Cockpit, music, teleporter and terrain problems
Posted: Sun Nov 09, 2008 8:19 pm
by computergeek
I am almost finished with my map and I'm trying to fix all the bugs so I have some questions.
1. I have the convo pack vehicles side and on some of them when you use the boost the cockpit comes towards the camera and vice versa. Is there any way to fix this? Also are cockpits new .msh files or are they just .tga's used on one universal cockpit .msh
2. At some places in my terrain I can fly through it. Can that be fixed?
3. How do you set up more than one teleporter? I can only get one to work
Here is my lua
4. My custom music won't play. Is there somthing wrong in my lua?
5. I was messing with the part in the lua that is red and I was wondering what a callback is (I did a search)
I think that is all I will post more if I remember them
Thank you to all who contribute to this thread
1. I have the convo pack vehicles side and on some of them when you use the boost the cockpit comes towards the camera and vice versa. Is there any way to fix this? Also are cockpits new .msh files or are they just .tga's used on one universal cockpit .msh
2. At some places in my terrain I can fly through it. Can that be fixed?
3. How do you set up more than one teleporter? I can only get one to work
Here is my lua
Hidden/Spoiler:
SetUberMode(1);
SetGroundFlyerMap(1);
EnableFlyerPath("entitypath cisflyout", "entitypath repstrafe",1);
EnableSPHeroRules()
SetupAmbushTrigger("ambushregion", "ambushpath", 6, 5)
--ActivateRegion("arcgun")
--testfunction = OnEnterRegion(
-- function(region, player)
-- if [whatever callbacks you want] then
-- SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1);
-- end
-- end,
--"arcgun"
--)
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode",
"Snipernode",
"cis_telepath")
end,
"TeleportRegion",
"TeleportSniper",
"cis-tele")
ActivateRegion("TeleportRegion", "TeleportSniper", "cis-tele")
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()
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(320)
SetMaxPlayerFlyHeight (300)
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("dc:sound\\efx.lvl;efxcw")
ReadDataFile("sound\\yav.lvl;yav1cw")
--ReadDataFile("dc:SIDE\\n1.lvl",
--"all_fly_n1")
--ReadDataFile("dc:SIDE\\Kwing.lvl",
--"all_fly_kwing")
ReadDataFile("dc:SIDE\\dwarfspider.lvl",
"cis_walk_dwarfspider")
ReadDataFile("dc:SIDE\\gar.lvl",
"gar_inf_soldier",
"gar_inf_temple_vanguard",
"gar_inf_pilot",
"gar_inf_temple_soldier",
"gar_inf_vanguard")
ReadDataFile("dc:SIDE\\vehicles.lvl",
"all_fly_bwing",
"all_fly_virago",
"bes_fly_cloudcar",
"all_hover_hovernaut",
"imp_fly_tiephantom",
"all_fly_kwing",
"rep_fly_v19",
"rep_fly_obiwanstarfighter",
"all_fly_moldy_crow",
"all_fly_falcon",
"rep_fly_arc_gunship")
ReadDataFile("dc:SIDE\\all.lvl",
"all_fly_snowspeeder",
"all_fly_xwing_sc",
"all_fly_awing",
"all_fly_ywing_sc",
"all_hover_bos_combatspeeder")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_walk_atat",
"imp_fly_tiefighter_sc",
"imp_walk_atst_jungle",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_fly_tiebomber_sc",
"imp_hover_fightertank",
"imp_hover_speederbike")
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_hover_fightertank",
"rep_hover_barcspeeder",
"rep_fly_arc170fighter_sc",
"rep_fly_jedifighter_sc",
"rep_fly_gunship",
"rep_fly_vwing",
"rep_walk_oneman_atst",
"rep_inf_clone_commando",
"rep_walk_atte",
"rep_inf_ep2_rocketeer",
"rep_fly_ebonhawk_sc")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hover_aat",
"cis_fly_droidfighter_sc",
"cis_fly_tridroidfighter",
"cis_fly_greviousfighter",
"cis_fly_maf",
"cis_fly_droidgunship",
"cis_tread_hailfire",
"cis_tread_snailtank",
"cis_walk_spider",
"cis_hover_mtt")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 175,
reinforcements = 500,
soldier = { "rep_inf_ep3_rifleman",15, 100},
assault = { "rep_inf_ep3_rocketeer",10, 15},
engineer = { "rep_inf_ep3_engineer",10, 15},
sniper = { "rep_inf_ep3_sniper",10, 15},
officer = {"rep_inf_ep3_officer",10, 15},
special = { "rep_inf_ep3_jettrooper",10, 15},
},
cis = {
team = CIS,
units = 175,
reinforcements = 500,
soldier = { "cis_inf_rifleman",15, 100},
assault = { "cis_inf_rocketeer",10, 15},
engineer = { "cis_inf_engineer",10, 15},
sniper = { "cis_inf_sniper",10, 15},
officer = {"cis_inf_officer",10, 15},
special = { "cis_inf_droideka",10, 15},
},
atm = {
team = ATM,
units = 6,
reinforcements = -1,
soldier = { "cis_inf_rifleman", 6, 6},
},
}
SetTeamName (3, "CIS")
AddUnitClass (3, "cis_inf_rifleman", 10,15)
AddUnitClass (3, "cis_inf_rocketeer", 10,15)
AddUnitClass (3, "cis_inf_officer", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamName (4, "GAR")
AddUnitClass (4, "gar_inf_soldier", 10,15)
AddUnitClass (4, "gar_inf_temple_vanguard", 10,15)
AddUnitClass (4, "gar_inf_temple_soldier", 10,15)
AddUnitClass (4, "gar_inf_vanguard", 10,15)
SetUnitCount (4, 15)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsEnemy(ATT,4)
SetTeamAsEnemy(4,ATT)
SetTeamAsEnemy(DEF,4)
SetTeamAsEnemy(4,DEF)
SetTeamAsEnemy(REP,5)
SetTeamAsEnemy(5,REP)
SetTeamAsEnemy(CIS,5)
SetTeamAsEnemy(5,CIS)
ClearAIGoals(ATM)
AddAIGoal(5, "Deathmatch", 100)
SetTeamName(ATM, CIS)
SetHeroClass(CIS, "rep_inf_ep2_rocketeer")
SetHeroClass(REP, "rep_inf_clone_commando")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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", 225)
SetMemoryPoolSize("AmmoCounter", 1624)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", 1624)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityWalker", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 276)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 450)
SetMemoryPoolSize("UnitController", 620)
SetMemoryPoolSize("Weapon", 1622)
SetMemoryPoolSize("CommandWalker", 32)
SetMemoryPoolSize("CommandFlyer", 32)
SetMemoryPoolSize("CommandHover", 32)
SetMemoryPoolSize("WalkerBlendUnit", 105)
SetMemoryPoolSize("WalkerLegPair", 15)
SetMemoryPoolSize("SoldierAnimation", 600)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:DTM\\DTM.lvl", "DTM_conquest")
ReadDataFile("dc:DTM\\DTM.lvl", "DTM_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
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("dc:sound\\efx.lvl", "efxcw_music")
OpenAudioStream("sound\\global.lvl", "global_vo_quick")
OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1);
SetAmbientMusic(REP, 0.8, "rep_kam_amb_middle", 1,1);
SetAmbientMusic(REP, 0.2,"rep_kam_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start", 0,1);
SetAmbientMusic(CIS, 0.8, "cis_kam_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.2,"cis_kam_amb_end", 2,1);
SetVictoryMusic(REP, "rep_kam_amb_victory")
SetDefeatMusic (REP, "all_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_kam_amb_victory")
SetDefeatMusic (CIS, "imp_tat_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")
--OpeningSateliteShot
AddCameraShot(0.982625, -0.182699, -0.032146, -0.005977, 96.469330, 72.024132, 271.092987);
AddCameraShot(0.524712, -0.190674, -0.779762, -0.283357, 26.373480, 136.596024, 123.809837);
AddCameraShot(0.982625, -0.182699, -0.032146, -0.005977, 96.469330, 72.024132, 271.092987);
end
function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end
local node
if nodeIn then
node = nodeIn
else
node = 0
end
local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
if charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end
SetGroundFlyerMap(1);
EnableFlyerPath("entitypath cisflyout", "entitypath repstrafe",1);
EnableSPHeroRules()
SetupAmbushTrigger("ambushregion", "ambushpath", 6, 5)
--ActivateRegion("arcgun")
--testfunction = OnEnterRegion(
-- function(region, player)
-- if [whatever callbacks you want] then
-- SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1);
-- end
-- end,
--"arcgun"
--)
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode",
"Snipernode",
"cis_telepath")
end,
"TeleportRegion",
"TeleportSniper",
"cis-tele")
ActivateRegion("TeleportRegion", "TeleportSniper", "cis-tele")
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()
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(320)
SetMaxPlayerFlyHeight (300)
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("dc:sound\\efx.lvl;efxcw")
ReadDataFile("sound\\yav.lvl;yav1cw")
--ReadDataFile("dc:SIDE\\n1.lvl",
--"all_fly_n1")
--ReadDataFile("dc:SIDE\\Kwing.lvl",
--"all_fly_kwing")
ReadDataFile("dc:SIDE\\dwarfspider.lvl",
"cis_walk_dwarfspider")
ReadDataFile("dc:SIDE\\gar.lvl",
"gar_inf_soldier",
"gar_inf_temple_vanguard",
"gar_inf_pilot",
"gar_inf_temple_soldier",
"gar_inf_vanguard")
ReadDataFile("dc:SIDE\\vehicles.lvl",
"all_fly_bwing",
"all_fly_virago",
"bes_fly_cloudcar",
"all_hover_hovernaut",
"imp_fly_tiephantom",
"all_fly_kwing",
"rep_fly_v19",
"rep_fly_obiwanstarfighter",
"all_fly_moldy_crow",
"all_fly_falcon",
"rep_fly_arc_gunship")
ReadDataFile("dc:SIDE\\all.lvl",
"all_fly_snowspeeder",
"all_fly_xwing_sc",
"all_fly_awing",
"all_fly_ywing_sc",
"all_hover_bos_combatspeeder")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_walk_atat",
"imp_fly_tiefighter_sc",
"imp_walk_atst_jungle",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_fly_tiebomber_sc",
"imp_hover_fightertank",
"imp_hover_speederbike")
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_hover_fightertank",
"rep_hover_barcspeeder",
"rep_fly_arc170fighter_sc",
"rep_fly_jedifighter_sc",
"rep_fly_gunship",
"rep_fly_vwing",
"rep_walk_oneman_atst",
"rep_inf_clone_commando",
"rep_walk_atte",
"rep_inf_ep2_rocketeer",
"rep_fly_ebonhawk_sc")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hover_aat",
"cis_fly_droidfighter_sc",
"cis_fly_tridroidfighter",
"cis_fly_greviousfighter",
"cis_fly_maf",
"cis_fly_droidgunship",
"cis_tread_hailfire",
"cis_tread_snailtank",
"cis_walk_spider",
"cis_hover_mtt")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 175,
reinforcements = 500,
soldier = { "rep_inf_ep3_rifleman",15, 100},
assault = { "rep_inf_ep3_rocketeer",10, 15},
engineer = { "rep_inf_ep3_engineer",10, 15},
sniper = { "rep_inf_ep3_sniper",10, 15},
officer = {"rep_inf_ep3_officer",10, 15},
special = { "rep_inf_ep3_jettrooper",10, 15},
},
cis = {
team = CIS,
units = 175,
reinforcements = 500,
soldier = { "cis_inf_rifleman",15, 100},
assault = { "cis_inf_rocketeer",10, 15},
engineer = { "cis_inf_engineer",10, 15},
sniper = { "cis_inf_sniper",10, 15},
officer = {"cis_inf_officer",10, 15},
special = { "cis_inf_droideka",10, 15},
},
atm = {
team = ATM,
units = 6,
reinforcements = -1,
soldier = { "cis_inf_rifleman", 6, 6},
},
}
SetTeamName (3, "CIS")
AddUnitClass (3, "cis_inf_rifleman", 10,15)
AddUnitClass (3, "cis_inf_rocketeer", 10,15)
AddUnitClass (3, "cis_inf_officer", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamName (4, "GAR")
AddUnitClass (4, "gar_inf_soldier", 10,15)
AddUnitClass (4, "gar_inf_temple_vanguard", 10,15)
AddUnitClass (4, "gar_inf_temple_soldier", 10,15)
AddUnitClass (4, "gar_inf_vanguard", 10,15)
SetUnitCount (4, 15)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsEnemy(ATT,4)
SetTeamAsEnemy(4,ATT)
SetTeamAsEnemy(DEF,4)
SetTeamAsEnemy(4,DEF)
SetTeamAsEnemy(REP,5)
SetTeamAsEnemy(5,REP)
SetTeamAsEnemy(CIS,5)
SetTeamAsEnemy(5,CIS)
ClearAIGoals(ATM)
AddAIGoal(5, "Deathmatch", 100)
SetTeamName(ATM, CIS)
SetHeroClass(CIS, "rep_inf_ep2_rocketeer")
SetHeroClass(REP, "rep_inf_clone_commando")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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", 225)
SetMemoryPoolSize("AmmoCounter", 1624)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", 1624)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityWalker", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 276)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 450)
SetMemoryPoolSize("UnitController", 620)
SetMemoryPoolSize("Weapon", 1622)
SetMemoryPoolSize("CommandWalker", 32)
SetMemoryPoolSize("CommandFlyer", 32)
SetMemoryPoolSize("CommandHover", 32)
SetMemoryPoolSize("WalkerBlendUnit", 105)
SetMemoryPoolSize("WalkerLegPair", 15)
SetMemoryPoolSize("SoldierAnimation", 600)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:DTM\\DTM.lvl", "DTM_conquest")
ReadDataFile("dc:DTM\\DTM.lvl", "DTM_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
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("dc:sound\\efx.lvl", "efxcw_music")
OpenAudioStream("sound\\global.lvl", "global_vo_quick")
OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1);
SetAmbientMusic(REP, 0.8, "rep_kam_amb_middle", 1,1);
SetAmbientMusic(REP, 0.2,"rep_kam_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start", 0,1);
SetAmbientMusic(CIS, 0.8, "cis_kam_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.2,"cis_kam_amb_end", 2,1);
SetVictoryMusic(REP, "rep_kam_amb_victory")
SetDefeatMusic (REP, "all_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_kam_amb_victory")
SetDefeatMusic (CIS, "imp_tat_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")
--OpeningSateliteShot
AddCameraShot(0.982625, -0.182699, -0.032146, -0.005977, 96.469330, 72.024132, 271.092987);
AddCameraShot(0.524712, -0.190674, -0.779762, -0.283357, 26.373480, 136.596024, 123.809837);
AddCameraShot(0.982625, -0.182699, -0.032146, -0.005977, 96.469330, 72.024132, 271.092987);
end
function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end
local node
if nodeIn then
node = nodeIn
else
node = 0
end
local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
if charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end
5. I was messing with the part in the lua that is red and I was wondering what a callback is (I did a search)
I think that is all I will post more if I remember them
Thank you to all who contribute to this thread