no1: i've tried putting some godrays into my map, and whenever i play it, i can't see the rays, and i get tons of errors in the debug log telling me i have an exceeded number of godrays, when i only put in about 10. is there a memory pool or something that i need to put in the .lua to put the godrays in.
no.2: i've recently tried campaigning on my new map, and i've managed to put 2 of the objectives ingame, the first one works fine, but no. 2 gives me an error in my munge log like this:
Code: Select all
C:\LucasArts\ToolsFL\Bin\luac.exe: ..\..\common\scripts\ASP\ASPc_c.lua:87: <name> expected near `6'
ERROR[scriptmunge scripts\ASP\ASPc_c.lua]:Could not read input file.ERROR[scriptmunge scripts\ASP\ASPc_c.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[levelpack mission\ASPc_c.req]:Expecting bracket, but none was found.
File : munged\pc\aspc_c.script.req(1)...
ucft <--
ERROR[levelpack mission\ASPc_c.req]:Expecting bracket, but none was found.
File : munged\pc\aspc_c.script.req(1)...
ucft <--
2 Errors 0 WarningsHidden/Spoiler:
[code] --
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("Ambush")
-- These variables do not change
ATT = 1;
DEF = 2;
-- Republic Attacking (attacker is always #1)
REP = ATT;
CIS = DEF;
function ScriptPostLoad()
WeatherMode = math.random(1,3)
weather()
SetAIDifficulty(1, -5, "medium")
AICanCaptureCP("CP1", 5, false)
AICanCaptureCP("CP1", DEF, false)
ScriptCB_SetGameRules("campaign")
--SetProperty("ATTE", "Team", 0)
ScriptCB_SetSpawnDisplayGain(0.2, 0.5)
--This delays the objectives until the player spawns
onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
ScriptCB_PlayInGameMusic("rep_fel_amb_obj1_3_explore")
onfirstspawn = nil
start_timer = CreateTimer("start_timer")
SetTimerValue(start_timer, 2)
StartTimer(start_timer)
begin_objectives = OnTimerElapse(
function()
BeginObjectives()
ReleaseTimerElapse(begin_objectives)
begin_objectives = nil
end,
start_timer
)
end
end)
Objective1CP = CommandPost:New{name = "cp10", hideCPs = False}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.ASP.objectives.Campaign.1", popupText = "level.ASP.objectives.Campaign.1_popup"}
Objective1:AddCommandPost(Objective1CP)
Objective1:AddCommandPost(Objective1CP)
Objective1.OnStart = function(self)
AICanCaptureCP("cp2", ATT, false)
MapAddEntityMarker("cp2", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)
Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("cp10", "SpawnPath", "cp10_spawn")
end
if winningTeam == DEF then
end
end
--Objective 2
trandoshans_count: 6
Objective2 = Objective:New{teamATT = ATT, teamDEF = DEF, text = "level.ASP.objectives.campaign.2", popupText = "level.ASP.objectives.campaign.2_popup", AIGoalWeight = 0}
Objective2CP = CommandPost:New{name = "cp20", hideCPs = False}
Objective2:AddCommandPost(Objective2CP)
SetProperty("cp20", "SpawnPath", "cp20_spawn")
Objective2.OnStart = function(self)
BlockPlanningGraphArcs (1)
--AI goals for objecjective 2
att_obj2_defend = AddAIGoal(ATT, "Defend", 100, "cp10")
--acklay_obj2_attack = AddAIGoal(3, "Destroy", 100, "cp10")
trandoshans_aigoal = AddAIGoal(5, "Defend", 100, "cp_10")
Objective2TrandoshansKill = OnObjectKillClass(
function(object, killer)
if killer and IsCharacterHuman(killer) then
trandoshans_count = trandoshans_count - 1
if _count > 0 then
ShowMessageText("level.fel1.objectives.campaign.2-" .. trandoshans_count, 1)
elseif trandoshans_count == 0 then
Objective2:Complete(ATT)
ReleaseObjectKill(Objective2TrandoshansKill)
Objective2TrandoshansKill = nil
end
end
end,
"tra_inf_warrior"
)
end
Objective2.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
UnblockPlanningGraphArcs (1)
end
EnableSPScriptedHeroes()
end
function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 7.0}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5a)
--objectiveSequence:AddObjectiveSet(Objective5)
--objectiveSequence:AddObjectiveSet(Objective6)
objectiveSequence:Start()
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 weather()
if WeatherMode == 1 then
ReadDataFile("dc:ASP\\sky.lvl", "kas2")
elseif WeatherMode == 2 then
ReadDataFile("dc:ASP\\sky.lvl", "end1")
elseif WeatherMode == 3 then
ReadDataFile("dc:ASP\\sky.lvl", "tat2")
end
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
StealArtistHeap(1024*1024)
SetPS2ModelMemory(3200000)
ReadDataFile("ingame.lvl")
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",350) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",300) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",1000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",64) -- should be ~1x #combo
SetMemoryPoolSize ("ClothData",19)
SetMemoryPoolSize ("EntityCloth",40)
SetMemoryPoolSize ("Music", 39)
ReadDataFile("sound\\fel.lvl;fel1cw")
SetMaxFlyHeight(53)
SetMaxPlayerFlyHeight (53)
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper_felucia",
"rep_hero_aalya",
"rep_inf_ep3_officer")
ReadDataFile("SIDE\\cis.lvl",
"cis_tread_snailtank",
--"cis_hover_stap",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper")
-- "cis_bldg_defensegridturret")
ReadDataFile("dc:SIDE\\tra.lvl",
"tra_inf_warrior")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_recoilless_fel_auto")
SetAttackingTeam(ATT)
SetupTeams{
rep = {
team = REP,
units = 18,
reinforcements = 40,
soldier = { "rep_inf_ep3_rifleman", 10},
assault = { "rep_inf_ep3_rocketeer", 3},
engineer = { "rep_inf_ep3_engineer", 3},
sniper = { "rep_inf_ep3_sniper_felucia", 3},
officer = { "rep_inf_ep3_officer", 3},
special = { "rep_inf_ep3_jettrooper", 3},
-- turret = { "rep_bldg_defensegridturret"},
},
cis = {
team = CIS,
units = 10,
reinforcements = -1,
soldier = { "CIS_inf_rifleman", 5},
assault = { "CIS_inf_rocketeer", 5},
--engineer = { "CIS_inf_engineer", 3},
--sniper = { "CIS_inf_sniper", 3},
--officer = { "CIS_inf_officer", 3},
-- turret = { "cis_bldg_defensegridturret"},
},
}
SetTeamName(3, "trandoshans")
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsEnemy(DEF, 3)
SetHeroClass(REP, "rep_hero_aalya")
--SetHeroClass(CIS, "cis_hero_jangofett")
-- Level Stats
ClearWalkers()
-- AddWalkerType(0,
SetMemoryPoolSize("EntityWalker", 0)
--AddWalkerType(0, 2) -- 2 droidekas (special case: 0 leg pairs)
AddWalkerType(3, 1) -- 1 atte with 3 leg pairs each
AddWalkerType(2, 3) -- 3 acklay with 2 leg pairs each
SetMemoryPoolSize("Aimer", 51)
SetMemoryPoolSize("BaseHint", 154)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EntityHover", 4)
SetMemoryPoolSize("EntityLight", 33)
SetMemoryPoolSize("MountedTurret", 7)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("PathNode", 192)
SetMemoryPoolSize("TreeGridStack", 280)
SetMemoryPoolSize("Weapon", 220)
SetMemoryPoolSize("FlagItem", 1)
SetMemoryPoolSize("AcklayData", 6)
SetMemoryPoolSize("EntityFlyer", 6)
SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
SetAIViewMultiplier(0.65)
--AddDeathRegion("Sarlac01")
ReadDataFile("dc:ASP\\ASP.lvl", "ASP_campaign")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "fel_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "cis_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\fel.lvl", "fel1")
OpenAudioStream("sound\\fel.lvl", "fel1")
-- OpenAudioStream("sound\\fel.lvl", "fel_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\fel.lvl", "fel1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
-- SetAmbientMusic(REP, 1.0, "rep_fel_amb_start", 0,1)
-- SetAmbientMusic(REP, 0.99, "rep_fel_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1,"rep_fel_amb_end", 2,1)
-- SetAmbientMusic(CIS, 1.0, "cis_fel_amb_start", 0,1)
-- SetAmbientMusic(CIS, 0.99, "cis_fel_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1,"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("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
AddCameraShot(0.896307, -0.171348, -0.401716, -0.076796, -116.306931, 31.039505, 20.757469)
AddCameraShot(0.909343, -0.201967, -0.355083, -0.078865, -116.306931, 31.039505, 20.757469)
AddCameraShot(0.543199, 0.115521, -0.813428, 0.172990, -108.378189, 13.564240, -40.644150)
AddCameraShot(0.970610, 0.135659, 0.196866, -0.027515, -3.214346, 11.924586, -44.687294)
AddCameraShot(0.346130, 0.046311, -0.928766, 0.124267, 87.431061, 20.881388, 13.070729)
AddCameraShot(0.468084, 0.095611, -0.860724, 0.175812, 18.063482, 19.360580, 18.178158)
end
[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("Ambush")
-- These variables do not change
ATT = 1;
DEF = 2;
-- Republic Attacking (attacker is always #1)
REP = ATT;
CIS = DEF;
function ScriptPostLoad()
WeatherMode = math.random(1,3)
weather()
SetAIDifficulty(1, -5, "medium")
AICanCaptureCP("CP1", 5, false)
AICanCaptureCP("CP1", DEF, false)
ScriptCB_SetGameRules("campaign")
--SetProperty("ATTE", "Team", 0)
ScriptCB_SetSpawnDisplayGain(0.2, 0.5)
--This delays the objectives until the player spawns
onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
ScriptCB_PlayInGameMusic("rep_fel_amb_obj1_3_explore")
onfirstspawn = nil
start_timer = CreateTimer("start_timer")
SetTimerValue(start_timer, 2)
StartTimer(start_timer)
begin_objectives = OnTimerElapse(
function()
BeginObjectives()
ReleaseTimerElapse(begin_objectives)
begin_objectives = nil
end,
start_timer
)
end
end)
Objective1CP = CommandPost:New{name = "cp10", hideCPs = False}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.ASP.objectives.Campaign.1", popupText = "level.ASP.objectives.Campaign.1_popup"}
Objective1:AddCommandPost(Objective1CP)
Objective1:AddCommandPost(Objective1CP)
Objective1.OnStart = function(self)
AICanCaptureCP("cp2", ATT, false)
MapAddEntityMarker("cp2", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)
Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("cp10", "SpawnPath", "cp10_spawn")
end
if winningTeam == DEF then
end
end
--Objective 2
trandoshans_count: 6
Objective2 = Objective:New{teamATT = ATT, teamDEF = DEF, text = "level.ASP.objectives.campaign.2", popupText = "level.ASP.objectives.campaign.2_popup", AIGoalWeight = 0}
Objective2CP = CommandPost:New{name = "cp20", hideCPs = False}
Objective2:AddCommandPost(Objective2CP)
SetProperty("cp20", "SpawnPath", "cp20_spawn")
Objective2.OnStart = function(self)
BlockPlanningGraphArcs (1)
--AI goals for objecjective 2
att_obj2_defend = AddAIGoal(ATT, "Defend", 100, "cp10")
--acklay_obj2_attack = AddAIGoal(3, "Destroy", 100, "cp10")
trandoshans_aigoal = AddAIGoal(5, "Defend", 100, "cp_10")
Objective2TrandoshansKill = OnObjectKillClass(
function(object, killer)
if killer and IsCharacterHuman(killer) then
trandoshans_count = trandoshans_count - 1
if _count > 0 then
ShowMessageText("level.fel1.objectives.campaign.2-" .. trandoshans_count, 1)
elseif trandoshans_count == 0 then
Objective2:Complete(ATT)
ReleaseObjectKill(Objective2TrandoshansKill)
Objective2TrandoshansKill = nil
end
end
end,
"tra_inf_warrior"
)
end
Objective2.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
UnblockPlanningGraphArcs (1)
end
EnableSPScriptedHeroes()
end
function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 7.0}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5a)
--objectiveSequence:AddObjectiveSet(Objective5)
--objectiveSequence:AddObjectiveSet(Objective6)
objectiveSequence:Start()
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 weather()
if WeatherMode == 1 then
ReadDataFile("dc:ASP\\sky.lvl", "kas2")
elseif WeatherMode == 2 then
ReadDataFile("dc:ASP\\sky.lvl", "end1")
elseif WeatherMode == 3 then
ReadDataFile("dc:ASP\\sky.lvl", "tat2")
end
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
StealArtistHeap(1024*1024)
SetPS2ModelMemory(3200000)
ReadDataFile("ingame.lvl")
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",350) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",300) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",1000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",64) -- should be ~1x #combo
SetMemoryPoolSize ("ClothData",19)
SetMemoryPoolSize ("EntityCloth",40)
SetMemoryPoolSize ("Music", 39)
ReadDataFile("sound\\fel.lvl;fel1cw")
SetMaxFlyHeight(53)
SetMaxPlayerFlyHeight (53)
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper_felucia",
"rep_hero_aalya",
"rep_inf_ep3_officer")
ReadDataFile("SIDE\\cis.lvl",
"cis_tread_snailtank",
--"cis_hover_stap",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper")
-- "cis_bldg_defensegridturret")
ReadDataFile("dc:SIDE\\tra.lvl",
"tra_inf_warrior")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_recoilless_fel_auto")
SetAttackingTeam(ATT)
SetupTeams{
rep = {
team = REP,
units = 18,
reinforcements = 40,
soldier = { "rep_inf_ep3_rifleman", 10},
assault = { "rep_inf_ep3_rocketeer", 3},
engineer = { "rep_inf_ep3_engineer", 3},
sniper = { "rep_inf_ep3_sniper_felucia", 3},
officer = { "rep_inf_ep3_officer", 3},
special = { "rep_inf_ep3_jettrooper", 3},
-- turret = { "rep_bldg_defensegridturret"},
},
cis = {
team = CIS,
units = 10,
reinforcements = -1,
soldier = { "CIS_inf_rifleman", 5},
assault = { "CIS_inf_rocketeer", 5},
--engineer = { "CIS_inf_engineer", 3},
--sniper = { "CIS_inf_sniper", 3},
--officer = { "CIS_inf_officer", 3},
-- turret = { "cis_bldg_defensegridturret"},
},
}
SetTeamName(3, "trandoshans")
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsEnemy(DEF, 3)
SetHeroClass(REP, "rep_hero_aalya")
--SetHeroClass(CIS, "cis_hero_jangofett")
-- Level Stats
ClearWalkers()
-- AddWalkerType(0,
SetMemoryPoolSize("EntityWalker", 0)
--AddWalkerType(0, 2) -- 2 droidekas (special case: 0 leg pairs)
AddWalkerType(3, 1) -- 1 atte with 3 leg pairs each
AddWalkerType(2, 3) -- 3 acklay with 2 leg pairs each
SetMemoryPoolSize("Aimer", 51)
SetMemoryPoolSize("BaseHint", 154)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EntityHover", 4)
SetMemoryPoolSize("EntityLight", 33)
SetMemoryPoolSize("MountedTurret", 7)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("PathNode", 192)
SetMemoryPoolSize("TreeGridStack", 280)
SetMemoryPoolSize("Weapon", 220)
SetMemoryPoolSize("FlagItem", 1)
SetMemoryPoolSize("AcklayData", 6)
SetMemoryPoolSize("EntityFlyer", 6)
SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
SetAIViewMultiplier(0.65)
--AddDeathRegion("Sarlac01")
ReadDataFile("dc:ASP\\ASP.lvl", "ASP_campaign")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "fel_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "cis_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\fel.lvl", "fel1")
OpenAudioStream("sound\\fel.lvl", "fel1")
-- OpenAudioStream("sound\\fel.lvl", "fel_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\fel.lvl", "fel1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
-- SetAmbientMusic(REP, 1.0, "rep_fel_amb_start", 0,1)
-- SetAmbientMusic(REP, 0.99, "rep_fel_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1,"rep_fel_amb_end", 2,1)
-- SetAmbientMusic(CIS, 1.0, "cis_fel_amb_start", 0,1)
-- SetAmbientMusic(CIS, 0.99, "cis_fel_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1,"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("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
AddCameraShot(0.896307, -0.171348, -0.401716, -0.076796, -116.306931, 31.039505, 20.757469)
AddCameraShot(0.909343, -0.201967, -0.355083, -0.078865, -116.306931, 31.039505, 20.757469)
AddCameraShot(0.543199, 0.115521, -0.813428, 0.172990, -108.378189, 13.564240, -40.644150)
AddCameraShot(0.970610, 0.135659, 0.196866, -0.027515, -3.214346, 11.924586, -44.687294)
AddCameraShot(0.346130, 0.046311, -0.928766, 0.124267, 87.431061, 20.881388, 13.070729)
AddCameraShot(0.468084, 0.095611, -0.860724, 0.175812, 18.063482, 19.360580, 18.178158)
end
[/code]




