Here is my lua:
Hidden/Spoiler:
ReadDataFile("dc:sound\\kam.lvl;kamcw")
ReadDataFile("sound\\yav.lvl;yav1cw")
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_inf_ep3_marine",
"uta_fly_ride_gunship")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_ep2_rifleman",
"cis_inf_ep2_rocketeer",
"cis_inf_ep2_engineer",
"cis_inf_ep2_sniper",
"cis_inf_ep2_officer",
"cis_inf_ep2_jettrooper",
"cis_inf_ep2_pilot",
"cis_hover_aat",
"imp_fly_tieinterceptor")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_chaingun_tripod")
SetupTeams{
rep = {
team = REP,
units = 64,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",5, 55},
assault = { "rep_inf_ep3_rocketeer",1, 10},
engineer = { "rep_inf_ep3_engineer",1, 10},
sniper = { "rep_inf_ep3_sniper",1, 10},
officer = {"rep_inf_ep3_officer",1, 10},
special = { "rep_inf_ep3_jettrooper",1, 10},
},
cis = {
team = CIS,
units = 82,
reinforcements = -1,
soldier = { "cis_inf_ep2_rifleman",9, 55},
assault = { "cis_inf_ep2_rocketeer",1, 20},
engineer = { "cis_inf_ep2_engineer",1, 20},
sniper = { "cis_inf_ep2_sniper",1, 20},
officer = {"cis_inf_ep2_officer",1, 20},
special = { "cis_inf_ep2_jettrooper",1, 10},
}
}
SetHeroClass(CIS, "")
SetHeroClass(REP, "")
AddUnitClass(CIS, "cis_inf_ep2_pilot",3,
SetTeamName(3, "cis")
AddUnitClass(3, "cis_inf_ep2_rifleman",20, 20)
AddUnitClass(3, "cis_inf_ep2_rocketeer",10, 10)
AddUnitClass(3, "cis_inf_ep2_officer",10, 10)
AddUnitClass(3, "cis_inf_ep2_engineer",10, 10)
SetUnitCount(3, 50)
SetReinforcementCount(3, -1)
SetTeamAsFriend(CIS, 3)
SetTeamAsFriend(3, CIS)
SetTeamAsEnemy(3, REP)
SetTeamAsEnemy(REP, 3)
ClearAIGoals(3)
AddAIGoal(3, "Deathmatch", 150)
AddAIGoal(3, "Conquest", 100)
-- 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", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 52)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:CGW\\CFW.lvl", "CFW_conquest")
ReadDataFile("dc:CGW\\CFW.lvl", "CFW_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\\kam.lvl", "kamcw_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", 0)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 0)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 0)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 0)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_kam_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_kam_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_kam_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"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")
ReadDataFile("sound\\yav.lvl;yav1cw")
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_inf_ep3_marine",
"uta_fly_ride_gunship")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_ep2_rifleman",
"cis_inf_ep2_rocketeer",
"cis_inf_ep2_engineer",
"cis_inf_ep2_sniper",
"cis_inf_ep2_officer",
"cis_inf_ep2_jettrooper",
"cis_inf_ep2_pilot",
"cis_hover_aat",
"imp_fly_tieinterceptor")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_chaingun_tripod")
SetupTeams{
rep = {
team = REP,
units = 64,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",5, 55},
assault = { "rep_inf_ep3_rocketeer",1, 10},
engineer = { "rep_inf_ep3_engineer",1, 10},
sniper = { "rep_inf_ep3_sniper",1, 10},
officer = {"rep_inf_ep3_officer",1, 10},
special = { "rep_inf_ep3_jettrooper",1, 10},
},
cis = {
team = CIS,
units = 82,
reinforcements = -1,
soldier = { "cis_inf_ep2_rifleman",9, 55},
assault = { "cis_inf_ep2_rocketeer",1, 20},
engineer = { "cis_inf_ep2_engineer",1, 20},
sniper = { "cis_inf_ep2_sniper",1, 20},
officer = {"cis_inf_ep2_officer",1, 20},
special = { "cis_inf_ep2_jettrooper",1, 10},
}
}
SetHeroClass(CIS, "")
SetHeroClass(REP, "")
AddUnitClass(CIS, "cis_inf_ep2_pilot",3,
SetTeamName(3, "cis")
AddUnitClass(3, "cis_inf_ep2_rifleman",20, 20)
AddUnitClass(3, "cis_inf_ep2_rocketeer",10, 10)
AddUnitClass(3, "cis_inf_ep2_officer",10, 10)
AddUnitClass(3, "cis_inf_ep2_engineer",10, 10)
SetUnitCount(3, 50)
SetReinforcementCount(3, -1)
SetTeamAsFriend(CIS, 3)
SetTeamAsFriend(3, CIS)
SetTeamAsEnemy(3, REP)
SetTeamAsEnemy(REP, 3)
ClearAIGoals(3)
AddAIGoal(3, "Deathmatch", 150)
AddAIGoal(3, "Conquest", 100)
-- 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", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 52)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:CGW\\CFW.lvl", "CFW_conquest")
ReadDataFile("dc:CGW\\CFW.lvl", "CFW_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\\kam.lvl", "kamcw_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", 0)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 0)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 0)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 0)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_kam_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_kam_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_kam_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"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")
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"
"kamcw_music"
}
REQN
{
"lvl"
"kamcw"
}
}
{
REQN
{
"str"
"align=2048"
"kamcw_music"
}
REQN
{
"lvl"
"kamcw"
}
}
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
}
REQN
{
"config"
"kamcw_music_config"
"kamcw_music"
}
}
{
REQN
{
"bnk"
"align=2048"
}
REQN
{
"config"
"kamcw_music_config"
"kamcw_music"
}
}
Hidden/Spoiler:
// ----- Republic Music -----
SoundStream()
{
Name("rep_kam_amb_start");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music"); //.stm file
SegmentList()
{
Segment("rep_kam_amb_start", 1.0);
}
}
SoundStream()
{
Name("rep_kam_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
CyclePlayback(1);
Stream("efxcw_music");
SegmentList()
{
Segment("rep_kam_amb_middle", 0.5);
Segment("rep_kam_amb_middle02", 0.5);
}
}
SoundStream()
{
Name("rep_kam_amb_end");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music");
SegmentList()
{
Segment("rep_kam_amb_end", 1.0);
}
}
SoundStream()
{
Name("rep_kam_amb_victory");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music");
SegmentList()
{
Segment("rep_kam_amb_victory", 1.0);
}
}
//----- CIS Music -----
SoundStream()
{
Name("cis_kam_amb_start");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music");
SegmentList()
{
Segment("cis_kam_amb_start", 1.0);
}
}
SoundStream()
{
Name("cis_kam_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
CyclePlayback(1);
Stream("efxcw_music");
SegmentList()
{
Segment("cis_kam_amb_middle", 0.5);
Segment("cis_kam_amb_middle02", 0.5);
}
}
SoundStream()
{
Name("cis_kam_amb_end");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music");
SegmentList()
{
Segment("cis_kam_amb_end", 1.0);
}
}
SoundStream()
{
Name("cis_kam_amb_victory");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music");
SegmentList()
{
Segment("cis_kam_amb_victory", 1.0);
}
}
SoundStream()
{
Name("rep_kam_amb_start");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music"); //.stm file
SegmentList()
{
Segment("rep_kam_amb_start", 1.0);
}
}
SoundStream()
{
Name("rep_kam_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
CyclePlayback(1);
Stream("efxcw_music");
SegmentList()
{
Segment("rep_kam_amb_middle", 0.5);
Segment("rep_kam_amb_middle02", 0.5);
}
}
SoundStream()
{
Name("rep_kam_amb_end");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music");
SegmentList()
{
Segment("rep_kam_amb_end", 1.0);
}
}
SoundStream()
{
Name("rep_kam_amb_victory");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music");
SegmentList()
{
Segment("rep_kam_amb_victory", 1.0);
}
}
//----- CIS Music -----
SoundStream()
{
Name("cis_kam_amb_start");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music");
SegmentList()
{
Segment("cis_kam_amb_start", 1.0);
}
}
SoundStream()
{
Name("cis_kam_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
CyclePlayback(1);
Stream("efxcw_music");
SegmentList()
{
Segment("cis_kam_amb_middle", 0.5);
Segment("cis_kam_amb_middle02", 0.5);
}
}
SoundStream()
{
Name("cis_kam_amb_end");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music");
SegmentList()
{
Segment("cis_kam_amb_end", 1.0);
}
}
SoundStream()
{
Name("cis_kam_amb_victory");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music");
SegmentList()
{
Segment("cis_kam_amb_victory", 1.0);
}
}
Hidden/Spoiler:
// ----- Republic Music -----
Music()
{
Name("rep_kam_amb_start");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(2.0);
SoundStream("rep_kam_amb_start");
}
Music()
{
Name("rep_kam_amb_middle");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_middle");
}
Music()
{
Name("rep_kam_amb_end");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_end");
}
Music()
{
Name("rep_kam_amb_victory");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_victory");
}
// ----- CIS Music -----
Music()
{
Name("cis_kam_amb_start");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_start");
}
Music()
{
Name("cis_kam_amb_middle");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_middle");
}
Music()
{
Name("cis_kam_amb_end");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_end");
}
Music()
{
Name("cis_kam_amb_victory");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_victory");
}
Music()
{
Name("rep_kam_amb_start");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(2.0);
SoundStream("rep_kam_amb_start");
}
Music()
{
Name("rep_kam_amb_middle");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_middle");
}
Music()
{
Name("rep_kam_amb_end");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_end");
}
Music()
{
Name("rep_kam_amb_victory");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_victory");
}
// ----- CIS Music -----
Music()
{
Name("cis_kam_amb_start");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_start");
}
Music()
{
Name("cis_kam_amb_middle");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_middle");
}
Music()
{
Name("cis_kam_amb_end");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_end");
}
Music()
{
Name("cis_kam_amb_victory");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_victory");
}
Hidden/Spoiler:
// ----- Ambient Bleed Music ----------
Streams\music1.wav cis_kam_amb_start
Streams\music2.wav cis_kam_amb_middle
Streams\music2.wav cis_kam_amb_middle02
Streams\music3.wav cis_kam_amb_end
Streams\music1.wav rep_kam_amb_start
Streams\music2.wav rep_kam_amb_middle
Streams\music2.wav rep_kam_amb_middle02
Streams\music3.wav rep_kam_amb_end
// ----- Ambient Vehicle Music ----------
//..\nab\Streams\cis_nab1_amb_veh01.wav cis_kam_amb_veh01
//..\nab\Streams\cis_nab1_amb_veh02.wav cis_kam_amb_veh02
//..\nab\Streams\cis_nab1_amb_veh03.wav cis_kam_amb_veh03
//..\nab\Streams\rep_nab1_amb_veh01.wav rep_kam_amb_veh01
//..\nab\Streams\rep_nab1_amb_veh02.wav rep_kam_amb_veh02
//..\nab\Streams\rep_nab1_amb_veh03.wav rep_kam_amb_veh03
// ----- Win Lose Music ----------
Streams\victory.wav rep_kam_amb_victory
Streams\victory.wav cis_kam_amb_victory
Streams\music1.wav cis_kam_amb_start
Streams\music2.wav cis_kam_amb_middle
Streams\music2.wav cis_kam_amb_middle02
Streams\music3.wav cis_kam_amb_end
Streams\music1.wav rep_kam_amb_start
Streams\music2.wav rep_kam_amb_middle
Streams\music2.wav rep_kam_amb_middle02
Streams\music3.wav rep_kam_amb_end
// ----- Ambient Vehicle Music ----------
//..\nab\Streams\cis_nab1_amb_veh01.wav cis_kam_amb_veh01
//..\nab\Streams\cis_nab1_amb_veh02.wav cis_kam_amb_veh02
//..\nab\Streams\cis_nab1_amb_veh03.wav cis_kam_amb_veh03
//..\nab\Streams\rep_nab1_amb_veh01.wav rep_kam_amb_veh01
//..\nab\Streams\rep_nab1_amb_veh02.wav rep_kam_amb_veh02
//..\nab\Streams\rep_nab1_amb_veh03.wav rep_kam_amb_veh03
// ----- Win Lose Music ----------
Streams\victory.wav rep_kam_amb_victory
Streams\victory.wav cis_kam_amb_victory
Thanks for any help.



