5.OnComplete = function(self)
ScriptCB_SndPlaySound("UTA_obj_34")
ShowMessageText("game.objectives.complete", ATT)
end
end
function BeginObjectives()
--This creates the objective "container" and specifies order of objectives, and gets that running
-- objectiveSequence = MultiObjectiveContainer:New{}
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4.5}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective2a, Objective3)
objectiveSequence:AddObjectiveSet(Objective3a)
objectiveSequence:AddObjectiveSet(Objective3b)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5)
objectiveSequence:Start()
end
function la_anim()
if laanim == 1 then
PauseAnimation("LA03");
RewindAnimation("LA01");
PlayAnimation("LA01");
EntityFlyerTakeOff("LAATAttack")
laanim = 2
elseif laanim == 2 then
PauseAnimation("LA01");
RewindAnimation("LA02");
PlayAnimation("LA02");
EntityFlyerTakeOff("LAATAttack")
laanim = 3
elseif laanim == 3 then
PauseAnimation("LA02");
RewindAnimation("LA03");
PlayAnimation("LA03");
EntityFlyerTakeOff("LAATAttack")
laanim = 1
end
SetTimerValue(la_timer, 30)
StartTimer(la_timer)
end
function lr_anim()
if lranim == 1 then
PauseAnimation("LR03");
RewindAnimation("LR02");
PlayAnimation("LR02");
EntityFlyerTakeOff("LAATRider")
lranim = 2
elseif lranim == 2 then
PauseAnimation("LR01");
RewindAnimation("LR03");
PlayAnimation("LR03");
EntityFlyerTakeOff("LAATRider")
lranim = 3
elseif lranim == 3 then
PauseAnimation("LR02");
RewindAnimation("LR01");
PlayAnimation("LR01");
EntityFlyerTakeOff("LAATRider")
lranim = 1
end
SetTimerValue(lr_timer, 30)
StartTimer(lr_timer)
end
function Backup()
SetProperty("LAATDrop01", "MaxHealth", 1250)
SetProperty("LAATDrop01", "CurHealth", 1250)
EntityFlyerTakeOff("LAATDrop01")
EntityFlyerInitAsLanded("LAATAttack")
KillObject("LAATAttack")
KillObject("LAATRider")
DestroyTimer(lr_timer)
DestroyTimer(la_timer)
ReleaseObjectKill(la_death)
ReleaseObjectKill(lr_death)
DeactivateRegion(backup_region)
PauseAnimation("LA01");
PauseAnimation("LA02");
PauseAnimation("LA03");
PauseAnimation("LR01");
PauseAnimation("LR02");
PauseAnimation("LR03");
PauseAnimation("drop-hide");
RewindAnimation("LA-hide");
PlayAnimation("LA-hide");
RewindAnimation("LR-hide");
PlayAnimation("LR-hide");
RewindAnimation("Backup");
PlayAnimation("Backup");
end
function Helpers()
SetProperty("LAATDrop01", "MaxHealth", 1250)
SetProperty("LAATDrop01", "CurHealth", 1250)
SetProperty("LAATDrop02", "MaxHealth", 1250)
SetProperty("LAATDrop02", "CurHealth", 1250)
EntityFlyerTakeOff("LAATDrop01")
EntityFlyerTakeOff("LAATDrop02")
EntityFlyerInitAsLanded("LAATAttack")
EntityFlyerInitAsLanded("LAATRider")
DeactivateRegion(helpers_region)
PauseAnimation("hide02");
PauseAnimation("Backup");
RewindAnimation("backup2");
PlayAnimation("backup2");
EntityFlyerTakeOff("LAATDrop01")
EntityFlyerTakeOff("LAATDrop02")
end
function ScriptInit()
StealArtistHeap(300*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(4700000)
SetMemoryPoolSize("Combo::State", 75) --need more of these than default
SetMemoryPoolSize("Combo::DamageSample", 600) --need more of these than default
ReadDataFile("ingame.lvl")
SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)
ReadDataFile("sound\\uta.lvl;uta1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_obiwan",
"uta1_prop_gunship",
"rep_walk_oneman_atst",
"rep_hover_fightertank")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hero_grievous",
"cis_inf_officer",
"cis_hover_aat")
ScriptCB_SetSpawnDisplayGain(0.2, 0.5)
SetupTeams{
rep = {
team = REP,
units = 19,
reinforcements = 15,
soldier = { "rep_inf_ep3_rifleman", 8},
assault = { "rep_inf_ep3_rocketeer", 2},
engineer = { "rep_inf_ep3_engineer", 3},
sniper = { "rep_inf_ep3_sniper", 3},
officer = { "rep_inf_ep3_officer", 1},
special = { "rep_inf_ep3_jettrooper", 2},
},
cis = {
team = CIS,
units = 13,
reinforcements = -1,
soldier = { "cis_inf_rifleman",4},
assault = { "cis_inf_rocketeer",4},
engineer = { "cis_inf_engineer",1},
sniper = { "cis_inf_sniper",2},
officer = { "cis_inf_officer", 2},
}
}
SetHeroClass(REP, "rep_hero_obiwan")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- droidekas
AddWalkerType(1, 4) -- ATRTa (special case: 0 leg pairs)
local weaponCnt = 200
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 193)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 12)
SetMemoryPoolSize("EntityHover", 6)
SetMemoryPoolSize("EntityLight", 80)
SetMemoryPoolSize("EntitySoundStream", 8)
SetMemoryPoolSize("EntitySoundStatic", 27)
SetMemoryPoolSize("MountedTurret", 21)
SetMemoryPoolSize("Navigator", 34)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 34)
SetMemoryPoolSize("PathNode", 384)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("Timer", 10)
SetMemoryPoolSize("TreeGridStack", 225)
SetMemoryPoolSize("UnitAgent", 49)
SetMemoryPoolSize("UnitController", 49)
SetMemoryPoolSize("Weapon", weaponCnt)
--Adding Grievous Pool
AddUnitClass(4, "rep_inf_ep3_rifleman", 1)
SetUnitCount(4, 1)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("uta\\uta1.lvl", "uta1_Campaign")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(500)
SetMaxPlayerFlyHeight(29.5)
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "uta_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)
voiceQuick = OpenAudioStream("sound\\global.lvl", "cis_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\uta.lvl", "uta1")
OpenAudioStream("sound\\uta.lvl", "uta1")
-- OpenAudioStream("sound\\uta.lvl", "uta_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\uta.lvl", "uta1_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)
SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
-- SetAmbientMusic(REP, 1.0, "RepUta01_GunshipIntro", 0,1)
-- SetAmbientMusic(REP, 0.98, "RepUta01_ExpAmb1", 1,1)
-- SetAmbientMusic(REP, 0.1,"rep_uta_amb_end", 2,1)
-- SetAmbientMusic(CIS, 1.0, "cis_uta_amb_start", 0,1)
-- SetAmbientMusic(CIS, 0.99, "cis_uta_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1,"cis_uta_amb_end", 2,1)
SetVictoryMusic(REP, "rep_uta_amb_victory")
SetDefeatMusic (REP, "rep_uta_amb_defeat")
SetVictoryMusic(CIS, "cis_uta_amb_victory")
SetDefeatMusic (CIS, "cis_uta_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 - Utapau: Sinkhole
AddCameraShot(-0.428091, 0.045649, -0.897494, -0.095703, 162.714951, 45.857063, 40.647118)
AddCameraShot(-0.194861, -0.001600, -0.980796, 0.008055, -126.179787, 16.113789, 70.012894);
AddCameraShot(-0.462548, -0.020922, -0.885442, 0.040050, -16.947638, 4.561796, 156.926956);
AddCameraShot(0.995310, 0.024582, -0.093535, 0.002310, 38.288612, 4.561796, 243.298508);
AddCameraShot(0.827070, 0.017093, 0.561719, -0.011609, -24.457638, 8.834146, 296.544586);
AddCameraShot(0.998875, 0.004912, -0.047174, 0.000232, -45.868237, 2.978215, 216.217880);
end