Custom sound not working in map
Posted: Fri Dec 29, 2017 12:45 am
by darthtrax98
So I'm new to the community but not super new to modding SWBF2, however I am trying to mod sound on a map I'm working on and even after all the tutorials on here that I've read it's still not working and I cant figure out why.
Here are my snd, req, stm, and mus files along with my lua for my map.
ctmcw.req
ctmcw_music.stm
ctmcw_music_s.mus
ctmcw_music_config.snd
ctm.req
and then my lua
if anyone could help it would be much appreciated!! Thanks in advance.
Here are my snd, req, stm, and mus files along with my lua for my map.
ctmcw.req
Hidden/Spoiler:
[code]
ucft
{
REQN
{
"config"
"ctmcw_music"
"ctmcw_music_config"
}
}
[/code]
ucft
{
REQN
{
"config"
"ctmcw_music"
"ctmcw_music_config"
}
}
[/code]
Hidden/Spoiler:
[code]
Streams\Music1.wav rep_ctm_amb_start
Streams\Music2.wav rep_ctm_amb_start02
Streams\Music3.wav rep_ctm_amb_start03
Streams\Music4.wav cis_ctm_amb_start
Streams\Music5.wav cis_ctm_amb_start02
Streams\Music6.wav cis_ctm_amb_start03
Streams\victory1.wav rep_ctm_amb_victory
Streams\DEFEAT1.wav rep_ctm_amb_defeat
Streams\victory2.wav rep_ctm_amb_victory02
Streams\DEFEAT2.wav rep_ctm_amb_defeat02
[/code]
Streams\Music1.wav rep_ctm_amb_start
Streams\Music2.wav rep_ctm_amb_start02
Streams\Music3.wav rep_ctm_amb_start03
Streams\Music4.wav cis_ctm_amb_start
Streams\Music5.wav cis_ctm_amb_start02
Streams\Music6.wav cis_ctm_amb_start03
Streams\victory1.wav rep_ctm_amb_victory
Streams\DEFEAT1.wav rep_ctm_amb_defeat
Streams\victory2.wav rep_ctm_amb_victory02
Streams\DEFEAT2.wav rep_ctm_amb_defeat02
[/code]
Hidden/Spoiler:
[code]
Music()
{
Name("rep_ctm_amb_start");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(480.0);
MinInactiveTime(0.0);
SoundStream("rep_ctm_amb_start");
}
Music()
{
Name("rep_ctm_amb_victory");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(12.0);
MinInactiveTime(5.0);
SoundStream("rep_ctm_amb_victory");
}
Music()
{
Name("rep_ctm_amb_defeat");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(12.0);
MinInactiveTime(5.0);
SoundStream("rep_ctm_amb_defeat");
}
[/code]
Music()
{
Name("rep_ctm_amb_start");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(480.0);
MinInactiveTime(0.0);
SoundStream("rep_ctm_amb_start");
}
Music()
{
Name("rep_ctm_amb_victory");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(12.0);
MinInactiveTime(5.0);
SoundStream("rep_ctm_amb_victory");
}
Music()
{
Name("rep_ctm_amb_defeat");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(12.0);
MinInactiveTime(5.0);
SoundStream("rep_ctm_amb_defeat");
}
[/code]
Hidden/Spoiler:
[code]
SoundStream()
{
Name("rep_ctm_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("ctmcw_music"); //.stm file
SegmentList()
{
Segment("rep_ctm_amb_start", 1.0);
Segment("rep_ctm_amb_start02", 1.0);
Segment("rep_ctm_amb_start03", 1.0);
}
}
SoundStream()
{
Name("cis_ctm_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("ctmcw_music"); //.stm file
SegmentList()
{
Segment("cis_ctm_amb_start", 1.0);
Segment("rep_ctm_amb_start02", 1.0);
Segment("rep_ctm_amb_start03", 1.0);
}
}
SoundStream()
{
Name("rep_ctm_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("ctmcw_music");
SegmentList()
{
Segment("rep_ctm_amb_victory", 1.0);
Segment("rep_ctm_amb_victory02", 1.0);
}
}
SoundStream()
{
Name("rep_ctm_amb_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("ctmcw_music");
SegmentList()
{
Segment("rep_ctm_amb_defeat", 1.0);
Segment("rep_ctm_amb_defeat02", 1.0);
}
}
[/code]
SoundStream()
{
Name("rep_ctm_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("ctmcw_music"); //.stm file
SegmentList()
{
Segment("rep_ctm_amb_start", 1.0);
Segment("rep_ctm_amb_start02", 1.0);
Segment("rep_ctm_amb_start03", 1.0);
}
}
SoundStream()
{
Name("cis_ctm_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("ctmcw_music"); //.stm file
SegmentList()
{
Segment("cis_ctm_amb_start", 1.0);
Segment("rep_ctm_amb_start02", 1.0);
Segment("rep_ctm_amb_start03", 1.0);
}
}
SoundStream()
{
Name("rep_ctm_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("ctmcw_music");
SegmentList()
{
Segment("rep_ctm_amb_victory", 1.0);
Segment("rep_ctm_amb_victory02", 1.0);
}
}
SoundStream()
{
Name("rep_ctm_amb_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("ctmcw_music");
SegmentList()
{
Segment("rep_ctm_amb_defeat", 1.0);
Segment("rep_ctm_amb_defeat02", 1.0);
}
}
[/code]
Hidden/Spoiler:
[code]
ucft
{
REQN
{
"str"
"align=2048"
"ctmcw_music"
}
REQN
{
"lvl"
"ctmcw"
}
}
[/code]
ucft
{
REQN
{
"str"
"align=2048"
"ctmcw_music"
}
REQN
{
"lvl"
"ctmcw"
}
}
[/code]
Hidden/Spoiler:
[code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
EnableSPHeroRules()
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("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
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\\ctm.lvl;ctmcw")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("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_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\rs3.lvl",
"rep_bf3_trooper",
"rep_bf3_pilot",
"rep_bf3_sharpshooter",
"rep_bf3_heavytrooper",
"rep_bf3_commander",
"rep_bf3_jettrooper",
"rep_bf3_skytrooper")
ReadDataFile("dc:SIDE\\fer.lvl",
"rep_hero_ferroda")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_bf3_trooper",9, 25},
assault = { "rep_bf3_heavytrooper",1, 4},
engineer = { "rep_bf3_pilot",1, 4},
sniper = { "rep_bf3_sharpshooter",1, 4},
officer = {"rep_bf3_commander",1, 4},
special = { "rep_bf3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_ferroda")
-- 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", 32)
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:CTM\\CO3.lvl", "CO3_conquest")
ReadDataFile("dc:CTM\\CO3.lvl", "CO3_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\\ctm.lvl", "ctmcw_music")
OpenAudioStream("sound\\global.lvl", "cw_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_ctm_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_ctm_amb_start02", 1,1)
SetAmbientMusic(REP, 0.2, "rep_ctm_amb_start03", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_ctm_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_ctm_amb_start02", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_ctm_amb_start03", 2,1)
SetVictoryMusic(REP, "rep_ctm_amb_victory")
SetDefeatMusic (REP, "rep_ctm_amb_defeat")
SetVictoryMusic(CIS, "rep_ctm_amb_victory02")
SetDefeatMusic (CIS, "rep_ctm_amb_defeat02")
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(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
[/code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
EnableSPHeroRules()
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("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
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\\ctm.lvl;ctmcw")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("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_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\rs3.lvl",
"rep_bf3_trooper",
"rep_bf3_pilot",
"rep_bf3_sharpshooter",
"rep_bf3_heavytrooper",
"rep_bf3_commander",
"rep_bf3_jettrooper",
"rep_bf3_skytrooper")
ReadDataFile("dc:SIDE\\fer.lvl",
"rep_hero_ferroda")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_bf3_trooper",9, 25},
assault = { "rep_bf3_heavytrooper",1, 4},
engineer = { "rep_bf3_pilot",1, 4},
sniper = { "rep_bf3_sharpshooter",1, 4},
officer = {"rep_bf3_commander",1, 4},
special = { "rep_bf3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_ferroda")
-- 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", 32)
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:CTM\\CO3.lvl", "CO3_conquest")
ReadDataFile("dc:CTM\\CO3.lvl", "CO3_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\\ctm.lvl", "ctmcw_music")
OpenAudioStream("sound\\global.lvl", "cw_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_ctm_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_ctm_amb_start02", 1,1)
SetAmbientMusic(REP, 0.2, "rep_ctm_amb_start03", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_ctm_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_ctm_amb_start02", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_ctm_amb_start03", 2,1)
SetVictoryMusic(REP, "rep_ctm_amb_victory")
SetDefeatMusic (REP, "rep_ctm_amb_defeat")
SetVictoryMusic(CIS, "rep_ctm_amb_victory02")
SetDefeatMusic (CIS, "rep_ctm_amb_defeat02")
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(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
[/code]