Resizing textures
Moderator: Moderators
- Jawaraider
- Rebel Sergeant

- Posts: 196
- Joined: Thu Nov 30, 2006 3:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Unknown
Resizing textures
I had a problem with cps not showing up on my map and I was told I had resized the tga. or something and I dont know how to change it back please help me I didnt get an answer in the last thread
-
Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
RE: Resizing textures
unless you edited the cps texture in the first place ((which you can. and wouldn't have changed since you'll need to put all the cp stuff in your world or side folder to take effect)) then its something else, CPs must be set up incorrectly in ZE or in the LUA
ZE eg: incorrect team value
LUA eg: have 3 cps in ZE but specify 4 in the LUA
ZE eg: incorrect team value
LUA eg: have 3 cps in ZE but specify 4 in the LUA
- Jawaraider
- Rebel Sergeant

- Posts: 196
- Joined: Thu Nov 30, 2006 3:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Unknown
-
Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
- Jawaraider
- Rebel Sergeant

- Posts: 196
- Joined: Thu Nov 30, 2006 3:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Unknown
But there are no custom sides, heres the lua:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Imp Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
WookieTeam= 3
---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
EnableAIAutoBalance()
EnableSPHeroRules()
--CP SETUP for CONQUEST
cp1 = CommandPost:New{name = "CP1CON"}
cp3 = CommandPost:New{name = "CP3CON"}
cp4 = CommandPost:New{name = "CP4CON"}
cp5 = CommandPost:New{name = "CP5CON"}
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:Start()
--Gate Stuff --
BlockPlanningGraphArcs("seawall1")
BlockPlanningGraphArcs("woodl")
BlockPlanningGraphArcs("woodc")
BlockPlanningGraphArcs("woodr")
DisableBarriers("disableme");
SetProperty("woodl", "MaxHealth", 15000)
SetProperty("woodl", "CurHealth", 15000)
SetProperty("woodr", "MaxHealth", 15000)
SetProperty("woodr", "CurHealth", 15000)
SetProperty("woodc", "MaxHealth", 15000)
SetProperty("woodc", "CurHealth", 15000)
SetProperty("gatepanel", "MaxHealth", 1000)
SetProperty("gatepanel", "CurHealth", 1000)
OnObjectKillName(PlayAnimDown, "gatepanel");
OnObjectRespawnName(PlayAnimUp, "gatepanel");
OnObjectKillName(woodl, "woodl");
OnObjectKillName(woodc, "woodc");
OnObjectKillName(woodr, "woodr");
OnObjectRespawnName(woodlr, "woodl");
OnObjectRespawnName(woodcr, "woodc");
OnObjectRespawnName(woodrr, "woodr");
end
function PlayAnimDown()
PauseAnimation("thegateup");
RewindAnimation("thegatedown");
PlayAnimation("thegatedown");
ShowMessageText("level.kas2.objectives.gateopen",1)
ScriptCB_SndPlaySound("KAS_obj_13")
SetProperty("gatepanel", "MaxHealth", 2200)
-- SetProperty("gatepanel", "CurHealth", 50000)
-- PlayAnimation("gatepanel");
--SetProperty("gatepanel", "MaxHealth", 1e+37)
--SetProperty("gatepanel", "CurHealth", 1e+37)
-- Allowing AI to run under gate
UnblockPlanningGraphArcs("seawall1");
DisableBarriers("seawalldoor1");
DisableBarriers("vehicleblocker");
end
function PlayAnimUp()
PauseAnimation("thegatedown");
RewindAnimation("thegateup");
PlayAnimation("thegateup");
-- Allowing AI to run under gate
BlockPlanningGraphArcs("seawall1");
EnableBarriers("seawalldoor1");
EnableBarriers("vehicleblocker");
SetProperty("gatepanel", "MaxHealth", 1000)
SetProperty("gatepanel", "CurHealth", 1000)
end
function woodl()
UnblockPlanningGraphArcs("woodl");
DisableBarriers("woodl");
SetProperty("woodl", "MaxHealth", 1800)
-- SetProperty("woodl", "CurHealth", 15)
end
function woodc()
UnblockPlanningGraphArcs("woodc");
DisableBarriers("woodc");
SetProperty("woodc", "MaxHealth", 1800)
-- SetProperty("woodc", "CurHealth", 15)
end
function woodr()
UnblockPlanningGraphArcs("woodr");
DisableBarriers("woodr");
SetProperty("woodr", "MaxHealth", 1800)
-- SetProperty("woodr", "CurHealth", 15)
end
function woodlr()
BlockPlanningGraphArcs("woodl")
EnableBarriers("woodl")
SetProperty("woodl", "MaxHealth", 15000)
SetProperty("woodl", "CurHealth", 15000)
end
function woodcr()
BlockPlanningGraphArcs("woodc")
EnableBarriers("woodc")
SetProperty("woodc", "MaxHealth", 15000)
SetProperty("woodc", "CurHealth", 15000)
end
function woodrr()
BlockPlanningGraphArcs("woodr")
EnableBarriers("woodr")
SetProperty("woodr", "MaxHealth", 15000)
SetProperty("woodr", "CurHealth", 15000)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3550000)
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(70)
ReadDataFile("sound\\kas.lvl;kas2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_fleet",
"all_inf_rocketeer_fleet",
"all_inf_sniper_fleet",
"all_inf_engineer",
"all_inf_officer",
"all_hover_combatspeeder",
"all_hero_chewbacca",
"all_inf_wookiee")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_dark_trooper",
"imp_hover_fightertank",
"imp_hover_speederbike",
"imp_inf_officer",
--"imp_walk_atst",
"imp_hero_bobafett")
ReadDataFile("SIDE\\wok.lvl",
"wok_inf_basic")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_beam",
"tur_bldg_recoilless_kas")
SetupTeams{
all={
team = ALL,
units = 29,
reinforcements = 150,
soldier = {"all_inf_rifleman_fleet",10, 25},
assault = {"all_inf_rocketeer_fleet",1, 4},
engineer = {"all_inf_engineer",1, 4},
sniper = {"all_inf_sniper_fleet",1, 4},
officer = {"all_inf_officer",1, 4},
special = {"all_inf_wookiee",1, 4},
},
imp={
team = IMP,
units = 29,
reinforcements = 150,
soldier = {"imp_inf_rifleman",10, 25},
assault = {"imp_inf_rocketeer",1, 4},
engineer = {"imp_inf_engineer",1, 4},
sniper = {"imp_inf_sniper",1, 4},
officer = {"imp_inf_officer",1, 4},
special = {"imp_inf_dark_trooper",1, 4},
}
}
-- Alliance Stats
SetHeroClass(ALL, "all_hero_chewbacca")
-- Imperial Stats
SetHeroClass(IMP, "imp_hero_bobafett")
SetTeamName(3, "locals")
SetTeamIcon(3, "all_icon")
AddUnitClass(3, "wok_inf_warrior",2)
AddUnitClass(3, "wok_inf_rocketeer",2)
AddUnitClass(3, "wok_inf_mechanic",1)
SetUnitCount(3, 5)
AddAIGoal(WookieTeam, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize("Aimer", 100)
SetMemoryPoolSize("EntityCloth", 37)
SetMemoryPoolSize("EntityLight", 44)
SetMemoryPoolSize("EntityHover", 11)
SetMemoryPoolSize("EntityFlyer", 7)
SetMemoryPoolSize("EntitySoundStream", 3)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Obstacle", 600)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 20)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", 300)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:KAS\\kas2.lvl", "kas2_con")
SetDenseEnvironment("false")
SetMaxFlyHeight(65)
SetMaxPlayerFlyHeight(65)
-- Birdies
SetNumBirdTypes(1)
SetBirdType(0,1.0,"bird")
-- Fishies
SetNumFishTypes(1)
SetFishType(0,0.8,"fish")
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "wok_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "wok_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kas")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_kas_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_kas_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_kas_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_kas_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_kas_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_kas_amb_end", 2,1)
SetVictoryMusic(ALL, "all_kas_amb_victory")
SetDefeatMusic (ALL, "all_kas_amb_defeat")
SetVictoryMusic(IMP, "imp_kas_amb_victory")
SetDefeatMusic (IMP, "imp_kas_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")
SetAttackingTeam(ATT)
--Kas2 Docks
--Wide beach shot
AddCameraShot(0.977642, -0.052163, -0.203414, -0.010853, 66.539520, 21.864969, 168.598495);
AddCameraShot(0.969455, -0.011915, 0.244960, 0.003011, 219.552948, 21.864969, 177.675674);
AddCameraShot(0.995040, -0.013447, 0.098558, 0.001332, 133.571289, 16.216759, 121.571236);
AddCameraShot(0.350433, -0.049725, -0.925991, -0.131394, 30.085188, 32.105236, -105.325264);
-- GOOD SHOTS --
-- Gate to Right
--Kinda Cool --
AddCameraShot(0.163369, -0.029669, -0.970249, -0.176203, 85.474831, 47.313362, -156.345627);
AddCameraShot(0.091112, -0.011521, -0.987907, -0.124920, 97.554062, 53.690968, -179.347076);
AddCameraShot(0.964953, -0.059962, 0.254988, 0.015845, 246.471008, 20.362143, 153.701050);
end
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Imp Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
WookieTeam= 3
---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
EnableAIAutoBalance()
EnableSPHeroRules()
--CP SETUP for CONQUEST
cp1 = CommandPost:New{name = "CP1CON"}
cp3 = CommandPost:New{name = "CP3CON"}
cp4 = CommandPost:New{name = "CP4CON"}
cp5 = CommandPost:New{name = "CP5CON"}
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:Start()
--Gate Stuff --
BlockPlanningGraphArcs("seawall1")
BlockPlanningGraphArcs("woodl")
BlockPlanningGraphArcs("woodc")
BlockPlanningGraphArcs("woodr")
DisableBarriers("disableme");
SetProperty("woodl", "MaxHealth", 15000)
SetProperty("woodl", "CurHealth", 15000)
SetProperty("woodr", "MaxHealth", 15000)
SetProperty("woodr", "CurHealth", 15000)
SetProperty("woodc", "MaxHealth", 15000)
SetProperty("woodc", "CurHealth", 15000)
SetProperty("gatepanel", "MaxHealth", 1000)
SetProperty("gatepanel", "CurHealth", 1000)
OnObjectKillName(PlayAnimDown, "gatepanel");
OnObjectRespawnName(PlayAnimUp, "gatepanel");
OnObjectKillName(woodl, "woodl");
OnObjectKillName(woodc, "woodc");
OnObjectKillName(woodr, "woodr");
OnObjectRespawnName(woodlr, "woodl");
OnObjectRespawnName(woodcr, "woodc");
OnObjectRespawnName(woodrr, "woodr");
end
function PlayAnimDown()
PauseAnimation("thegateup");
RewindAnimation("thegatedown");
PlayAnimation("thegatedown");
ShowMessageText("level.kas2.objectives.gateopen",1)
ScriptCB_SndPlaySound("KAS_obj_13")
SetProperty("gatepanel", "MaxHealth", 2200)
-- SetProperty("gatepanel", "CurHealth", 50000)
-- PlayAnimation("gatepanel");
--SetProperty("gatepanel", "MaxHealth", 1e+37)
--SetProperty("gatepanel", "CurHealth", 1e+37)
-- Allowing AI to run under gate
UnblockPlanningGraphArcs("seawall1");
DisableBarriers("seawalldoor1");
DisableBarriers("vehicleblocker");
end
function PlayAnimUp()
PauseAnimation("thegatedown");
RewindAnimation("thegateup");
PlayAnimation("thegateup");
-- Allowing AI to run under gate
BlockPlanningGraphArcs("seawall1");
EnableBarriers("seawalldoor1");
EnableBarriers("vehicleblocker");
SetProperty("gatepanel", "MaxHealth", 1000)
SetProperty("gatepanel", "CurHealth", 1000)
end
function woodl()
UnblockPlanningGraphArcs("woodl");
DisableBarriers("woodl");
SetProperty("woodl", "MaxHealth", 1800)
-- SetProperty("woodl", "CurHealth", 15)
end
function woodc()
UnblockPlanningGraphArcs("woodc");
DisableBarriers("woodc");
SetProperty("woodc", "MaxHealth", 1800)
-- SetProperty("woodc", "CurHealth", 15)
end
function woodr()
UnblockPlanningGraphArcs("woodr");
DisableBarriers("woodr");
SetProperty("woodr", "MaxHealth", 1800)
-- SetProperty("woodr", "CurHealth", 15)
end
function woodlr()
BlockPlanningGraphArcs("woodl")
EnableBarriers("woodl")
SetProperty("woodl", "MaxHealth", 15000)
SetProperty("woodl", "CurHealth", 15000)
end
function woodcr()
BlockPlanningGraphArcs("woodc")
EnableBarriers("woodc")
SetProperty("woodc", "MaxHealth", 15000)
SetProperty("woodc", "CurHealth", 15000)
end
function woodrr()
BlockPlanningGraphArcs("woodr")
EnableBarriers("woodr")
SetProperty("woodr", "MaxHealth", 15000)
SetProperty("woodr", "CurHealth", 15000)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3550000)
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(70)
ReadDataFile("sound\\kas.lvl;kas2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_fleet",
"all_inf_rocketeer_fleet",
"all_inf_sniper_fleet",
"all_inf_engineer",
"all_inf_officer",
"all_hover_combatspeeder",
"all_hero_chewbacca",
"all_inf_wookiee")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_dark_trooper",
"imp_hover_fightertank",
"imp_hover_speederbike",
"imp_inf_officer",
--"imp_walk_atst",
"imp_hero_bobafett")
ReadDataFile("SIDE\\wok.lvl",
"wok_inf_basic")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_beam",
"tur_bldg_recoilless_kas")
SetupTeams{
all={
team = ALL,
units = 29,
reinforcements = 150,
soldier = {"all_inf_rifleman_fleet",10, 25},
assault = {"all_inf_rocketeer_fleet",1, 4},
engineer = {"all_inf_engineer",1, 4},
sniper = {"all_inf_sniper_fleet",1, 4},
officer = {"all_inf_officer",1, 4},
special = {"all_inf_wookiee",1, 4},
},
imp={
team = IMP,
units = 29,
reinforcements = 150,
soldier = {"imp_inf_rifleman",10, 25},
assault = {"imp_inf_rocketeer",1, 4},
engineer = {"imp_inf_engineer",1, 4},
sniper = {"imp_inf_sniper",1, 4},
officer = {"imp_inf_officer",1, 4},
special = {"imp_inf_dark_trooper",1, 4},
}
}
-- Alliance Stats
SetHeroClass(ALL, "all_hero_chewbacca")
-- Imperial Stats
SetHeroClass(IMP, "imp_hero_bobafett")
SetTeamName(3, "locals")
SetTeamIcon(3, "all_icon")
AddUnitClass(3, "wok_inf_warrior",2)
AddUnitClass(3, "wok_inf_rocketeer",2)
AddUnitClass(3, "wok_inf_mechanic",1)
SetUnitCount(3, 5)
AddAIGoal(WookieTeam, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize("Aimer", 100)
SetMemoryPoolSize("EntityCloth", 37)
SetMemoryPoolSize("EntityLight", 44)
SetMemoryPoolSize("EntityHover", 11)
SetMemoryPoolSize("EntityFlyer", 7)
SetMemoryPoolSize("EntitySoundStream", 3)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Obstacle", 600)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 20)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", 300)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:KAS\\kas2.lvl", "kas2_con")
SetDenseEnvironment("false")
SetMaxFlyHeight(65)
SetMaxPlayerFlyHeight(65)
-- Birdies
SetNumBirdTypes(1)
SetBirdType(0,1.0,"bird")
-- Fishies
SetNumFishTypes(1)
SetFishType(0,0.8,"fish")
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "wok_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "wok_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kas")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_kas_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_kas_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_kas_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_kas_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_kas_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_kas_amb_end", 2,1)
SetVictoryMusic(ALL, "all_kas_amb_victory")
SetDefeatMusic (ALL, "all_kas_amb_defeat")
SetVictoryMusic(IMP, "imp_kas_amb_victory")
SetDefeatMusic (IMP, "imp_kas_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")
SetAttackingTeam(ATT)
--Kas2 Docks
--Wide beach shot
AddCameraShot(0.977642, -0.052163, -0.203414, -0.010853, 66.539520, 21.864969, 168.598495);
AddCameraShot(0.969455, -0.011915, 0.244960, 0.003011, 219.552948, 21.864969, 177.675674);
AddCameraShot(0.995040, -0.013447, 0.098558, 0.001332, 133.571289, 16.216759, 121.571236);
AddCameraShot(0.350433, -0.049725, -0.925991, -0.131394, 30.085188, 32.105236, -105.325264);
-- GOOD SHOTS --
-- Gate to Right
--Kinda Cool --
AddCameraShot(0.163369, -0.029669, -0.970249, -0.176203, 85.474831, 47.313362, -156.345627);
AddCameraShot(0.091112, -0.011521, -0.987907, -0.124920, 97.554062, 53.690968, -179.347076);
AddCameraShot(0.964953, -0.059962, 0.254988, 0.015845, 246.471008, 20.362143, 153.701050);
end
