Everything related to Dark times is crashing! [Solved]
Posted: Thu Jun 18, 2009 1:44 am
by woner11
Okay, so yes this is a lua issue for adding the dark times era. I just wanted to get the basic layout for my lua before doing any editing. I followed Mavs instructions exactly, or so I thought, and double checked, but I still keep getting this error:
Here is my lua, please let me know what I've done wrong. Thanks in advance!
Hidden/Spoiler:
F:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\CMO\CMO1_con.lua:19: <eof> expected near `end'
ERROR[scriptmunge scripts\CMO\CMO1_con.lua]:Could not read input file.ERROR[scriptmunge scripts\CMO\CMO1_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[scriptmunge scripts\CMO\CMO1_con.lua]:Could not read input file.ERROR[scriptmunge scripts\CMO\CMO1_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("TFURandom")
ScriptCB_DoFile("AIHeroSupport")
-- Empire Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\core.lvl")
end
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()
if not ScriptCB_InMultiplayer() then
herosupport = AIHeroSupport:New{AIATTHeroHealth = 4100, AIDEFHeroHealth = 4000, gameMode = "NonConquest",}
herosupport:SetHeroClass(ALL, herostrAll)
herosupport:SetHeroClass(IMP, herostrEmp)
herosupport:AddSpawnCP("CP1","CP1SpawnPath")
herosupport:AddSpawnCP("CP2","CP2SpawnPath")
herosupport:AddSpawnCP("CP3","CP3SpawnPath")
herosupport:AddSpawnCP("CP4","CP4SpawnPath")
herosupport:AddSpawnCP("CP5","CP5SpawnPath")
herosupport:AddSpawnCP("CP6","CP6SpawnPath")
herosupport:Start()
else
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()
if not ScriptCB_InMultiplayer() then
DecideUnits(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)
elseif ScriptCB_InMultiplayer() then
herostrAll = "all_hero_marek"
supportstrAll = "all_inf_elite"
herostrEmp = "imp_hero_shadowguard"
supportstrEmp = "imp_inf_shadowtrooper"
end
SetMemoryPoolSize ("ClothData",40)
SetMemoryPoolSize ("Combo",170) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",1850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",14000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",1140) -- should be ~1x #combo -- should be ~1x #combo
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\ingame.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
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("..\\..\\addon\\BDT\\data\\_LVL_PC\\sound\\tes.lvl;tescw")
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\dark.lvl",
"all_inf_moncaleng",
"all_inf_durosmerc",
"all_inf_soldier",
"all_inf_marksman",
"all_inf_heavy",
"all_inf_bothan",
"imp_inf_soldier",
"imp_inf_marksman",
"imp_inf_heavy",
"imp_inf_gunner",
"imp_inf_commando",
"imp_inf_jumptrooper",
"imp_bldg_mortar",
"imp_inf_heavymelee",
"all_inf_felucian",
"all_inf_elite",
"all_inf_clone",
"all_inf_guard",
"imp_inf_commander",
"imp_inf_royalguard",
"imp_inf_shadowtrooper",
"all_inf_wookieedef",
"all_hero_bail",
"imp_inf_evotrooper",
"imp_inf_dpilot",
"all_inf_dpilot",
"all_inf_keldor",
"fel_hero_rancor",
"all_hero_kota",
"all_hero_oldben",
"all_hero_marek",
"all_hero_shaakti",
"imp_hero_shadowguard",
"all_hero_yoda",
"imp_hero_sidious",
"imp_hero_vader",
"imp_hero_maris",
"imp_hero_marek",
"all_hero_kento",
"imp_hero_dooku",
"all_hero_macewindu",
"imp_hero_maul",
"all_hero_lukerotj",
"all_hero_bail",
"all_inf_soldier",
"all_inf_heavy",
"all_inf_marksman",
"all_inf_moncaleng",
"all_inf_durosmerc",
"all_inf_bothan",
"imp_inf_soldier",
"imp_inf_marksman",
"imp_inf_heavy",
"imp_inf_gunner",
"imp_inf_heavymelee",
"imp_inf_commando",
"imp_inf_jumptrooper",
supportstrAll,
supportstrEmp)
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\lead.lvl",
herostrAll,
herostrEmp)
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_soldier",9, 25},
assault = { "all_inf_heavy",1,4},
engineer = { "all_inf_moncaleng",1,4},
sniper = { "all_inf_marksman",1,4},
officer = { "all_inf_durosmerc",1,4},
special = { "all_inf_bothan",1,4},
},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_soldier",9, 25},
assault = { "imp_inf_heavy",1,4},
engineer = { "imp_inf_gunner",1,4},
sniper = { "imp_inf_marksman",1,4},
officer = { "imp_inf_heavymelee",1,4},
special = { "imp_inf_jumptrooper",1,4},
},
}
AddUnitClass(IMP, supportstrEmp, 1, 4)
AddUnitClass(ALL, supportstrAll, 1, 4)
if ScriptCB_InMultiplayer() then
SetHeroClass(ALL, herostrAll)
SetHeroClass(IMP, herostrEmp)
else
end
-- Level Stats
ClearWalkers()
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", 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:CMO\\CMO.lvl", "CMO_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_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", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
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(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("TFURandom")
ScriptCB_DoFile("AIHeroSupport")
-- Empire Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\core.lvl")
end
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()
if not ScriptCB_InMultiplayer() then
herosupport = AIHeroSupport:New{AIATTHeroHealth = 4100, AIDEFHeroHealth = 4000, gameMode = "NonConquest",}
herosupport:SetHeroClass(ALL, herostrAll)
herosupport:SetHeroClass(IMP, herostrEmp)
herosupport:AddSpawnCP("CP1","CP1SpawnPath")
herosupport:AddSpawnCP("CP2","CP2SpawnPath")
herosupport:AddSpawnCP("CP3","CP3SpawnPath")
herosupport:AddSpawnCP("CP4","CP4SpawnPath")
herosupport:AddSpawnCP("CP5","CP5SpawnPath")
herosupport:AddSpawnCP("CP6","CP6SpawnPath")
herosupport:Start()
else
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()
if not ScriptCB_InMultiplayer() then
DecideUnits(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)
elseif ScriptCB_InMultiplayer() then
herostrAll = "all_hero_marek"
supportstrAll = "all_inf_elite"
herostrEmp = "imp_hero_shadowguard"
supportstrEmp = "imp_inf_shadowtrooper"
end
SetMemoryPoolSize ("ClothData",40)
SetMemoryPoolSize ("Combo",170) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",1850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",14000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",1140) -- should be ~1x #combo -- should be ~1x #combo
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\ingame.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
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("..\\..\\addon\\BDT\\data\\_LVL_PC\\sound\\tes.lvl;tescw")
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\dark.lvl",
"all_inf_moncaleng",
"all_inf_durosmerc",
"all_inf_soldier",
"all_inf_marksman",
"all_inf_heavy",
"all_inf_bothan",
"imp_inf_soldier",
"imp_inf_marksman",
"imp_inf_heavy",
"imp_inf_gunner",
"imp_inf_commando",
"imp_inf_jumptrooper",
"imp_bldg_mortar",
"imp_inf_heavymelee",
"all_inf_felucian",
"all_inf_elite",
"all_inf_clone",
"all_inf_guard",
"imp_inf_commander",
"imp_inf_royalguard",
"imp_inf_shadowtrooper",
"all_inf_wookieedef",
"all_hero_bail",
"imp_inf_evotrooper",
"imp_inf_dpilot",
"all_inf_dpilot",
"all_inf_keldor",
"fel_hero_rancor",
"all_hero_kota",
"all_hero_oldben",
"all_hero_marek",
"all_hero_shaakti",
"imp_hero_shadowguard",
"all_hero_yoda",
"imp_hero_sidious",
"imp_hero_vader",
"imp_hero_maris",
"imp_hero_marek",
"all_hero_kento",
"imp_hero_dooku",
"all_hero_macewindu",
"imp_hero_maul",
"all_hero_lukerotj",
"all_hero_bail",
"all_inf_soldier",
"all_inf_heavy",
"all_inf_marksman",
"all_inf_moncaleng",
"all_inf_durosmerc",
"all_inf_bothan",
"imp_inf_soldier",
"imp_inf_marksman",
"imp_inf_heavy",
"imp_inf_gunner",
"imp_inf_heavymelee",
"imp_inf_commando",
"imp_inf_jumptrooper",
supportstrAll,
supportstrEmp)
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\lead.lvl",
herostrAll,
herostrEmp)
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_soldier",9, 25},
assault = { "all_inf_heavy",1,4},
engineer = { "all_inf_moncaleng",1,4},
sniper = { "all_inf_marksman",1,4},
officer = { "all_inf_durosmerc",1,4},
special = { "all_inf_bothan",1,4},
},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_soldier",9, 25},
assault = { "imp_inf_heavy",1,4},
engineer = { "imp_inf_gunner",1,4},
sniper = { "imp_inf_marksman",1,4},
officer = { "imp_inf_heavymelee",1,4},
special = { "imp_inf_jumptrooper",1,4},
},
}
AddUnitClass(IMP, supportstrEmp, 1, 4)
AddUnitClass(ALL, supportstrAll, 1, 4)
if ScriptCB_InMultiplayer() then
SetHeroClass(ALL, herostrAll)
SetHeroClass(IMP, herostrEmp)
else
end
-- Level Stats
ClearWalkers()
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", 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:CMO\\CMO.lvl", "CMO_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_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", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
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(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end