Incorporating Unused Hero Sounds
Posted: Tue Mar 14, 2017 12:17 am
by Triforce919
Hey guys I've been at this for several days now and I'm really struggling. Basically my end goal is to create a few small modifications to stock maps to add missing sounds (first in the project is Ki-adi-mundi's voice files). I have been able to import Mygeeto into a new project, and have it working fine. The new sounds are what I am really struggling with. I have followed Rend's tutorial to its end with success (adding at-st sounds), read Vyse's custom sound tutorials, and other information on custom sounds. I still have had no success adding Ki-adi-mundi's voice.
Here is what I have done:
MODID = ZZ1
In "BF2_ModTools\data_ZZ1\Sound\worlds\ZZ1" I have created these files:
ZZ1.req
ZZ1cw.req
ZZ1_ASFX.asfx
Sound_Prop_File_Referenced_Here
I have also edited the line in the conquest clone wars lua file to look in addon for sounds.
Any insight on this would be greatly appreciated. Also, any advice to make these changes more efficient, would also be helpful (as little reliance on the addon folder as possible) would also be extremely helpful.
Thanks,
Here is what I have done:
MODID = ZZ1
In "BF2_ModTools\data_ZZ1\Sound\worlds\ZZ1" I have created these files:
ZZ1.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"ZZ1"
}
REQN
{
"lvl"
"ZZ1gcw"
"ZZ1cw"
}
}[/code]
{
REQN
{
"str"
"align=2048"
"ZZ1"
}
REQN
{
"lvl"
"ZZ1gcw"
"ZZ1cw"
}
}[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"ZZ1_ASFX" //the asfx file
}
REQN
{
"config"
"Sound_Prop_File_Referenced_Here"
"ZZ1"
}
}
[/code]
{
REQN
{
"bnk"
"align=2048"
"ZZ1_ASFX" //the asfx file
}
REQN
{
"config"
"Sound_Prop_File_Referenced_Here"
"ZZ1"
}
}
[/code]
Hidden/Spoiler:
[code]// General Mundi, reporting for duty.
effects\KACOM0001.wav
// Ki Adi Mundi, ready to go.
effects\KACOM0002.wav
// Stand down or be destroyed!
effects\KACOM0003.wav
// The day is ours!
effects\KACOM0004.wav
// Their might is nothing compared to the Force.
effects\KACOM0005.wav
// Feel the living Force.
effects\KACOM0006.wav
// Follow me!
effects\KACOM0007.wav
// Do not underestimate the power of the Force.
effects\KACOM0008.wav
// Victory is ours!
effects\KACOM0009.wav
// My time is finished. May the Force be with You.
effects\KACOM0010.wav
[/code]
effects\KACOM0001.wav
// Ki Adi Mundi, ready to go.
effects\KACOM0002.wav
// Stand down or be destroyed!
effects\KACOM0003.wav
// The day is ours!
effects\KACOM0004.wav
// Their might is nothing compared to the Force.
effects\KACOM0005.wav
// Feel the living Force.
effects\KACOM0006.wav
// Follow me!
effects\KACOM0007.wav
// Do not underestimate the power of the Force.
effects\KACOM0008.wav
// Victory is ours!
effects\KACOM0009.wav
// My time is finished. May the Force be with You.
effects\KACOM0010.wav
[/code]
Hidden/Spoiler:
[code]
SoundStreamProperties()
{
Name("hero_mundi_spawn");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("global_vo_slow");
SegmentList()
{
Segment("KACOM001", 200.0, 10.0, 3.0); // General Mundi, reporting for duty.
Segment("KACOM002", 200.0, 10.0, 3.0); // Ki Adi Mundi, ready to go.
}
}
SoundStreamProperties()
{
Name("hero_mundi_AcquiredTarget");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("global_vo_slow");
SegmentList()
{
Segment("KACOM003", 200.0, 10.0, 3.0); // Stand down or be destroyed!
Segment("KACOM004", 200.0, 10.0, 3.0); // The day is ours!
Segment("KACOM005", 200.0, 10.0, 3.0); // Their might is nothing compared to the Force.
Segment("KACOM006", 200.0, 10.0, 3.0); // Feel the living Force.
Segment("KACOM007", 200.0, 10.0, 3.0); // Follow me!
}
}
SoundStreamProperties()
{
Name("hero_mundi_KillingSpree4");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("global_vo_slow");
SegmentList()
{
Segment("KACOM008", 200.0, 10.0, 3.0); // Do not underestimate the power of the Force.
Segment("KACOM009", 200.0, 10.0, 3.0); // Victory is ours!
}
}
SoundStreamProperties()
{
Name("hero_mundi_exhausted");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("global_vo_slow");
SegmentList()
{
Segment("KACOM010", 200.0, 10.0, 3.0); // My time is finished. May the Force be with You.
}
}[/code]
SoundStreamProperties()
{
Name("hero_mundi_spawn");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("global_vo_slow");
SegmentList()
{
Segment("KACOM001", 200.0, 10.0, 3.0); // General Mundi, reporting for duty.
Segment("KACOM002", 200.0, 10.0, 3.0); // Ki Adi Mundi, ready to go.
}
}
SoundStreamProperties()
{
Name("hero_mundi_AcquiredTarget");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("global_vo_slow");
SegmentList()
{
Segment("KACOM003", 200.0, 10.0, 3.0); // Stand down or be destroyed!
Segment("KACOM004", 200.0, 10.0, 3.0); // The day is ours!
Segment("KACOM005", 200.0, 10.0, 3.0); // Their might is nothing compared to the Force.
Segment("KACOM006", 200.0, 10.0, 3.0); // Feel the living Force.
Segment("KACOM007", 200.0, 10.0, 3.0); // Follow me!
}
}
SoundStreamProperties()
{
Name("hero_mundi_KillingSpree4");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("global_vo_slow");
SegmentList()
{
Segment("KACOM008", 200.0, 10.0, 3.0); // Do not underestimate the power of the Force.
Segment("KACOM009", 200.0, 10.0, 3.0); // Victory is ours!
}
}
SoundStreamProperties()
{
Name("hero_mundi_exhausted");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("global_vo_slow");
SegmentList()
{
Segment("KACOM010", 200.0, 10.0, 3.0); // My time is finished. May the Force be with You.
}
}[/code]
Hidden/Spoiler:
[code]--
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script --
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- 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()
DisableBarriers("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")
EnableSPHeroRules()
cp1 = CommandPost:New{name = "CP1_CON"}
cp2 = CommandPost:New{name = "CP2_CON"}
--cp3 = CommandPost:New{name = "CP3_CON"}
cp4 = CommandPost:New{name = "CP4_CON"}
cp5 = CommandPost:New{name = "CP5_CON"}
cp7 = CommandPost:New{name = "CP7_CON"}
--cp8 = CommandPost:New{name = "CP8_CON"}
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:AddCommandPost(cp7)
--conquest:AddCommandPost(cp8)
conquest:Start()
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\myg.lvl;myg1cw")
ReadDataFile("dc:sound\\ZZ1.lvl;ZZ1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_fly_assault_dome",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_hero_kiyadimundi")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_aat",
"cis_fly_gunship_dome",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_recoilless_lg")
SetupTeams{
rep={
team = REP,
units = 32,
reinforcements = 150,
soldier = {"rep_inf_ep3_rifleman", 9, 25},
assault = {"rep_inf_ep3_rocketeer", 1, 4},
engineer = {"rep_inf_ep3_engineer", 1, 4},
sniper = {"rep_inf_ep3_sniper", 1, 4},
officer = {"rep_inf_ep3_officer", 1, 4},
special = {"rep_inf_ep3_jettrooper", 1, 4},
},
cis={
team = CIS,
units = 32,
reinforcements = 150,
soldier = {"cis_inf_rifleman", 9, 25},
assault = {"cis_inf_rocketeer", 1, 4},
engineer = {"cis_inf_engineer", 1, 4},
sniper = {"cis_inf_sniper", 1, 4},
officer = {"cis_inf_officer", 1, 4},
special = {"cis_inf_droideka", 1, 4},
}
}
-- Hero Setup Section --
SetHeroClass(REP, "rep_hero_kiyadimundi")
SetHeroClass(CIS, "cis_hero_grievous")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
AddWalkerType(2, 0)
local weaponCnt = 230
SetMemoryPoolSize("Aimer", 60)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityHover", 7)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 76)
SetMemoryPoolSize("MountedTurret", 16)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 500)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 275)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("myg\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight(20)
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
--penAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_emt")
OpenAudioStream("dc:sound\\ZZ1.lvl", "ZZ1_ASFX");
OpenAudioStream("dc:sound\\ZZ1.lvl", "ZZ1_ASFX");
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)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)
SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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 Shizzle--
-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end
[/code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script --
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- 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()
DisableBarriers("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")
EnableSPHeroRules()
cp1 = CommandPost:New{name = "CP1_CON"}
cp2 = CommandPost:New{name = "CP2_CON"}
--cp3 = CommandPost:New{name = "CP3_CON"}
cp4 = CommandPost:New{name = "CP4_CON"}
cp5 = CommandPost:New{name = "CP5_CON"}
cp7 = CommandPost:New{name = "CP7_CON"}
--cp8 = CommandPost:New{name = "CP8_CON"}
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:AddCommandPost(cp7)
--conquest:AddCommandPost(cp8)
conquest:Start()
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\myg.lvl;myg1cw")
ReadDataFile("dc:sound\\ZZ1.lvl;ZZ1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_fly_assault_dome",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_hero_kiyadimundi")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_aat",
"cis_fly_gunship_dome",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_recoilless_lg")
SetupTeams{
rep={
team = REP,
units = 32,
reinforcements = 150,
soldier = {"rep_inf_ep3_rifleman", 9, 25},
assault = {"rep_inf_ep3_rocketeer", 1, 4},
engineer = {"rep_inf_ep3_engineer", 1, 4},
sniper = {"rep_inf_ep3_sniper", 1, 4},
officer = {"rep_inf_ep3_officer", 1, 4},
special = {"rep_inf_ep3_jettrooper", 1, 4},
},
cis={
team = CIS,
units = 32,
reinforcements = 150,
soldier = {"cis_inf_rifleman", 9, 25},
assault = {"cis_inf_rocketeer", 1, 4},
engineer = {"cis_inf_engineer", 1, 4},
sniper = {"cis_inf_sniper", 1, 4},
officer = {"cis_inf_officer", 1, 4},
special = {"cis_inf_droideka", 1, 4},
}
}
-- Hero Setup Section --
SetHeroClass(REP, "rep_hero_kiyadimundi")
SetHeroClass(CIS, "cis_hero_grievous")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
AddWalkerType(2, 0)
local weaponCnt = 230
SetMemoryPoolSize("Aimer", 60)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityHover", 7)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 76)
SetMemoryPoolSize("MountedTurret", 16)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 500)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 275)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("myg\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight(20)
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
--penAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_emt")
OpenAudioStream("dc:sound\\ZZ1.lvl", "ZZ1_ASFX");
OpenAudioStream("dc:sound\\ZZ1.lvl", "ZZ1_ASFX");
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)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)
SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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 Shizzle--
-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end
[/code]
Thanks,