Trying to setup Kamino's rain sounds
Posted: Thu Apr 03, 2014 5:27 pm
by Jigen
The map I'm currently working on borrows Kamino's rain and lightning effects. I'm in the process of getting the rain sounds to play but having some difficulties. I've already created a SoundRegions layer and a SoundStream region encompassing the map with "kam_amb_rain" as its soundproperty name. Below are my files:
cw.lua
gcw.lua
vrh.req
vrh.stm
vrhcw.req
vrhcw.sfx
vrhcw.snd
vrhgcw.req
My vrhgcw.snd and vrhgcw.sfx files match the clone wars files so I won't bother reposting those.
So far the lightning strike and thunder sounds are working just fine, but it's the rain that I can't hear. Here's the error log that comes with munging sound.
Any advice? Much appreciated in advance.
cw.lua
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()
SetClassProperty("cis_hero_grievous", "NoEnterVehicles", 0)
--This defines the CPs. These need to happen first
cp0 = CommandPost:New{name = "cp0"}
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--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(cp0)
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
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 (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("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:sound\\vrh.lvl;vrhcw")
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_obiwan",
"rep_walk_oneman_atst",
"rep_hover_fightertank")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hover_aat",
"cis_hero_grievous")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_recoilless_kas",
"tur_bldg_beam")
SetupTeams{
rep = {
team = REP,
units = 15,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 200,
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_grievous")
SetHeroClass(REP, "rep_hero_obiwan")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 4) -- 1x2 (1 pair of legs) atrt
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("EntityWalker", 64)
SetMemoryPoolSize("EntityHover", 200)
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:VRH\\VRH.lvl", "VRH_conquest")
ReadDataFile("dc:VRH\\VRH.lvl", "VRH_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("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_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
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(0.410357, -0.046652, -0.904902, -0.102875, -304.347443, 14.471139, -5.113397);
AddCameraShot(0.743776, -0.155144, 0.636476, 0.132762, -176.895905, 16.711166, 150.605072);
AddCameraShot(0.950762, -0.139054, 0.274059, 0.040082, -67.524391, 8.712748, 49.081562);
AddCameraShot(0.610112, -0.082276, -0.780963, -0.105316, -169.731628, 23.879379, 84.895012);
AddCameraShot(0.313654, -0.050723, -0.936021, -0.151369, -107.020393, 15.367143, 121.264458);
AddCameraShot(0.723137, -0.082434, -0.681355, -0.077672, -36.766979, 8.115412, 90.332642);
AddCameraShot(0.715125, -0.105253, -0.683662, -0.100622, 73.674088, 15.955444, 98.884140);
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()
SetClassProperty("cis_hero_grievous", "NoEnterVehicles", 0)
--This defines the CPs. These need to happen first
cp0 = CommandPost:New{name = "cp0"}
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--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(cp0)
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
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 (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("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:sound\\vrh.lvl;vrhcw")
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_obiwan",
"rep_walk_oneman_atst",
"rep_hover_fightertank")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hover_aat",
"cis_hero_grievous")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_recoilless_kas",
"tur_bldg_beam")
SetupTeams{
rep = {
team = REP,
units = 15,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 200,
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_grievous")
SetHeroClass(REP, "rep_hero_obiwan")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 4) -- 1x2 (1 pair of legs) atrt
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("EntityWalker", 64)
SetMemoryPoolSize("EntityHover", 200)
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:VRH\\VRH.lvl", "VRH_conquest")
ReadDataFile("dc:VRH\\VRH.lvl", "VRH_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("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_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
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(0.410357, -0.046652, -0.904902, -0.102875, -304.347443, 14.471139, -5.113397);
AddCameraShot(0.743776, -0.155144, 0.636476, 0.132762, -176.895905, 16.711166, 150.605072);
AddCameraShot(0.950762, -0.139054, 0.274059, 0.040082, -67.524391, 8.712748, 49.081562);
AddCameraShot(0.610112, -0.082276, -0.780963, -0.105316, -169.731628, 23.879379, 84.895012);
AddCameraShot(0.313654, -0.050723, -0.936021, -0.151369, -107.020393, 15.367143, 121.264458);
AddCameraShot(0.723137, -0.082434, -0.681355, -0.077672, -36.766979, 8.115412, 90.332642);
AddCameraShot(0.715125, -0.105253, -0.683662, -0.100622, 73.674088, 15.955444, 98.884140);
end[/code]
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp0 = CommandPost:New{name = "cp0"}
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--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(cp0)
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp6)
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(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("sound\\kas.lvl;kas2gcw")
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",
"all_hover_combatspeeder")
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_darthvader",
"imp_fly_destroyer_dome",
"imp_walk_atst",
"imp_hover_fightertank")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_beam",
"tur_bldg_laser",
"tur_bldg_recoilless_kas",
"tur_bldg_tower")
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 200,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},
},
imp = {
team = IMP,
units = 15,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 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},
},
}
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_darthvader")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 4) -- 1x2 (1 pair of legs) atst
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("EntityWalker", 64)
SetMemoryPoolSize("EntityHover", 200)
SetMemoryPoolSize("EntityLight", 300)
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:VRH\\VRH.lvl", "VRH_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\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kasgcw_emt")
-- 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_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")
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.410357, -0.046652, -0.904902, -0.102875, -304.347443, 14.471139, -5.113397);
AddCameraShot(0.743776, -0.155144, 0.636476, 0.132762, -176.895905, 16.711166, 150.605072);
AddCameraShot(0.950762, -0.139054, 0.274059, 0.040082, -67.524391, 8.712748, 49.081562);
AddCameraShot(0.610112, -0.082276, -0.780963, -0.105316, -169.731628, 23.879379, 84.895012);
AddCameraShot(0.313654, -0.050723, -0.936021, -0.151369, -107.020393, 15.367143, 121.264458);
AddCameraShot(0.723137, -0.082434, -0.681355, -0.077672, -36.766979, 8.115412, 90.332642);
AddCameraShot(0.715125, -0.105253, -0.683662, -0.100622, 73.674088, 15.955444, 98.884140);
end[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp0 = CommandPost:New{name = "cp0"}
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--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(cp0)
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp6)
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(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("sound\\kas.lvl;kas2gcw")
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",
"all_hover_combatspeeder")
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_darthvader",
"imp_fly_destroyer_dome",
"imp_walk_atst",
"imp_hover_fightertank")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_beam",
"tur_bldg_laser",
"tur_bldg_recoilless_kas",
"tur_bldg_tower")
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 200,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},
},
imp = {
team = IMP,
units = 15,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 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},
},
}
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_darthvader")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 4) -- 1x2 (1 pair of legs) atst
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("EntityWalker", 64)
SetMemoryPoolSize("EntityHover", 200)
SetMemoryPoolSize("EntityLight", 300)
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:VRH\\VRH.lvl", "VRH_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\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kasgcw_emt")
-- 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_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")
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.410357, -0.046652, -0.904902, -0.102875, -304.347443, 14.471139, -5.113397);
AddCameraShot(0.743776, -0.155144, 0.636476, 0.132762, -176.895905, 16.711166, 150.605072);
AddCameraShot(0.950762, -0.139054, 0.274059, 0.040082, -67.524391, 8.712748, 49.081562);
AddCameraShot(0.610112, -0.082276, -0.780963, -0.105316, -169.731628, 23.879379, 84.895012);
AddCameraShot(0.313654, -0.050723, -0.936021, -0.151369, -107.020393, 15.367143, 121.264458);
AddCameraShot(0.723137, -0.082434, -0.681355, -0.077672, -36.766979, 8.115412, 90.332642);
AddCameraShot(0.715125, -0.105253, -0.683662, -0.100622, 73.674088, 15.955444, 98.884140);
end[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"vrh"
}
REQN
{
"lvl"
"vrhcw"
"vrhgcw"
}
}[/code]
{
REQN
{
"str"
"align=2048"
"vrh"
}
REQN
{
"lvl"
"vrhcw"
"vrhgcw"
}
}[/code]
Hidden/Spoiler:
[code]streams\amb_kaminoInterior_PL2.wav kam_amb_rain_interior -resample ps2 32000
streams\amb_kaminoRainstorm_PL2.wav kam_amb_rain -resample ps2 32000[/code]
streams\amb_kaminoRainstorm_PL2.wav kam_amb_rain -resample ps2 32000[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"vrhcw"
}
REQN
{
"config"
"rep_walk_atrt"
"vrhcw"
}
}[/code]
{
REQN
{
"bnk"
"align=2048"
"vrhcw"
}
REQN
{
"config"
"rep_walk_atrt"
"vrhcw"
}
}[/code]
Hidden/Spoiler:
[code]// Ambient Environment ------------------------------------------------------------------------------------
effects\emt_kamRainGutter_01.wav -resample ps2 11025 xbox 22050 pc 22050
effects\emt_kamRainGutter_02.wav -resample ps2 11025 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\global\effects\emt_thunder_clap_01.wav -resample xbox 16000 pc 22050
..\..\global\effects\emt_thunder_clap_02.wav -resample xbox 16000 pc 22050
..\..\global\effects\emt_thunder_clap_03.wav -resample xbox 16000 pc 22050
..\..\global\effects\emt_thunder_roll_01.wav -resample xbox 11025 pc 22050
..\..\global\effects\emt_thunder_roll_02.wav -resample xbox 11025 pc 22050
..\..\global\effects\emt_thunder_roll_03.wav -resample xbox 11025 pc 22050
#endifplatform xbox pc
// --------------------------------------------------------------------------------------------------------------[/code]
effects\emt_kamRainGutter_01.wav -resample ps2 11025 xbox 22050 pc 22050
effects\emt_kamRainGutter_02.wav -resample ps2 11025 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\global\effects\emt_thunder_clap_01.wav -resample xbox 16000 pc 22050
..\..\global\effects\emt_thunder_clap_02.wav -resample xbox 16000 pc 22050
..\..\global\effects\emt_thunder_clap_03.wav -resample xbox 16000 pc 22050
..\..\global\effects\emt_thunder_roll_01.wav -resample xbox 11025 pc 22050
..\..\global\effects\emt_thunder_roll_02.wav -resample xbox 11025 pc 22050
..\..\global\effects\emt_thunder_roll_03.wav -resample xbox 11025 pc 22050
#endifplatform xbox pc
// --------------------------------------------------------------------------------------------------------------[/code]
Hidden/Spoiler:
[code]// Start Ambient Streams ------------------------
SoundStreamProperties()
{
Name("kam_amb_rain");
Group("ambientenv");
Inherit("ambientfx_template");
#ifplatform pc
Gain(0.
;
#endifplatform pc
#ifplatform xbox
Gain(0.9);
#endifplatform xbox
#ifplatform ps2
Gain(1.0);
#endifplatform ps2
Stream("kam1");
SegmentList()
{
Segment("kam_amb_rain", 1.0);
}
}
SoundStreamProperties()
{
Name("kam_amb_rain_interior");
Group("ambientenv");
Inherit("ambientfx_template");
Gain(0.7);
Stream("kam1");
SegmentList()
{
Segment("kam_amb_rain_interior", 1.0);
}
}
// End Ambient Streams --------------------------------
// Start Rain and Thunder ----------------------------
SoundProperties()
{
Name("kam_amb_thunder")
Pitch(1.0);
PitchDev(0.15);
#ifplatform pc
Gain(1.0);
#endifplatform pc
#ifplatform xbox ps2
Gain(0.6);
#endifplatform xbox ps2
GainDev(0.2);
ReverbGain(1.0);
Bus("ambience");
Pan(0.0);
Mode3D(1);
Bias(0.0001);
Priority(0.5);
PlayInterval(3.0);
MinDistance(50);
MuteDistance(500);
MaxDistance(500);
SampleList()
{
Sample("emt_thunder_clap_01", 0.33);
Sample("emt_thunder_clap_02", 0.33);
Sample("emt_thunder_clap_03", 0.33);
}
}
SoundProperties()
{
Name("kam_amb_thundersub")
Pitch(1.0);
PitchDev(0.15);
#ifplatform pc
Gain(1.0);
#endifplatform pc
#ifplatform xbox
Gain(0.6);
#endifplatform xbox
GainDev(0.1);
ReverbGain(1.0);
Bus("ambience");
Looping(0);
Pan(0.0);
Mode3D(1);
Bias(0.0001);
Priority(0.5);
PlayInterval(0.5);
MinDistance(50);
MuteDistance(500);
MaxDistance(500);
SampleList()
{
Sample("emt_thunder_roll_01", 0.33);
Sample("emt_thunder_roll_02", 0.33);
Sample("emt_thunder_roll_03", 0.33);
}
}
// End Rain and Thunder ----------------------------------
// Start Ambient Effects ----------------------------------
SoundProperties()
{
Name("gutter_rain");
Group("ambientenv");
Inherit("ambientemt_static_template");
Gain(0.
;
Looping(1);
SampleList()
{
Sample("emt_kamRainGutter_01", 1.0);
Sample("emt_kamRainGutter_02", 1.0);
}
}[/code]
SoundStreamProperties()
{
Name("kam_amb_rain");
Group("ambientenv");
Inherit("ambientfx_template");
#ifplatform pc
Gain(0.
#endifplatform pc
#ifplatform xbox
Gain(0.9);
#endifplatform xbox
#ifplatform ps2
Gain(1.0);
#endifplatform ps2
Stream("kam1");
SegmentList()
{
Segment("kam_amb_rain", 1.0);
}
}
SoundStreamProperties()
{
Name("kam_amb_rain_interior");
Group("ambientenv");
Inherit("ambientfx_template");
Gain(0.7);
Stream("kam1");
SegmentList()
{
Segment("kam_amb_rain_interior", 1.0);
}
}
// End Ambient Streams --------------------------------
// Start Rain and Thunder ----------------------------
SoundProperties()
{
Name("kam_amb_thunder")
Pitch(1.0);
PitchDev(0.15);
#ifplatform pc
Gain(1.0);
#endifplatform pc
#ifplatform xbox ps2
Gain(0.6);
#endifplatform xbox ps2
GainDev(0.2);
ReverbGain(1.0);
Bus("ambience");
Pan(0.0);
Mode3D(1);
Bias(0.0001);
Priority(0.5);
PlayInterval(3.0);
MinDistance(50);
MuteDistance(500);
MaxDistance(500);
SampleList()
{
Sample("emt_thunder_clap_01", 0.33);
Sample("emt_thunder_clap_02", 0.33);
Sample("emt_thunder_clap_03", 0.33);
}
}
SoundProperties()
{
Name("kam_amb_thundersub")
Pitch(1.0);
PitchDev(0.15);
#ifplatform pc
Gain(1.0);
#endifplatform pc
#ifplatform xbox
Gain(0.6);
#endifplatform xbox
GainDev(0.1);
ReverbGain(1.0);
Bus("ambience");
Looping(0);
Pan(0.0);
Mode3D(1);
Bias(0.0001);
Priority(0.5);
PlayInterval(0.5);
MinDistance(50);
MuteDistance(500);
MaxDistance(500);
SampleList()
{
Sample("emt_thunder_roll_01", 0.33);
Sample("emt_thunder_roll_02", 0.33);
Sample("emt_thunder_roll_03", 0.33);
}
}
// End Rain and Thunder ----------------------------------
// Start Ambient Effects ----------------------------------
SoundProperties()
{
Name("gutter_rain");
Group("ambientenv");
Inherit("ambientemt_static_template");
Gain(0.
Looping(1);
SampleList()
{
Sample("emt_kamRainGutter_01", 1.0);
Sample("emt_kamRainGutter_02", 1.0);
}
}[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"vrhgcw"
}
REQN
{
"config"
"vrhgcw"
}
}[/code]
{
REQN
{
"bnk"
"align=2048"
"vrhgcw"
}
REQN
{
"config"
"vrhgcw"
}
}[/code]
So far the lightning strike and thunder sounds are working just fine, but it's the rain that I can't hear. Here's the error log that comes with munging sound.
Hidden/Spoiler:
[code]soundflmunge.exe : Warning : Files line 5 and 6 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias eng_walker_mid_lp
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 7 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias eng_walker_low_lp
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 8 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias atst_leg_up01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 9 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias atst_leg_up02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 10 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias atst_leg_up03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 11 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias atst_leg_up04
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 12 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias atst_leg_up05
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 13 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias atst_leg_up06
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 18 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerA01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 19 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerA02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 20 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerA03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 21 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerA04
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 22 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerA05
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 23 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerA06
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 25 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerB01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 26 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerB02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 27 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerB03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 28 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerB04
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 29 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerB05
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 30 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerB06
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 32 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerC01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 33 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerC02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 34 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerC03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 35 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerC04
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 36 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerC05
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 37 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerC06
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 39 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_low01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 40 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_low02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 41 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_low03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 46 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias wpn_ATTE_trtBlaster_fire
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 47 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias wpn_ATTE_frontBlaster_fire
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 53 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias com_weap_turret_fire_small
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 58 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias com_mortar_launcher_fire
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 62 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias emt_kamRainGutter_01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 63 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias emt_kamRainGutter_02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 65 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias emt_thunder_clap_01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 66 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias emt_thunder_clap_02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 67 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias emt_thunder_clap_03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 68 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias emt_thunder_roll_01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 69 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias emt_thunder_roll_02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 70 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias emt_thunder_roll_03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 2 and 3 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_kamRainGutter_02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 5 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_clap_01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 6 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_clap_02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 7 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_clap_03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 8 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_roll_01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 9 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_roll_02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 10 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_roll_03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Error : Unable to open file streams\amb_kaminoInterior_PL2.wav - while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrh.stm
soundflmunge.exe : Error : Unable to open file streams\amb_kaminoInterior_PL2.wav, format may be invalid - while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrh.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrh.stm - while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrh.stm
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_VRH\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_VRH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_VRH\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_VRH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_VRH\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_VRH\Sound\shell\shell.sfx[/code]
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 7 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias eng_walker_low_lp
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 8 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias atst_leg_up01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 9 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias atst_leg_up02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 10 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias atst_leg_up03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 11 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias atst_leg_up04
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 12 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias atst_leg_up05
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 13 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias atst_leg_up06
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 18 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerA01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 19 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerA02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 20 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerA03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 21 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerA04
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 22 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerA05
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 23 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerA06
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 25 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerB01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 26 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerB02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 27 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerB03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 28 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerB04
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 29 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerB05
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 30 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerB06
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 32 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerC01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 33 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerC02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 34 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerC03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 35 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerC04
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 36 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerC05
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 37 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_layerC06
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 39 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_low01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 40 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_low02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 41 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias fs_walker_low03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 46 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias wpn_ATTE_trtBlaster_fire
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 47 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias wpn_ATTE_frontBlaster_fire
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 53 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias com_weap_turret_fire_small
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 58 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias com_mortar_launcher_fire
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 62 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias emt_kamRainGutter_01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 63 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias emt_kamRainGutter_02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 65 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias emt_thunder_clap_01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 66 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias emt_thunder_clap_02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 67 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias emt_thunder_clap_03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 68 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias emt_thunder_roll_01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 69 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias emt_thunder_roll_02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 5 and 70 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias emt_thunder_roll_03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Warning : Files line 2 and 3 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_kamRainGutter_02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 5 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_clap_01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 6 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_clap_02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 7 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_clap_03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 8 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_roll_01
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 9 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_roll_02
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 10 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_roll_03
- while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Error : Unable to open file streams\amb_kaminoInterior_PL2.wav - while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrh.stm
soundflmunge.exe : Error : Unable to open file streams\amb_kaminoInterior_PL2.wav, format may be invalid - while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrh.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrh.stm - while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrh.stm
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_VRH\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_VRH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_VRH\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_VRH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_VRH\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_VRH\Sound\shell\shell.sfx[/code]
