I happened to come across a ton of in-battle VOs from Legion - a geth squad member from the game Mass Effect 2 - while looking for ringtones and message tones related to the game. I am only using some of the character's VOs, so this should be fine, especially since some of the sounds are used for more than one event or action.
Anyways, I formatted all of the sounds as mono 22050 Hz 352 kbps .wav files, but they do not want to show up in-game. To test them, I order a Super Battle Droid to follow me or I spawn as one and order a unit to follow me. I used the SWBF1 mod tools to munge the sounds.
PIOc_con.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- CIS Attacking (attacker is always #1)
REP = 2;
CIS = 1;
-- These variables do not change
ATT = 1;
DEF = 2;
--DroidTeam = 3
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 = "cp6"}
cp7 = 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:AddCommandPost(cp7)
conquest:Start()
EnableSPHeroRules()
-- This disables AI auto-balance
--DisableAIAutoBalance()
-- This sets the difficulty of the AI.
SetAIDifficulty(1, 3)
-- These display strings for CP captures
OnFinishCaptureTeam(
function(cPost)
local pName = GetEntityName(cPost) -- Gets the name of the post that was captured
ShowMessageText("level.PIO." .. pName .. "_cis") -- Show this string to all teams
end,
1 -- Team number for the strings
)
-- the ".." is Lua's concatenate, ie connecting two strings together
-- If the post's name was "cp1" then the line above should create "level.VNV.cp1_r"
-- Just make sure you have a localized string for each side and CP otherwise it will show as "NULL"
OnFinishCaptureTeam(
function(cPost)
local pName = GetEntityName(cPost) -- Gets the name of the post that was captured
ShowMessageText("level.PIO." .. pName .. "_rep") -- Show this string to all teams
end,
2 -- Team number for the strings
)
-- the ".." is Lua's concatenate, ie connecting two strings together
-- If the post's name was "cp1" then the line above should create "level.VNV.cp1_r"
-- Just make sure you have a localized string for each side and CP otherwise it will show as "NULL"
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()
-- This sets the agressiveness for each team.
SetTeamAggressiveness(CIS,(0.99))
SetTeamAggressiveness(REP,(0.99))
AISnipeSuitabilityDist(33)
-- Tell the game to load our loading image.
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
-- Combo Memory Pools
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
-- Side Definitions
ReadDataFile("sound\\yav.lvl;yav1cw") -- ambiance stream & vehicle effects
ReadDataFile("dc:sound\\fel.lvl;fel1cw") -- music stream
ReadDataFile("dc:sound\\EFX.lvl;EFXcw") -- unit voiceovers
-- ReadDataFile("dc:sound\\TEV.lvl;TEVgcw") -- ordnance sound effects
ReadDataFile("dc: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_aalya",
"rep_hover_fightertank",
"rep_hover_barcspeeder",
"rep_walk_oneman_atst")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_bdroid",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_rifleman",
"drd_inf_jettrooper",
"cis_hero_jangofett",
"cis_hover_aat",
"cis_hover_stap")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser")
SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 200,
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 = 28,
reinforcements = 200,
soldier = { "cis_inf_bdroid",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_rifleman",1, 4},
jetdrd = { "drd_inf_jettrooper",1, 4},
}
}
AddUnitClass(CIS, "cis_inf_bdroid")
AddUnitClass(CIS, "drd_inf_jettrooper")
SetHeroClass(CIS, "cis_hero_jangofett")
SetHeroClass(REP, "rep_hero_aalya")
--SetTeamName(3, "droid")
--SetTeamIcon(3, "cis_icon")
--AddUnitClass(3, "drd_inf_bdroid", 5)
--SetUnitCount(3, 5)
--AddAIGoal(3, "Deathmatch", 100)
--SetTeamAsFriend(ATT,3)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(DEF,3)
--SetTeamAsEnemy(3,DEF)
-- Memory Pools
-- Level Stats
-- ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 6) -- 3 oneman AT-STs with 1 leg pair each
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("CommandWalker", 7)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("Music", 108)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 1000)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 2048)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:PIO\\PIO.lvl", "PIO_conquest")
ReadDataFile("dc:PIO\\PIO.lvl", "PIO_conquest")
SetDenseEnvironment("false")
-- Birdies
SetNumBirdTypes(1)
SetBirdType(0,1.0,"bird")
-- Fishies
SetNumFishTypes(1)
SetFishType(0,0.8,"fish")
-- 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") -- global music stream
OpenAudioStream("sound\\yav.lvl", "yav1") -- ambiance & vehicle & emitter streams start
OpenAudioStream("sound\\yav.lvl", "yav1") -- ambiance & vehicle & emitter streams end
-- OpenAudioStream("dc:sound\\pio.lvl", "pio") -- lightning ordnance & explosion sounds
OpenAudioStream("dc:sound\\fel.lvl", "fel1") -- music stream
-- OpenAudioStream("dc:sound\\rhn.lvl", "rhn1cw") -- music stream
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\uta.lvl", "uta1_emt")
-- OpenAudioStream("dc:sound\\TEV.lvl", "TEV") -- ordnance effects
OpenAudioStream("dc:sound\\EFX.lvl", "EFX")
OpenAudioStream("dc:sound\\EFX.lvl", "efx_unit_vo_quick") -- unit voiceovers
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_fel_amb_start", 0,1);
SetAmbientMusic(REP, 0.8, "rep_fel_amb_middle", 1,1);
SetAmbientMusic(REP, 0.3, "rep_fel_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_fel_amb_start", 0,1);
SetAmbientMusic(CIS, 0.8, "cis_fel_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.3, "cis_fel_amb_end", 2,1);
SetVictoryMusic(REP, "rep_fel_amb_victory")
SetDefeatMusic (REP, "rep_fel_amb_defeat")
SetVictoryMusic(CIS, "cis_fel_amb_victory")
SetDefeatMusic (CIS, "cis_fel_amb_defeat")
SetSoundEffect("BirdScatter", "birdsFlySeq1")
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")
--OpeningSatelliteShot
AddCameraShot(0.931925, -0.108715, 0.343641, 0.040088, -5.782282, 13.685349, 221.953949);
AddCameraShot(0.358358, -0.010894, -0.933090, -0.028365, -44.763466, 2.160791, 153.530457);
AddCameraShot(0.755659, -0.094642, 0.643067, 0.080541, 162.549301, 19.342003, 249.039520);
AddCameraShot(0.558064, -0.040028, -0.826708, -0.059298, -197.403259, 8.593826, 157.532486);
AddCameraShot(0.995680, -0.092814, 0.002568, 0.000239, -51.045925, 19.905941, 308.196655);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- CIS Attacking (attacker is always #1)
REP = 2;
CIS = 1;
-- These variables do not change
ATT = 1;
DEF = 2;
--DroidTeam = 3
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 = "cp6"}
cp7 = 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:AddCommandPost(cp7)
conquest:Start()
EnableSPHeroRules()
-- This disables AI auto-balance
--DisableAIAutoBalance()
-- This sets the difficulty of the AI.
SetAIDifficulty(1, 3)
-- These display strings for CP captures
OnFinishCaptureTeam(
function(cPost)
local pName = GetEntityName(cPost) -- Gets the name of the post that was captured
ShowMessageText("level.PIO." .. pName .. "_cis") -- Show this string to all teams
end,
1 -- Team number for the strings
)
-- the ".." is Lua's concatenate, ie connecting two strings together
-- If the post's name was "cp1" then the line above should create "level.VNV.cp1_r"
-- Just make sure you have a localized string for each side and CP otherwise it will show as "NULL"
OnFinishCaptureTeam(
function(cPost)
local pName = GetEntityName(cPost) -- Gets the name of the post that was captured
ShowMessageText("level.PIO." .. pName .. "_rep") -- Show this string to all teams
end,
2 -- Team number for the strings
)
-- the ".." is Lua's concatenate, ie connecting two strings together
-- If the post's name was "cp1" then the line above should create "level.VNV.cp1_r"
-- Just make sure you have a localized string for each side and CP otherwise it will show as "NULL"
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()
-- This sets the agressiveness for each team.
SetTeamAggressiveness(CIS,(0.99))
SetTeamAggressiveness(REP,(0.99))
AISnipeSuitabilityDist(33)
-- Tell the game to load our loading image.
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
-- Combo Memory Pools
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
-- Side Definitions
ReadDataFile("sound\\yav.lvl;yav1cw") -- ambiance stream & vehicle effects
ReadDataFile("dc:sound\\fel.lvl;fel1cw") -- music stream
ReadDataFile("dc:sound\\EFX.lvl;EFXcw") -- unit voiceovers
-- ReadDataFile("dc:sound\\TEV.lvl;TEVgcw") -- ordnance sound effects
ReadDataFile("dc: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_aalya",
"rep_hover_fightertank",
"rep_hover_barcspeeder",
"rep_walk_oneman_atst")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_bdroid",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_rifleman",
"drd_inf_jettrooper",
"cis_hero_jangofett",
"cis_hover_aat",
"cis_hover_stap")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser")
SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 200,
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 = 28,
reinforcements = 200,
soldier = { "cis_inf_bdroid",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_rifleman",1, 4},
jetdrd = { "drd_inf_jettrooper",1, 4},
}
}
AddUnitClass(CIS, "cis_inf_bdroid")
AddUnitClass(CIS, "drd_inf_jettrooper")
SetHeroClass(CIS, "cis_hero_jangofett")
SetHeroClass(REP, "rep_hero_aalya")
--SetTeamName(3, "droid")
--SetTeamIcon(3, "cis_icon")
--AddUnitClass(3, "drd_inf_bdroid", 5)
--SetUnitCount(3, 5)
--AddAIGoal(3, "Deathmatch", 100)
--SetTeamAsFriend(ATT,3)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(DEF,3)
--SetTeamAsEnemy(3,DEF)
-- Memory Pools
-- Level Stats
-- ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 6) -- 3 oneman AT-STs with 1 leg pair each
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("CommandWalker", 7)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("Music", 108)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 1000)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 2048)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:PIO\\PIO.lvl", "PIO_conquest")
ReadDataFile("dc:PIO\\PIO.lvl", "PIO_conquest")
SetDenseEnvironment("false")
-- Birdies
SetNumBirdTypes(1)
SetBirdType(0,1.0,"bird")
-- Fishies
SetNumFishTypes(1)
SetFishType(0,0.8,"fish")
-- 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") -- global music stream
OpenAudioStream("sound\\yav.lvl", "yav1") -- ambiance & vehicle & emitter streams start
OpenAudioStream("sound\\yav.lvl", "yav1") -- ambiance & vehicle & emitter streams end
-- OpenAudioStream("dc:sound\\pio.lvl", "pio") -- lightning ordnance & explosion sounds
OpenAudioStream("dc:sound\\fel.lvl", "fel1") -- music stream
-- OpenAudioStream("dc:sound\\rhn.lvl", "rhn1cw") -- music stream
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\uta.lvl", "uta1_emt")
-- OpenAudioStream("dc:sound\\TEV.lvl", "TEV") -- ordnance effects
OpenAudioStream("dc:sound\\EFX.lvl", "EFX")
OpenAudioStream("dc:sound\\EFX.lvl", "efx_unit_vo_quick") -- unit voiceovers
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_fel_amb_start", 0,1);
SetAmbientMusic(REP, 0.8, "rep_fel_amb_middle", 1,1);
SetAmbientMusic(REP, 0.3, "rep_fel_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_fel_amb_start", 0,1);
SetAmbientMusic(CIS, 0.8, "cis_fel_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.3, "cis_fel_amb_end", 2,1);
SetVictoryMusic(REP, "rep_fel_amb_victory")
SetDefeatMusic (REP, "rep_fel_amb_defeat")
SetVictoryMusic(CIS, "cis_fel_amb_victory")
SetDefeatMusic (CIS, "cis_fel_amb_defeat")
SetSoundEffect("BirdScatter", "birdsFlySeq1")
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")
--OpeningSatelliteShot
AddCameraShot(0.931925, -0.108715, 0.343641, 0.040088, -5.782282, 13.685349, 221.953949);
AddCameraShot(0.358358, -0.010894, -0.933090, -0.028365, -44.763466, 2.160791, 153.530457);
AddCameraShot(0.755659, -0.094642, 0.643067, 0.080541, 162.549301, 19.342003, 249.039520);
AddCameraShot(0.558064, -0.040028, -0.826708, -0.059298, -197.403259, 8.593826, 157.532486);
AddCameraShot(0.995680, -0.092814, 0.002568, 0.000239, -51.045925, 19.905941, 308.196655);
end
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "cis_inf_default"
[Properties]
UnitType = "support"
MaxHealth = 900.0
AddHealth = 12.5
MaxSpeed = 6.0 // base forward speed
MaxStrafeSpeed = 4.5 // base right/left speed
WEAPONSECTION = 1
WeaponName = "cis_weap_inf_wrist_blaster_shredder"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "cis_weap_inf_flamethrower"
WeaponAmmo = 4
WEAPONSECTION = 3
WeaponName = "cis_weap_inf_wrist_rocket"
WeaponAmmo = 4
WeaponChannel = 1
PointsToUnlock = 9
VOUnitType = 083
HurtSound = "pio_inf_chatter_damage"
DeathSound = "pio_inf_chatter_death"
VOSound = "pio_command_follow SC_Follow"
//VOSound = "pio_command_stopFollow SC_StopFollow"
//VOSound = "pio_command_stopVehicle SC_VehicleWaitUp"
VOSound = "pio_command_getIn SC_GetIn"
//VOSound = "pio_command_getOut SC_GetOut"
VOSound = "pio_response_follow SC_FollowResponse"
VOSound = "pio_response_stopFollow SC_StopFollowResponse"
VOSound = "pio_response_stopVehicle SC_VehicleWaitUpResponse"
VOSound = "pio_response_getIn SC_GetInResponse"
VOSound = "pio_response_getOut SC_GetOutResponse"
VOSound = "pio_inf_chatter_AcquiredTarget_IsGeneral SpottedVO"
VOSound = "pio_inf_chatter_RequestBacta NeedMedicVO"
VOSound = "pio_inf_chatter_RequestRepair NeedRepairVO"
VOSound = "pio_inf_chatter_RequestAmmo NeedAmmoVO"
VOSound = "pio_inf_chatter_RequestTransport NeedPickupVO"
VOSound = "pio_inf_chatter_RequestBackup NeedBackupVO"
VOSound = "pio_inf_chatter_AttackTarget AttackPositionVO"
VOSound = "pio_inf_chatter_DefendArea DefendPositionVO"
VOSound = "pio_inf_chatter_AcquiredTarget_IsGeneral SpottedVO +InVehicle"
VOSound = "pio_inf_chatter_RequestBacta NeedMedicVO +InVehicle"
VOSound = "pio_inf_chatter_RequestRepair NeedRepairVO +InVehicle"
VOSound = "pio_inf_chatter_RequestAmmo NeedAmmoVO +InVehicle"
VOSound = "pio_inf_chatter_RequestTransport NeedPickupVO +InVehicle"
VOSound = "pio_inf_chatter_RequestBackup NeedBackupVO +InVehicle"
VOSound = "pio_inf_chatter_AttackTarget AttackPositionVO +InVehicle"
VOSound = "pio_inf_chatter_DefendArea DefendPositionVO +InVehicle"
VOSound = "pio_inf_chatter_HostileEngaged AcquiredTarget"
VOSound = "pio_inf_chatter_AcquiredTarget_Left01 AcquiredTarget +Left"
VOSound = "pio_inf_chatter_AcquiredTarget_Right01 AcquiredTarget +Right"
VOSound = "pio_inf_chatter_AcquiredTarget_IsHover AcquiredTarget +IsHover"
VOSound = "pio_inf_chatter_AcquiredTarget_IsWalker AcquiredTarget +IsWalker"
VOSound = "pio_inf_chatter_HeadshotKill HeadshotKill"
VOSound = "pio_inf_chatter_FriendlyFire_IsGeneral NearbyFriendlySlaughter"
ClassParent = "cis_inf_default"
[Properties]
UnitType = "support"
MaxHealth = 900.0
AddHealth = 12.5
MaxSpeed = 6.0 // base forward speed
MaxStrafeSpeed = 4.5 // base right/left speed
WEAPONSECTION = 1
WeaponName = "cis_weap_inf_wrist_blaster_shredder"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "cis_weap_inf_flamethrower"
WeaponAmmo = 4
WEAPONSECTION = 3
WeaponName = "cis_weap_inf_wrist_rocket"
WeaponAmmo = 4
WeaponChannel = 1
PointsToUnlock = 9
VOUnitType = 083
HurtSound = "pio_inf_chatter_damage"
DeathSound = "pio_inf_chatter_death"
VOSound = "pio_command_follow SC_Follow"
//VOSound = "pio_command_stopFollow SC_StopFollow"
//VOSound = "pio_command_stopVehicle SC_VehicleWaitUp"
VOSound = "pio_command_getIn SC_GetIn"
//VOSound = "pio_command_getOut SC_GetOut"
VOSound = "pio_response_follow SC_FollowResponse"
VOSound = "pio_response_stopFollow SC_StopFollowResponse"
VOSound = "pio_response_stopVehicle SC_VehicleWaitUpResponse"
VOSound = "pio_response_getIn SC_GetInResponse"
VOSound = "pio_response_getOut SC_GetOutResponse"
VOSound = "pio_inf_chatter_AcquiredTarget_IsGeneral SpottedVO"
VOSound = "pio_inf_chatter_RequestBacta NeedMedicVO"
VOSound = "pio_inf_chatter_RequestRepair NeedRepairVO"
VOSound = "pio_inf_chatter_RequestAmmo NeedAmmoVO"
VOSound = "pio_inf_chatter_RequestTransport NeedPickupVO"
VOSound = "pio_inf_chatter_RequestBackup NeedBackupVO"
VOSound = "pio_inf_chatter_AttackTarget AttackPositionVO"
VOSound = "pio_inf_chatter_DefendArea DefendPositionVO"
VOSound = "pio_inf_chatter_AcquiredTarget_IsGeneral SpottedVO +InVehicle"
VOSound = "pio_inf_chatter_RequestBacta NeedMedicVO +InVehicle"
VOSound = "pio_inf_chatter_RequestRepair NeedRepairVO +InVehicle"
VOSound = "pio_inf_chatter_RequestAmmo NeedAmmoVO +InVehicle"
VOSound = "pio_inf_chatter_RequestTransport NeedPickupVO +InVehicle"
VOSound = "pio_inf_chatter_RequestBackup NeedBackupVO +InVehicle"
VOSound = "pio_inf_chatter_AttackTarget AttackPositionVO +InVehicle"
VOSound = "pio_inf_chatter_DefendArea DefendPositionVO +InVehicle"
VOSound = "pio_inf_chatter_HostileEngaged AcquiredTarget"
VOSound = "pio_inf_chatter_AcquiredTarget_Left01 AcquiredTarget +Left"
VOSound = "pio_inf_chatter_AcquiredTarget_Right01 AcquiredTarget +Right"
VOSound = "pio_inf_chatter_AcquiredTarget_IsHover AcquiredTarget +IsHover"
VOSound = "pio_inf_chatter_AcquiredTarget_IsWalker AcquiredTarget +IsWalker"
VOSound = "pio_inf_chatter_HeadshotKill HeadshotKill"
VOSound = "pio_inf_chatter_FriendlyFire_IsGeneral NearbyFriendlySlaughter"
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"
"efx_unit_vo_quick"
}
REQN
{
"lvl"
"efxcw"
}
}
{
REQN
{
"str"
"align=2048"
"efx_unit_vo_quick"
}
REQN
{
"lvl"
"efxcw"
}
}
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"efx_sounds"
}
REQN
{
"config"
"efxsounds"
}
}
{
REQN
{
"bnk"
"align=2048"
"efx_sounds"
}
REQN
{
"config"
"efxsounds"
}
}
Hidden/Spoiler:
streams\pio_command_follow.wav
streams\pio_command_getIn.wav
streams\pio_inf_chatter_AcquiredTarget_IsGeneral.wav
streams\pio_inf_chatter_AcquiredTarget_IsHover.wav
streams\pio_inf_chatter_AcquiredTarget_IsMech.wav
streams\pio_inf_chatter_AcquiredTarget_IsWalker.wav
streams\pio_inf_chatter_AcquiredTarget_Left01.wav
streams\pio_inf_chatter_AcquiredTarget_Left02.wav
streams\pio_inf_chatter_AcquiredTarget_Right01.wav
streams\pio_inf_chatter_AcquiredTarget_Right02.wav
streams\pio_inf_chatter_Active.wav
streams\pio_inf_chatter_AttackTarget.wav
streams\pio_inf_chatter_ChangeWeapon.wav
streams\pio_inf_chatter_CriticalHit.wav
streams\pio_inf_chatter_DefendArea.wav
streams\pio_inf_chatter_DefenseEngaged.wav
streams\pio_inf_chatter_EnemyHit.wav
streams\pio_inf_chatter_Engage_SelfSniper.wav
streams\pio_inf_chatter_FriendlyFire_IsGeneral.wav
streams\pio_inf_chatter_Hacking.wav
streams\pio_inf_chatter_HeadshotKill.wav
streams\pio_inf_chatter_HostileEngaged.wav
streams\pio_inf_chatter_ProximityAlert.wav
streams\pio_inf_chatter_RepairComplete.wav
streams\pio_inf_chatter_RequestAmmo.wav
streams\pio_inf_chatter_RequestBackup.wav
streams\pio_inf_chatter_RequestBacta.wav
streams\pio_inf_chatter_RequestRepair.wav
streams\pio_inf_chatter_RequestTransport.wav
streams\pio_inf_chatter_ResponseAttack.wav
streams\pio_inf_chatter_SniperKill.wav
streams\pio_inf_chatter_StandardEngagement.wav
streams\pio_inf_chatter_TakingCover.wav
streams\pio_inf_chatter_Targeting.wav
streams\pio_response_follow.wav
streams\pio_response_getIn.wav
streams\pio_response_getOut.wav
streams\pio_response_orders.wav
streams\pio_response_stopFollow.wav
streams\pio_response_stopVehicle.wav
streams\pio_command_getIn.wav
streams\pio_inf_chatter_AcquiredTarget_IsGeneral.wav
streams\pio_inf_chatter_AcquiredTarget_IsHover.wav
streams\pio_inf_chatter_AcquiredTarget_IsMech.wav
streams\pio_inf_chatter_AcquiredTarget_IsWalker.wav
streams\pio_inf_chatter_AcquiredTarget_Left01.wav
streams\pio_inf_chatter_AcquiredTarget_Left02.wav
streams\pio_inf_chatter_AcquiredTarget_Right01.wav
streams\pio_inf_chatter_AcquiredTarget_Right02.wav
streams\pio_inf_chatter_Active.wav
streams\pio_inf_chatter_AttackTarget.wav
streams\pio_inf_chatter_ChangeWeapon.wav
streams\pio_inf_chatter_CriticalHit.wav
streams\pio_inf_chatter_DefendArea.wav
streams\pio_inf_chatter_DefenseEngaged.wav
streams\pio_inf_chatter_EnemyHit.wav
streams\pio_inf_chatter_Engage_SelfSniper.wav
streams\pio_inf_chatter_FriendlyFire_IsGeneral.wav
streams\pio_inf_chatter_Hacking.wav
streams\pio_inf_chatter_HeadshotKill.wav
streams\pio_inf_chatter_HostileEngaged.wav
streams\pio_inf_chatter_ProximityAlert.wav
streams\pio_inf_chatter_RepairComplete.wav
streams\pio_inf_chatter_RequestAmmo.wav
streams\pio_inf_chatter_RequestBackup.wav
streams\pio_inf_chatter_RequestBacta.wav
streams\pio_inf_chatter_RequestRepair.wav
streams\pio_inf_chatter_RequestTransport.wav
streams\pio_inf_chatter_ResponseAttack.wav
streams\pio_inf_chatter_SniperKill.wav
streams\pio_inf_chatter_StandardEngagement.wav
streams\pio_inf_chatter_TakingCover.wav
streams\pio_inf_chatter_Targeting.wav
streams\pio_response_follow.wav
streams\pio_response_getIn.wav
streams\pio_response_getOut.wav
streams\pio_response_orders.wav
streams\pio_response_stopFollow.wav
streams\pio_response_stopVehicle.wav
Hidden/Spoiler:
effects\pio_inf_chatter_Hurt01.wav -resample xbox 22050 pc 22050
effects\pio_inf_chatter_Hurt02.wav -resample xbox 22050 pc 22050
effects\pio_inf_chatter_Hurt03.wav -resample xbox 22050 pc 22050
effects\pio_inf_chatter_Death01.wav -resample xbox 22050 pc 22050
effects\pio_inf_chatter_Death02.wav -resample xbox 22050 pc 22050
effects\pio_inf_chatter_Death03.wav -resample xbox 22050 pc 22050
effects\pio_inf_chatter_Hurt02.wav -resample xbox 22050 pc 22050
effects\pio_inf_chatter_Hurt03.wav -resample xbox 22050 pc 22050
effects\pio_inf_chatter_Death01.wav -resample xbox 22050 pc 22050
effects\pio_inf_chatter_Death02.wav -resample xbox 22050 pc 22050
effects\pio_inf_chatter_Death03.wav -resample xbox 22050 pc 22050
Hidden/Spoiler:
// Unit Pain VO
SoundProperties()
{
Name("pio_inf_chatter_damage");
Group("cis_inf_pain_vo");
Inherit("pain_chatter_template");
PlayInterval(0.0);
PlayIntervalDev(0.0);
PlayProbability(0.8);
SampleList()
{
Sample("pio_inf_chatter_Hurt01", 0.33);
Sample("pio_inf_chatter_Hurt02", 0.33);
Sample("pio_inf_chatter_Hurt03", 0.33);
}
}
SoundProperties()
{
Name("pio_inf_chatter_death");
Group("cis_inf_pain_vo");
Inherit("pain_chatter_template");
PlayInterval(0.0);
PlayIntervalDev(0.0);
PlayProbability(1.0);
SampleList()
{
Sample("pio_inf_chatter_Death01", 0.33);
Sample("pio_inf_chatter_Death02", 0.33);
Sample("pio_inf_chatter_Death03", 0.33);
}
}
// Unit VO
SoundStreamProperties()
{
Name("pio_command_follow");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_command_follow", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_command_getIn");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_command_getIn", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AcquiredTarget_IsGeneral");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AcquiredTarget_IsGeneral", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AcquiredTarget_IsHover");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AcquiredTarget_IsHover", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AcquiredTarget_IsMech");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AcquiredTarget_IsMech", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AcquiredTarget_IsWalker");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AcquiredTarget_IsWalker", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AcquiredTarget_Left01");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AcquiredTarget_Left01", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AcquiredTarget_Left02");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AcquiredTarget_Left02", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AcquiredTarget_Right01");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AcquiredTarget_Right01", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AcquiredTarget_Right02");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AcquiredTarget_Right02", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_Active");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_Active", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AttackTarget");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AttackTarget", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_ChangeWeapon");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_ChangeWeapon", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_CriticalHit");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_CriticalHit", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_DefendArea");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_DefendArea", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_DefenseEngaged");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_DefenseEngaged", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_EnemyHit");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_EnemyHit", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_Engage_SelfSniper");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_Engage_SelfSniper", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_FriendlyFire_IsGeneral");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_FriendlyFire_IsGeneral", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_Hacking");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_Hacking", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_HeadshotKill");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_HeadshotKill", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_HostileEngaged");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_HostileEngaged", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_ProximityAlert");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_ProximityAlert", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_RepairComplete");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_RepairComplete", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_RequestAmmo");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_RequestAmmo", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_RequestBackup");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_RequestBackup", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_RequestBacta");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_RequestBacta", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_RequestRepair");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_RequestRepair", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_RequestTransport");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_RequestTransport", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_ResponseAttack");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_ResponseAttack", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_SniperKill");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_SniperKill", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_StandardEngagement");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_StandardEngagement", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_TakingCover");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_TakingCover", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_Targeting");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_Targeting", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_response_follow");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_response_follow", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_response_getIn");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_response_getIn", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_response_getOut");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_response_getOut", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_response_orders");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_response_orders", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_response_stopFollow");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_response_stopFollow", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_response_stopVehicle");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_response_stopVehicle", 1.0, 1.0, 0.0);
}
}
SoundProperties()
{
Name("pio_inf_chatter_damage");
Group("cis_inf_pain_vo");
Inherit("pain_chatter_template");
PlayInterval(0.0);
PlayIntervalDev(0.0);
PlayProbability(0.8);
SampleList()
{
Sample("pio_inf_chatter_Hurt01", 0.33);
Sample("pio_inf_chatter_Hurt02", 0.33);
Sample("pio_inf_chatter_Hurt03", 0.33);
}
}
SoundProperties()
{
Name("pio_inf_chatter_death");
Group("cis_inf_pain_vo");
Inherit("pain_chatter_template");
PlayInterval(0.0);
PlayIntervalDev(0.0);
PlayProbability(1.0);
SampleList()
{
Sample("pio_inf_chatter_Death01", 0.33);
Sample("pio_inf_chatter_Death02", 0.33);
Sample("pio_inf_chatter_Death03", 0.33);
}
}
// Unit VO
SoundStreamProperties()
{
Name("pio_command_follow");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_command_follow", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_command_getIn");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_command_getIn", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AcquiredTarget_IsGeneral");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AcquiredTarget_IsGeneral", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AcquiredTarget_IsHover");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AcquiredTarget_IsHover", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AcquiredTarget_IsMech");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AcquiredTarget_IsMech", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AcquiredTarget_IsWalker");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AcquiredTarget_IsWalker", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AcquiredTarget_Left01");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AcquiredTarget_Left01", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AcquiredTarget_Left02");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AcquiredTarget_Left02", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AcquiredTarget_Right01");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AcquiredTarget_Right01", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AcquiredTarget_Right02");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AcquiredTarget_Right02", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_Active");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_Active", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_AttackTarget");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_AttackTarget", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_ChangeWeapon");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_ChangeWeapon", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_CriticalHit");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_CriticalHit", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_DefendArea");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_DefendArea", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_DefenseEngaged");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_DefenseEngaged", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_EnemyHit");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_EnemyHit", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_Engage_SelfSniper");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_Engage_SelfSniper", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_FriendlyFire_IsGeneral");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_FriendlyFire_IsGeneral", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_Hacking");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_Hacking", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_HeadshotKill");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_HeadshotKill", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_HostileEngaged");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_HostileEngaged", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_ProximityAlert");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_ProximityAlert", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_RepairComplete");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_RepairComplete", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_RequestAmmo");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_RequestAmmo", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_RequestBackup");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_RequestBackup", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_RequestBacta");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_RequestBacta", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_RequestRepair");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_RequestRepair", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_RequestTransport");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_RequestTransport", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_ResponseAttack");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_ResponseAttack", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_SniperKill");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_SniperKill", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_StandardEngagement");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_StandardEngagement", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_TakingCover");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_TakingCover", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_inf_chatter_Targeting");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_inf_chatter_Targeting", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_response_follow");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_response_follow", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_response_getIn");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_response_getIn", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_response_getOut");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_response_getOut", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_response_orders");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_response_orders", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_response_stopFollow");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_response_stopFollow", 1.0, 1.0, 0.0);
}
}
SoundStreamProperties()
{
Name("pio_response_stopVehicle");
Group("cis_vo");
Inherit("player_command_template");
Gain(2.0);
Stream("efx_unit_vo_quick");
SegmentList()
{
Segment("pio_response_stopVehicle", 1.0, 1.0, 0.0);
}
}
Nevermind, this configuration actually works! I had originally begun to post the one that did not work, but I fixed problems I noticed as I copied and pasted the code into the post. The original really only had a few title/name changes in several of the files and the LUA was just a tad different.
