Player spawn sound (no hero)
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-
myers73
- Lieutenant General

- Posts: 690
- Joined: Fri Apr 03, 2009 11:04 pm
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- Location: Atlanta, GA xfire=myers73 IngameName=mYers
Re: Player spawn sound (no hero)
try just playing a sound that is already loaded, like the emperor sound, just be sure you load a soundfile that contains it. also, more the block of code to under where you load your death regions.
-
Deviss
- Master of the Force

- Posts: 3772
- Joined: Tue Aug 12, 2008 7:59 pm
- Projects :: Clone Wars Extended
- Games I'm Playing :: BF2
Re: Player spawn sound (no hero)
i am using coruscant sound so i used macewindu spawn sound but dont workmyers73 wrote:try just playing a sound that is already loaded, like the emperor sound, just be sure you load a soundfile that contains it. also, more the block of code to under where you load your death regions.
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
playSound = OnCharacterSpawn(
function(player)
if GetEnityClass(player) == FindEnityClass("rep_clone9") then
ScriptCB_SndPlaySound("hero_windu_spawn")
end
end
)
--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 = "CP7"}
--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:Start()
herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 3000, gameMode = "conquest",}
herosupport:SetHeroClass(CIS, "cis_hero_jangofett")
herosupport:AddSpawnCP("cp1","cp1spawn")
herosupport:AddSpawnCP("cp2","cp2spawn")
herosupport:AddSpawnCP("cp3","cp3spawn")
herosupport:AddSpawnCP("cp4","cp4spawn")
herosupport:AddSpawnCP("cp5","cp5spawn")
herosupport:AddSpawnCP("cp7","cp7spawn")
herosupport:Start()
EnableSPHeroRules()
AddDeathRegion("DeathRegion")
AddDeathRegion("DeathRegion2")
end
---------------------------------------------------------------------------
-- 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 ScriptInit()
SetUberMode(1);
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(-5)
SetMaxPlayerFlyHeight (-5)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\cor.lvl;cor1cw")
ReadDataFile("dc:sound\\ABC.lvl;ABCcw")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_obiwan")
ReadDataFile("SIDE\\cis.lvl",
"cis_hero_jangofett")
ReadDataFile("dc:SIDE\\dev.lvl",
"rep_clone1",
"rep_clone2",
"rep_clone3",
"rep_clone4",
"rep_clone5",
"rep_clone6",
"rep_clone7",
"rep_clone8",
"rep_clone9",
"rep_clone10")
ReadDataFile("dc:SIDE\\fed.lvl",
"cis_droid1",
"cis_droid2",
"cis_droid3",
"cis_droid4",
"cis_droid5",
"cis_droid6",
"cis_droid7",
"cis_droid8",
"cis_droid9",
"cis_hero")
ReadDataFile("SIDE\\tur.lvl",
"tur_weap_built_gunturret",
"tur_bldg_laser")
SetupTeams{
rep = {
team = REP,
units = 40,
reinforcements = 150,
soldier = { "rep_clone1",10, 15},
heavy = { "rep_clone2",3,4},
sniper = { "rep_clone3",3,4},
engineer = { "rep_clone4",3,4},
marine = { "rep_clone5",3,4},
recon = { "rep_clone6",3,4},
gunner = { "rep_clone7",3,4},
special = { "rep_clone8",3,4},
commando = { "rep_clone9",3,4},
commander = { "rep_clone10",1,2},
},
cis = {
team = CIS,
units = 40,
reinforcements = 150,
soldier = { "cis_droid1",8, 20},
heavy = { "cis_droid2",4,5},
sniper = { "cis_droid3",4,5},
engineer = { "cis_droid4",4,5},
marine = { "cis_droid5",7,9},
recon = { "cis_droid6",3,4},
gunner = { "cis_droid7",3,4},
special = { "cis_droid8",1,1},
commander = { "cis_droid9",2,3},
}
}
SetHeroClass(REP, "rep_hero_obiwan")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 20) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 370)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:ABC\\bes2.lvl", "bespin2_conquest")
SetDenseEnvironment("false")
-- 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("dc:sound\\ABC.lvl", "ABC_stream")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_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)
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(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_cor_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_cor_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_cor_amb_end", 2,1)
SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(CIS, "cis_cor_amb_victory")
SetDefeatMusic (CIS, "cis_cor_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
--Bespin 2
--Courtyard
AddCameraShot(0.364258, -0.004224, -0.931226, -0.010797, -206.270294, -44.204708, 88.837059);
--Carbon Chamber
AddCameraShot(0.327508, 0.002799, -0.944810, 0.008076, -184.781006, -59.802036, -28.118919);
--Wind Tunnel
AddCameraShot(0.572544, -0.013560, -0.819532, -0.019410, -244.788055, -61.541622, -44.260509);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
playSound = OnCharacterSpawn(
function(player)
if GetEnityClass(player) == FindEnityClass("rep_clone9") then
ScriptCB_SndPlaySound("hero_windu_spawn")
end
end
)
--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 = "CP7"}
--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:Start()
herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 3000, gameMode = "conquest",}
herosupport:SetHeroClass(CIS, "cis_hero_jangofett")
herosupport:AddSpawnCP("cp1","cp1spawn")
herosupport:AddSpawnCP("cp2","cp2spawn")
herosupport:AddSpawnCP("cp3","cp3spawn")
herosupport:AddSpawnCP("cp4","cp4spawn")
herosupport:AddSpawnCP("cp5","cp5spawn")
herosupport:AddSpawnCP("cp7","cp7spawn")
herosupport:Start()
EnableSPHeroRules()
AddDeathRegion("DeathRegion")
AddDeathRegion("DeathRegion2")
end
---------------------------------------------------------------------------
-- 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 ScriptInit()
SetUberMode(1);
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(-5)
SetMaxPlayerFlyHeight (-5)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\cor.lvl;cor1cw")
ReadDataFile("dc:sound\\ABC.lvl;ABCcw")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_obiwan")
ReadDataFile("SIDE\\cis.lvl",
"cis_hero_jangofett")
ReadDataFile("dc:SIDE\\dev.lvl",
"rep_clone1",
"rep_clone2",
"rep_clone3",
"rep_clone4",
"rep_clone5",
"rep_clone6",
"rep_clone7",
"rep_clone8",
"rep_clone9",
"rep_clone10")
ReadDataFile("dc:SIDE\\fed.lvl",
"cis_droid1",
"cis_droid2",
"cis_droid3",
"cis_droid4",
"cis_droid5",
"cis_droid6",
"cis_droid7",
"cis_droid8",
"cis_droid9",
"cis_hero")
ReadDataFile("SIDE\\tur.lvl",
"tur_weap_built_gunturret",
"tur_bldg_laser")
SetupTeams{
rep = {
team = REP,
units = 40,
reinforcements = 150,
soldier = { "rep_clone1",10, 15},
heavy = { "rep_clone2",3,4},
sniper = { "rep_clone3",3,4},
engineer = { "rep_clone4",3,4},
marine = { "rep_clone5",3,4},
recon = { "rep_clone6",3,4},
gunner = { "rep_clone7",3,4},
special = { "rep_clone8",3,4},
commando = { "rep_clone9",3,4},
commander = { "rep_clone10",1,2},
},
cis = {
team = CIS,
units = 40,
reinforcements = 150,
soldier = { "cis_droid1",8, 20},
heavy = { "cis_droid2",4,5},
sniper = { "cis_droid3",4,5},
engineer = { "cis_droid4",4,5},
marine = { "cis_droid5",7,9},
recon = { "cis_droid6",3,4},
gunner = { "cis_droid7",3,4},
special = { "cis_droid8",1,1},
commander = { "cis_droid9",2,3},
}
}
SetHeroClass(REP, "rep_hero_obiwan")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 20) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 370)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:ABC\\bes2.lvl", "bespin2_conquest")
SetDenseEnvironment("false")
-- 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("dc:sound\\ABC.lvl", "ABC_stream")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_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)
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(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_cor_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_cor_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_cor_amb_end", 2,1)
SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(CIS, "cis_cor_amb_victory")
SetDefeatMusic (CIS, "cis_cor_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
--Bespin 2
--Courtyard
AddCameraShot(0.364258, -0.004224, -0.931226, -0.010797, -206.270294, -44.204708, 88.837059);
--Carbon Chamber
AddCameraShot(0.327508, 0.002799, -0.944810, 0.008076, -184.781006, -59.802036, -28.118919);
--Wind Tunnel
AddCameraShot(0.572544, -0.013560, -0.819532, -0.019410, -244.788055, -61.541622, -44.260509);
end
-
myers73
- Lieutenant General

- Posts: 690
- Joined: Fri Apr 03, 2009 11:04 pm
- Projects :: No Mod project currently.
- Games I'm Playing :: I have not listed any games yet
- xbox live or psn: No gamertag set
- Location: Atlanta, GA xfire=myers73 IngameName=mYers
Re: Player spawn sound (no hero)
Hidden/Spoiler:
[code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--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 = "CP7"}
--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:Start()
herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 3000, gameMode = "conquest",}
herosupport:SetHeroClass(CIS, "cis_hero_jangofett")
herosupport:AddSpawnCP("cp1","cp1spawn")
herosupport:AddSpawnCP("cp2","cp2spawn")
herosupport:AddSpawnCP("cp3","cp3spawn")
herosupport:AddSpawnCP("cp4","cp4spawn")
herosupport:AddSpawnCP("cp5","cp5spawn")
herosupport:AddSpawnCP("cp7","cp7spawn")
herosupport:Start()
EnableSPHeroRules()
AddDeathRegion("DeathRegion")
AddDeathRegion("DeathRegion2")
playSound = OnCharacterSpawn(
function(player)
if GetEnityClass(player) == FindEnityClass("rep_clone9") then
ScriptCB_SndPlaySound("hero_windu_spawn")
end
end
)
end
---------------------------------------------------------------------------
-- 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 ScriptInit()
SetUberMode(1);
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(-5)
SetMaxPlayerFlyHeight (-5)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\cor.lvl;cor1cw")
ReadDataFile("dc:sound\\ABC.lvl;ABCcw")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_obiwan",
"rep_hero_mace_windu")
ReadDataFile("SIDE\\cis.lvl",
"cis_hero_jangofett")
ReadDataFile("dc:SIDE\\dev.lvl",
"rep_clone1",
"rep_clone2",
"rep_clone3",
"rep_clone4",
"rep_clone5",
"rep_clone6",
"rep_clone7",
"rep_clone8",
"rep_clone9",
"rep_clone10")
ReadDataFile("dc:SIDE\\fed.lvl",
"cis_droid1",
"cis_droid2",
"cis_droid3",
"cis_droid4",
"cis_droid5",
"cis_droid6",
"cis_droid7",
"cis_droid8",
"cis_droid9",
"cis_hero")
ReadDataFile("SIDE\\tur.lvl",
"tur_weap_built_gunturret",
"tur_bldg_laser")
SetupTeams{
rep = {
team = REP,
units = 40,
reinforcements = 150,
soldier = { "rep_clone1",10, 15},
heavy = { "rep_clone2",3,4},
sniper = { "rep_clone3",3,4},
engineer = { "rep_clone4",3,4},
marine = { "rep_clone5",3,4},
recon = { "rep_clone6",3,4},
gunner = { "rep_clone7",3,4},
special = { "rep_clone8",3,4},
commando = { "rep_clone9",3,4},
commander = { "rep_clone10",1,2},
},
cis = {
team = CIS,
units = 40,
reinforcements = 150,
soldier = { "cis_droid1",8, 20},
heavy = { "cis_droid2",4,5},
sniper = { "cis_droid3",4,5},
engineer = { "cis_droid4",4,5},
marine = { "cis_droid5",7,9},
recon = { "cis_droid6",3,4},
gunner = { "cis_droid7",3,4},
special = { "cis_droid8",1,1},
commander = { "cis_droid9",2,3},
}
}
SetHeroClass(REP, "rep_hero_obiwan")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 20) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 370)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:ABC\\bes2.lvl", "bespin2_conquest")
SetDenseEnvironment("false")
-- 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("dc:sound\\ABC.lvl", "ABC_stream")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_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)
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(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_cor_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_cor_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_cor_amb_end", 2,1)
SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(CIS, "cis_cor_amb_victory")
SetDefeatMusic (CIS, "cis_cor_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
--Bespin 2
--Courtyard
AddCameraShot(0.364258, -0.004224, -0.931226, -0.010797, -206.270294, -44.204708, 88.837059);
--Carbon Chamber
AddCameraShot(0.327508, 0.002799, -0.944810, 0.008076, -184.781006, -59.802036, -28.118919);
--Wind Tunnel
AddCameraShot(0.572544, -0.013560, -0.819532, -0.019410, -244.788055, -61.541622, -44.260509);
end
[/code][/size]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--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 = "CP7"}
--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:Start()
herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 3000, gameMode = "conquest",}
herosupport:SetHeroClass(CIS, "cis_hero_jangofett")
herosupport:AddSpawnCP("cp1","cp1spawn")
herosupport:AddSpawnCP("cp2","cp2spawn")
herosupport:AddSpawnCP("cp3","cp3spawn")
herosupport:AddSpawnCP("cp4","cp4spawn")
herosupport:AddSpawnCP("cp5","cp5spawn")
herosupport:AddSpawnCP("cp7","cp7spawn")
herosupport:Start()
EnableSPHeroRules()
AddDeathRegion("DeathRegion")
AddDeathRegion("DeathRegion2")
playSound = OnCharacterSpawn(
function(player)
if GetEnityClass(player) == FindEnityClass("rep_clone9") then
ScriptCB_SndPlaySound("hero_windu_spawn")
end
end
)
end
---------------------------------------------------------------------------
-- 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 ScriptInit()
SetUberMode(1);
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(-5)
SetMaxPlayerFlyHeight (-5)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\cor.lvl;cor1cw")
ReadDataFile("dc:sound\\ABC.lvl;ABCcw")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_obiwan",
"rep_hero_mace_windu")
ReadDataFile("SIDE\\cis.lvl",
"cis_hero_jangofett")
ReadDataFile("dc:SIDE\\dev.lvl",
"rep_clone1",
"rep_clone2",
"rep_clone3",
"rep_clone4",
"rep_clone5",
"rep_clone6",
"rep_clone7",
"rep_clone8",
"rep_clone9",
"rep_clone10")
ReadDataFile("dc:SIDE\\fed.lvl",
"cis_droid1",
"cis_droid2",
"cis_droid3",
"cis_droid4",
"cis_droid5",
"cis_droid6",
"cis_droid7",
"cis_droid8",
"cis_droid9",
"cis_hero")
ReadDataFile("SIDE\\tur.lvl",
"tur_weap_built_gunturret",
"tur_bldg_laser")
SetupTeams{
rep = {
team = REP,
units = 40,
reinforcements = 150,
soldier = { "rep_clone1",10, 15},
heavy = { "rep_clone2",3,4},
sniper = { "rep_clone3",3,4},
engineer = { "rep_clone4",3,4},
marine = { "rep_clone5",3,4},
recon = { "rep_clone6",3,4},
gunner = { "rep_clone7",3,4},
special = { "rep_clone8",3,4},
commando = { "rep_clone9",3,4},
commander = { "rep_clone10",1,2},
},
cis = {
team = CIS,
units = 40,
reinforcements = 150,
soldier = { "cis_droid1",8, 20},
heavy = { "cis_droid2",4,5},
sniper = { "cis_droid3",4,5},
engineer = { "cis_droid4",4,5},
marine = { "cis_droid5",7,9},
recon = { "cis_droid6",3,4},
gunner = { "cis_droid7",3,4},
special = { "cis_droid8",1,1},
commander = { "cis_droid9",2,3},
}
}
SetHeroClass(REP, "rep_hero_obiwan")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 20) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 370)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:ABC\\bes2.lvl", "bespin2_conquest")
SetDenseEnvironment("false")
-- 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("dc:sound\\ABC.lvl", "ABC_stream")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_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)
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(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_cor_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_cor_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_cor_amb_end", 2,1)
SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(CIS, "cis_cor_amb_victory")
SetDefeatMusic (CIS, "cis_cor_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
--Bespin 2
--Courtyard
AddCameraShot(0.364258, -0.004224, -0.931226, -0.010797, -206.270294, -44.204708, 88.837059);
--Carbon Chamber
AddCameraShot(0.327508, 0.002799, -0.944810, 0.008076, -184.781006, -59.802036, -28.118919);
--Wind Tunnel
AddCameraShot(0.572544, -0.013560, -0.819532, -0.019410, -244.788055, -61.541622, -44.260509);
end
[/code][/size]
-
Deviss
- Master of the Force

- Posts: 3772
- Joined: Tue Aug 12, 2008 7:59 pm
- Projects :: Clone Wars Extended
- Games I'm Playing :: BF2
Re: Player spawn sound (no hero)
i tested it also changing sound file as spawn sound setted, with originals and with custom sounds but still dont work xD and this time i havent any crazy idea for try :S
-
myers73
- Lieutenant General

- Posts: 690
- Joined: Fri Apr 03, 2009 11:04 pm
- Projects :: No Mod project currently.
- Games I'm Playing :: I have not listed any games yet
- xbox live or psn: No gamertag set
- Location: Atlanta, GA xfire=myers73 IngameName=mYers
Re: Player spawn sound (no hero)
Hidden/Spoiler:
[code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--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 = "CP7"}
--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:Start()
herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 3000, gameMode = "conquest",}
herosupport:SetHeroClass(CIS, "cis_hero_jangofett")
herosupport:AddSpawnCP("cp1","cp1spawn")
herosupport:AddSpawnCP("cp2","cp2spawn")
herosupport:AddSpawnCP("cp3","cp3spawn")
herosupport:AddSpawnCP("cp4","cp4spawn")
herosupport:AddSpawnCP("cp5","cp5spawn")
herosupport:AddSpawnCP("cp7","cp7spawn")
herosupport:Start()
EnableSPHeroRules()
AddDeathRegion("DeathRegion")
AddDeathRegion("DeathRegion2")
playSound = OnCharacterSpawn(
function(player)
if GetEnityClass(player) == FindEnityClass("rep_clone9") then
ScriptCB_SndPlaySound("hero_windu_spawn")
print("script ran")
end
end
)
end
---------------------------------------------------------------------------
-- 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.
---------------------------------------------------------------------------
[/code][/size]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--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 = "CP7"}
--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:Start()
herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 3000, gameMode = "conquest",}
herosupport:SetHeroClass(CIS, "cis_hero_jangofett")
herosupport:AddSpawnCP("cp1","cp1spawn")
herosupport:AddSpawnCP("cp2","cp2spawn")
herosupport:AddSpawnCP("cp3","cp3spawn")
herosupport:AddSpawnCP("cp4","cp4spawn")
herosupport:AddSpawnCP("cp5","cp5spawn")
herosupport:AddSpawnCP("cp7","cp7spawn")
herosupport:Start()
EnableSPHeroRules()
AddDeathRegion("DeathRegion")
AddDeathRegion("DeathRegion2")
playSound = OnCharacterSpawn(
function(player)
if GetEnityClass(player) == FindEnityClass("rep_clone9") then
ScriptCB_SndPlaySound("hero_windu_spawn")
print("script ran")
end
end
)
end
---------------------------------------------------------------------------
-- 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.
---------------------------------------------------------------------------
[/code][/size]
-
Deviss
- Master of the Force

- Posts: 3772
- Joined: Tue Aug 12, 2008 7:59 pm
- Projects :: Clone Wars Extended
- Games I'm Playing :: BF2
Re: Player spawn sound (no hero)
new one but still dont work xD
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--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 = "CP7"}
--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:Start()
herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 3000, gameMode = "conquest",}
herosupport:SetHeroClass(CIS, "cis_hero_jangofett")
herosupport:AddSpawnCP("cp1","cp1spawn")
herosupport:AddSpawnCP("cp2","cp2spawn")
herosupport:AddSpawnCP("cp3","cp3spawn")
herosupport:AddSpawnCP("cp4","cp4spawn")
herosupport:AddSpawnCP("cp5","cp5spawn")
herosupport:AddSpawnCP("cp7","cp7spawn")
herosupport:Start()
EnableSPHeroRules()
AddDeathRegion("DeathRegion")
AddDeathRegion("DeathRegion2")
playSound = OnCharacterSpawn(
function(player)
if GetEnityClass(player) == FindEnityClass("rep_clone9") then
ScriptCB_SndPlaySound("hero_windu_spawn")
print("script ran")
end
end
)
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--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 = "CP7"}
--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:Start()
herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 3000, gameMode = "conquest",}
herosupport:SetHeroClass(CIS, "cis_hero_jangofett")
herosupport:AddSpawnCP("cp1","cp1spawn")
herosupport:AddSpawnCP("cp2","cp2spawn")
herosupport:AddSpawnCP("cp3","cp3spawn")
herosupport:AddSpawnCP("cp4","cp4spawn")
herosupport:AddSpawnCP("cp5","cp5spawn")
herosupport:AddSpawnCP("cp7","cp7spawn")
herosupport:Start()
EnableSPHeroRules()
AddDeathRegion("DeathRegion")
AddDeathRegion("DeathRegion2")
playSound = OnCharacterSpawn(
function(player)
if GetEnityClass(player) == FindEnityClass("rep_clone9") then
ScriptCB_SndPlaySound("hero_windu_spawn")
print("script ran")
end
end
)
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit[/code]
-
myers73
- Lieutenant General

- Posts: 690
- Joined: Fri Apr 03, 2009 11:04 pm
- Projects :: No Mod project currently.
- Games I'm Playing :: I have not listed any games yet
- xbox live or psn: No gamertag set
- Location: Atlanta, GA xfire=myers73 IngameName=mYers
Re: Player spawn sound (no hero)
run the map with BF2_modtools.exe and check the BFront2.log and see if the print statement shows up
-
Deviss
- Master of the Force

- Posts: 3772
- Joined: Tue Aug 12, 2008 7:59 pm
- Projects :: Clone Wars Extended
- Games I'm Playing :: BF2
Re: Player spawn sound (no hero)
sir yes sirmyers73 wrote:run the map with BF2_modtools.exe and check the BFront2.log and see if the print statement shows up
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
[C]: in function `SpawnCharacter'
(none): in function <(none):254>
(none): in function <(none):323>
(none): in function <(none):494>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `GetEnityClass' (a nil value)
stack traceback:
(none): in function <(none):63>
-
myers73
- Lieutenant General

- Posts: 690
- Joined: Fri Apr 03, 2009 11:04 pm
- Projects :: No Mod project currently.
- Games I'm Playing :: I have not listed any games yet
- xbox live or psn: No gamertag set
- Location: Atlanta, GA xfire=myers73 IngameName=mYers
Re: Player spawn sound (no hero)
there is a typo, its GetEntityClass()just copy and paste this:
[/size]
Code: Select all
playSound = OnCharacterSpawn(
function(player)
if IsCharacterHuman(player) == true then
print("spawned unit is human")
if GetEntityClass(player) == FindEntityClass("rep_clone9") then
ScriptCB_SndPlaySound("hero_windu_spawn")
print("script ran")
end
end
end
)
-
Deviss
- Master of the Force

- Posts: 3772
- Joined: Tue Aug 12, 2008 7:59 pm
- Projects :: Clone Wars Extended
- Games I'm Playing :: BF2
Re: Player spawn sound (no hero)
dont work but new strange log error
EDIT
well watching, rewatching and rewatching campaigns scripts i got make this my self
and this
but dont work :S any idea ? this is the original line totally work
if IsCharacterHuman(player) and GetEntityClass(vehicle) == GetEntityClassPtr("rep_hover_barcspeeder") then
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\dev\dev.lvl
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\dev\dev.lvl
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\FED\FED.lvl
spawned unit is human
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "0" not found
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\dev\dev.lvl
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\dev\dev.lvl
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\FED\FED.lvl
spawned unit is human
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "0" not found
EDIT
well watching, rewatching and rewatching campaigns scripts i got make this my self
Code: Select all
playSound = OnCharacterSpawn(
function(player, unit)
if IsCharacterHuman(player) and GetEntityClass(unit) == GetEntityClassPtr("rep_clone9") then
ScriptCB_SndPlaySound("hero_windu_spawn")
end
end
)Code: Select all
onfirstspawn = OnCharacterSpawn(
function(player)
if IsCharacterHuman(player) and GetEntityClass(player) == "rep_212nd_clon8" then
ScriptCB_SndPlaySound("hero_windu_spawn")
end
end
)if IsCharacterHuman(player) and GetEntityClass(vehicle) == GetEntityClassPtr("rep_hover_barcspeeder") then
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