ACW.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"ACWtor_music"
}
REQN
{
"lvl"
"ACWtor"
}
}[/code]
{
REQN
{
"str"
"align=2048"
"ACWtor_music"
}
REQN
{
"lvl"
"ACWtor"
}
}[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
}
REQN
{
"config"
"ACWtor_music_config"
"ACWtor_music"
}
}[/code]
{
REQN
{
"bnk"
"align=2048"
}
REQN
{
"config"
"ACWtor_music_config"
"ACWtor_music"
}
}[/code]
Hidden/Spoiler:
[code]// ----- alderaan Music -----
Music()
{
Name("ald_start01");
Priority(0.0);
FadeInTime(0.5);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(2.0);
SoundStream("ald_start01");
}
Music()
{
Name("ald_start02");
Priority(0.0);
FadeInTime(0.5);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(2.0);
SoundStream("ald_start02");
}
Music()
{
Name("ald_middle01");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("ald_middle01");
}
Music()
{
Name("ald_middle02");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("ald_middle02");
}
Music()
{
Name("ald_middle03");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("ald_middle03");
}
Music()
{
Name("pub_end");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("pub_end");
}
Music()
{
Name("imp_end");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("imp_end");
}
Music()
{
Name("depressing");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("depressing");
}
Music()
{
Name("victory");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("victory");
}
Music()
{
Name("defeat");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("defeat");
}
[/code]
Music()
{
Name("ald_start01");
Priority(0.0);
FadeInTime(0.5);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(2.0);
SoundStream("ald_start01");
}
Music()
{
Name("ald_start02");
Priority(0.0);
FadeInTime(0.5);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(2.0);
SoundStream("ald_start02");
}
Music()
{
Name("ald_middle01");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("ald_middle01");
}
Music()
{
Name("ald_middle02");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("ald_middle02");
}
Music()
{
Name("ald_middle03");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("ald_middle03");
}
Music()
{
Name("pub_end");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("pub_end");
}
Music()
{
Name("imp_end");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("imp_end");
}
Music()
{
Name("depressing");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("depressing");
}
Music()
{
Name("victory");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("victory");
}
Music()
{
Name("defeat");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("defeat");
}
[/code]
Hidden/Spoiler:
[code]// ----- Ambient Bleed Music ----------
Streams\ald_start01.wav ald_start01
Streams\ald_start02.wav ald_start02
Streams\ald_middle01.wav ald_middle01
Streams\ald_middle02.wav ald_middle02
Streams\ald_middle03.wav ald_middle03
Streams\pub_end.wav pub_end
Streams\imp_end.wav imp_end
Streams\depressing.wav depressing
Streams\victory.wav victory
Streams\defeat.wav defeat[/code]
Streams\ald_start01.wav ald_start01
Streams\ald_start02.wav ald_start02
Streams\ald_middle01.wav ald_middle01
Streams\ald_middle02.wav ald_middle02
Streams\ald_middle03.wav ald_middle03
Streams\pub_end.wav pub_end
Streams\imp_end.wav imp_end
Streams\depressing.wav depressing
Streams\victory.wav victory
Streams\defeat.wav defeat[/code]
Hidden/Spoiler:
[code]// ----- Republic Music -----
SoundStream()
{
Name("ald_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("ACWtor_music"); //.stm file
SegmentList()
{
Segment("ald_start01", 0.5);
Segment("ald_start02", 0.5);
}
}
SoundStream()
{
Name("ald_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("ACWtor_music");
SegmentList()
{
Segment("ald_middle01", 0.35);
Segment("ald_middle02", 0.35);
Segment("ald_middle03", 0.30);
}
}
SoundStream()
{
Name("imp_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("ACWtor_music");
SegmentList()
{
Segment("depressing", 0.5);
Segment("imp_end", 0.5);
}
}
SoundStream()
{
Name("pub_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("ACWtor_music");
SegmentList()
{
Segment("depressing", 0.5);
Segment("pub_end", 0.5);
}
}
SoundStream()
{
Name("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("ACWtor_music");
SegmentList()
{
Segment("victory", 1.0);
}
}
SoundStream()
{
Name("defeat");
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("ACWtor_music");
SegmentList()
{
Segment("defeat", 1.0);
}
}
[/code]
SoundStream()
{
Name("ald_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("ACWtor_music"); //.stm file
SegmentList()
{
Segment("ald_start01", 0.5);
Segment("ald_start02", 0.5);
}
}
SoundStream()
{
Name("ald_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("ACWtor_music");
SegmentList()
{
Segment("ald_middle01", 0.35);
Segment("ald_middle02", 0.35);
Segment("ald_middle03", 0.30);
}
}
SoundStream()
{
Name("imp_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("ACWtor_music");
SegmentList()
{
Segment("depressing", 0.5);
Segment("imp_end", 0.5);
}
}
SoundStream()
{
Name("pub_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("ACWtor_music");
SegmentList()
{
Segment("depressing", 0.5);
Segment("pub_end", 0.5);
}
}
SoundStream()
{
Name("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("ACWtor_music");
SegmentList()
{
Segment("victory", 1.0);
}
}
SoundStream()
{
Name("defeat");
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("ACWtor_music");
SegmentList()
{
Segment("defeat", 1.0);
}
}
[/code]
Hidden/Spoiler:
[code]
function ScriptInit()
ReadDataFile("dc:Load\\ACW_TOR.lvl")
ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(60)
SetMaxPlayerFlyHeight(60)
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\\ACW.lvl;ACWtor")
ReadDataFile("sound\\fel.lvl;fel1cw")
ReadDataFile("dc:SOUND\\tor.lvl;tor_1")
ReadDataFile("dc:SOUND\\rcw.lvl;dc17")
ReadDataFile("dc:SIDE\\clonewar.lvl",
"tur_bldg_laser",
"imp_hero_sithwarrior",
"imp_inf_sithwarrior",
"imp_inf_sithdroid",
"pub_inf_rocketeer",
"pub_inf_rifleman",
"pub_inf_officer",
"pub_inf_engineer",
"pub_inf_sniper",
"pub_inf_commando",
"imp_inf_side",
"imp_inf_officer")
-- "rep_walk_atte")
SetupTeams{
rep = {
team = REP,
units = 68,
reinforcements = 650,
soldier = { "pub_inf_rocketeer",2,8},
assault = { "pub_inf_engineer",2,8},
engineer = { "pub_inf_sniper",10,15},
sniper = { "pub_inf_officer",2,6},
officer = { "pub_inf_commando",2,5},
special = { "pub_inf_vanguard",1,4},
AddUnitClass (2, "pub_inf_rifleman", 25, 57)
},
imp = {
team = IMP,
units = 68,
reinforcements = 650,
soldier = { "imp_inf_rocketeer",2,8},
assault = { "imp_inf_engineer",2,8},
engineer = { "imp_inf_sniper",10,15},
sniper = { "imp_inf_officer",2,6},
officer = { "imp_inf_blackops",2,5},
special = { "imp_inf_hunter",1,4},
AddUnitClass (1, "imp_inf_rifleman",25, 57)
},
--SetHeroClass(IMP, "imp_hero_sithwarrior")
--SetHeroClass(REP, "rep_hero_macewindu")
}
-- Local Stats
SetTeamName(3, "wardroids")
AddUnitClass(3, "imp_inf_sithdroid", 3)
SetUnitCount(3, 3)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(3, ATT)
SetTeamAsFriend(ATT,3)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamName(4, "sith")
AddUnitClass(4, "imp_inf_sithwarrior", 2)
SetUnitCount(4, 2)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsFriend(4, ATT)
SetTeamAsFriend(4, 3)
SetTeamAsFriend(3, 4)
SetTeamAsFriend(ATT,4)
SetTeamAsEnemy(DEF,4)
SetTeamAsEnemy(4,DEF)
SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(REP, 0.95)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 3 Sith War droids (special case: 0 leg pairs)
AddWalkerType(0, 0) -- 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", 300)
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", 32)
SetMemoryPoolSize("Navigator", 148)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 148)
SetMemoryPoolSize("UnitController", 148)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 400)
SetMemoryPoolSize("Music", 51)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:ACW\\ACW.lvl", "ACW_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_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", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("dc:SOUND\\ACW.lvl", "ACWtor_music")
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\fel.lvl", "fel1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, IMP, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, REP, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
--SetLowReinforcementsVoiceOver(REP, REP, "all_off_defeat_im", .1, 1)
--SetLowReinforcementsVoiceOver(REP, IMP, "all_off_victory_im", .1, 1)
--SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
--SetLowReinforcementsVoiceOver(IMP, REP, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "repleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(REP, 1.0, "ald_start", 0,1)
SetAmbientMusic(REP, 0.8, "ald_middle", 1,1)
SetAmbientMusic(REP, 0.2, "pub_end", 2,1)
SetAmbientMusic(IMP, 1.0, "ald_start", 1,1)
SetAmbientMusic(IMP, 0.8, "ald_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_end", 0,1)
SetVictoryMusic(REP, "victory")
SetDefeatMusic (REP, "defeat")
SetVictoryMusic(IMP, "victory")
SetDefeatMusic (IMP, "defeat")[/code]
function ScriptInit()
ReadDataFile("dc:Load\\ACW_TOR.lvl")
ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(60)
SetMaxPlayerFlyHeight(60)
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\\ACW.lvl;ACWtor")
ReadDataFile("sound\\fel.lvl;fel1cw")
ReadDataFile("dc:SOUND\\tor.lvl;tor_1")
ReadDataFile("dc:SOUND\\rcw.lvl;dc17")
ReadDataFile("dc:SIDE\\clonewar.lvl",
"tur_bldg_laser",
"imp_hero_sithwarrior",
"imp_inf_sithwarrior",
"imp_inf_sithdroid",
"pub_inf_rocketeer",
"pub_inf_rifleman",
"pub_inf_officer",
"pub_inf_engineer",
"pub_inf_sniper",
"pub_inf_commando",
"imp_inf_side",
"imp_inf_officer")
-- "rep_walk_atte")
SetupTeams{
rep = {
team = REP,
units = 68,
reinforcements = 650,
soldier = { "pub_inf_rocketeer",2,8},
assault = { "pub_inf_engineer",2,8},
engineer = { "pub_inf_sniper",10,15},
sniper = { "pub_inf_officer",2,6},
officer = { "pub_inf_commando",2,5},
special = { "pub_inf_vanguard",1,4},
AddUnitClass (2, "pub_inf_rifleman", 25, 57)
},
imp = {
team = IMP,
units = 68,
reinforcements = 650,
soldier = { "imp_inf_rocketeer",2,8},
assault = { "imp_inf_engineer",2,8},
engineer = { "imp_inf_sniper",10,15},
sniper = { "imp_inf_officer",2,6},
officer = { "imp_inf_blackops",2,5},
special = { "imp_inf_hunter",1,4},
AddUnitClass (1, "imp_inf_rifleman",25, 57)
},
--SetHeroClass(IMP, "imp_hero_sithwarrior")
--SetHeroClass(REP, "rep_hero_macewindu")
}
-- Local Stats
SetTeamName(3, "wardroids")
AddUnitClass(3, "imp_inf_sithdroid", 3)
SetUnitCount(3, 3)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(3, ATT)
SetTeamAsFriend(ATT,3)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamName(4, "sith")
AddUnitClass(4, "imp_inf_sithwarrior", 2)
SetUnitCount(4, 2)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsFriend(4, ATT)
SetTeamAsFriend(4, 3)
SetTeamAsFriend(3, 4)
SetTeamAsFriend(ATT,4)
SetTeamAsEnemy(DEF,4)
SetTeamAsEnemy(4,DEF)
SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(REP, 0.95)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 3 Sith War droids (special case: 0 leg pairs)
AddWalkerType(0, 0) -- 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", 300)
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", 32)
SetMemoryPoolSize("Navigator", 148)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 148)
SetMemoryPoolSize("UnitController", 148)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 400)
SetMemoryPoolSize("Music", 51)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:ACW\\ACW.lvl", "ACW_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_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", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("dc:SOUND\\ACW.lvl", "ACWtor_music")
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\fel.lvl", "fel1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, IMP, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, REP, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
--SetLowReinforcementsVoiceOver(REP, REP, "all_off_defeat_im", .1, 1)
--SetLowReinforcementsVoiceOver(REP, IMP, "all_off_victory_im", .1, 1)
--SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
--SetLowReinforcementsVoiceOver(IMP, REP, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "repleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(REP, 1.0, "ald_start", 0,1)
SetAmbientMusic(REP, 0.8, "ald_middle", 1,1)
SetAmbientMusic(REP, 0.2, "pub_end", 2,1)
SetAmbientMusic(IMP, 1.0, "ald_start", 1,1)
SetAmbientMusic(IMP, 0.8, "ald_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_end", 0,1)
SetVictoryMusic(REP, "victory")
SetDefeatMusic (REP, "defeat")
SetVictoryMusic(IMP, "victory")
SetDefeatMusic (IMP, "defeat")[/code]


