Prepare your children this is not meant for their young simple minds.
003.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"003"
}
REQN
{
"lvl"
"003cw"
"003gcw"
}
}[/code]
{
REQN
{
"str"
"align=2048"
"003"
}
REQN
{
"lvl"
"003cw"
"003gcw"
}
}[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"003sfx"
}
REQN
{
"config"
"003"
}
}[/code]
{
REQN
{
"bnk"
"align=2048"
"003sfx"
}
REQN
{
"config"
"003"
}
}[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"003sfx"
}
REQN
{
"config"
"003"
}
}[/code]
{
REQN
{
"bnk"
"align=2048"
"003sfx"
}
REQN
{
"config"
"003"
}
}[/code]
Hidden/Spoiler:
[code]effects\jawa_chatter1.wav -resample xbox 22050 pc 22050
effects\jawa_chatter2.wav -resample xbox 22050 pc 22050
effects\jawa_chatter4.wav -resample xbox 22050 pc 22050
effects\jawa_chatter6.wav -resample xbox 22050 pc 22050
effects\jawa_anger1.wav -resample xbox 22050 pc 22050
effects\jawa_anger2.wav -resample xbox 22050 pc 22050
effects\jawa_death1.wav -resample xbox 22050 pc 22050
effects\jawa_death2.wav -resample xbox 22050 pc 22050
effects\jawa_pain25.wav -resample xbox 22050 pc 22050
effects\jawa_pain50.wav -resample xbox 22050 pc 22050
effects\jawa_pain75.wav -resample xbox 22050 pc 22050
effects\jawa_pain100.wav -resample xbox 22050 pc 22050
effects\jawa_confuse1.wav -resample xbox 22050 pc 22050
effects\jawa_confuse2.wav -resample xbox 22050 pc 22050
effects\jawa_confuse3.wav -resample xbox 22050 pc 22050
effects\blaster_fire.wav -resample xbox 22050 pc 22050
effects\blaster_alt_fire.wav -resample xbox 22050 pc 22050
effects\demp2_fire.wav -resample xbox 22050 pc 22050[/code]
effects\jawa_chatter2.wav -resample xbox 22050 pc 22050
effects\jawa_chatter4.wav -resample xbox 22050 pc 22050
effects\jawa_chatter6.wav -resample xbox 22050 pc 22050
effects\jawa_anger1.wav -resample xbox 22050 pc 22050
effects\jawa_anger2.wav -resample xbox 22050 pc 22050
effects\jawa_death1.wav -resample xbox 22050 pc 22050
effects\jawa_death2.wav -resample xbox 22050 pc 22050
effects\jawa_pain25.wav -resample xbox 22050 pc 22050
effects\jawa_pain50.wav -resample xbox 22050 pc 22050
effects\jawa_pain75.wav -resample xbox 22050 pc 22050
effects\jawa_pain100.wav -resample xbox 22050 pc 22050
effects\jawa_confuse1.wav -resample xbox 22050 pc 22050
effects\jawa_confuse2.wav -resample xbox 22050 pc 22050
effects\jawa_confuse3.wav -resample xbox 22050 pc 22050
effects\blaster_fire.wav -resample xbox 22050 pc 22050
effects\blaster_alt_fire.wav -resample xbox 22050 pc 22050
effects\demp2_fire.wav -resample xbox 22050 pc 22050[/code]
Hidden/Spoiler:
[code]SoundProperties()
{
Name("all_inf_jawa_hurt")
Group("jaw_vo");
Inherit("pain_chatter_template");
SampleList()
{
Sample("jawa_pain25", 1.0);
Sample("jawa_pain50", 1.0);
Sample("jawa_pain75", 1.0);
Sample("jawa_pain100", 1.0);
}
}
SoundProperties()
{
Name("all_inf_jawa_death")
Group("jaw_vo");
Inherit("pain_chatter_template");
SampleList()
{
Sample("jawa_death1", 1.0);
Sample("jawa_death2", 1.0);
}
}
SoundProperties()
{
Name("all_inf_jawa_heard")
Group("jaw_vo");
Inherit("pain_chatter_template");
SampleList()
{
Sample("jawa_anger1", 1.0);
Sample("jawa_anger2", 1.0);
}
}
SoundProperties()
{
Name("all_inf_jawa_chatter")
Group("jaw_vo");
Inherit("pain_chatter_template");
#ifplatform xbox ps2
Gain(0.6);
#endifplatform xbox ps2
PlayProbability(0.01);
CyclePlayback(1);
SampleList()
{
Sample("jawa_chatter1", 1.0);
Sample("jawa_chatter2", 1.0);
Sample("jawa_anger1", 1.0);
Sample("jawa_chatter4", 1.0);
Sample("jawa_anger2", 1.0);
Sample("jawa_chatter6", 1.0);
}
}[/code]
{
Name("all_inf_jawa_hurt")
Group("jaw_vo");
Inherit("pain_chatter_template");
SampleList()
{
Sample("jawa_pain25", 1.0);
Sample("jawa_pain50", 1.0);
Sample("jawa_pain75", 1.0);
Sample("jawa_pain100", 1.0);
}
}
SoundProperties()
{
Name("all_inf_jawa_death")
Group("jaw_vo");
Inherit("pain_chatter_template");
SampleList()
{
Sample("jawa_death1", 1.0);
Sample("jawa_death2", 1.0);
}
}
SoundProperties()
{
Name("all_inf_jawa_heard")
Group("jaw_vo");
Inherit("pain_chatter_template");
SampleList()
{
Sample("jawa_anger1", 1.0);
Sample("jawa_anger2", 1.0);
}
}
SoundProperties()
{
Name("all_inf_jawa_chatter")
Group("jaw_vo");
Inherit("pain_chatter_template");
#ifplatform xbox ps2
Gain(0.6);
#endifplatform xbox ps2
PlayProbability(0.01);
CyclePlayback(1);
SampleList()
{
Sample("jawa_chatter1", 1.0);
Sample("jawa_chatter2", 1.0);
Sample("jawa_anger1", 1.0);
Sample("jawa_chatter4", 1.0);
Sample("jawa_anger2", 1.0);
Sample("jawa_chatter6", 1.0);
}
}[/code]
Hidden/Spoiler:
[code]@if %1x==x goto noplatform
@set MUNGE_PLATFORM=%1
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%
@rem Munge global, shell and side specific sound data
@call soundmungedir _BUILD\sound\cw\%MUNGE_DIR% sound\cw sound\cw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cw
@call soundmungedir _BUILD\sound\gcw\%MUNGE_DIR% sound\gcw sound\gcw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gcw
@call soundmungedir _BUILD\sound\global\%MUNGE_DIR% sound\global sound\global\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound global nolevelfile
@call soundmungedir _BUILD\sound\shell\%MUNGE_DIR% sound\shell sound\shell\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound shell
@rem Munge world specific sound data
@call soundmungedir _BUILD\sound\worlds\cor\%MUNGE_DIR% sound\worlds\cor sound\worlds\cor\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cor
@call soundmungedir _BUILD\sound\worlds\dag\%MUNGE_DIR% sound\worlds\dag sound\worlds\dag\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound dag
@call soundmungedir _BUILD\sound\worlds\dea\%MUNGE_DIR% sound\worlds\dea sound\worlds\dea\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound dea
@call soundmungedir _BUILD\sound\worlds\end\%MUNGE_DIR% sound\worlds\end sound\worlds\end\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound end
@call soundmungedir _BUILD\sound\worlds\fel\%MUNGE_DIR% sound\worlds\fel sound\worlds\fel\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound fel
@call soundmungedir _BUILD\sound\worlds\gal\%MUNGE_DIR% sound\worlds\gal sound\worlds\gal\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gal
@call soundmungedir _BUILD\sound\worlds\geo\%MUNGE_DIR% sound\worlds\geo sound\worlds\geo\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound geo
@call soundmungedir _BUILD\sound\worlds\hot\%MUNGE_DIR% sound\worlds\hot sound\worlds\hot\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound hot
@call soundmungedir _BUILD\sound\worlds\kam\%MUNGE_DIR% sound\worlds\kam sound\worlds\kam\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound kam
@call soundmungedir _BUILD\sound\worlds\kas\%MUNGE_DIR% sound\worlds\kas sound\worlds\kas\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound kas
@call soundmungedir _BUILD\sound\worlds\mus\%MUNGE_DIR% sound\worlds\mus sound\worlds\mus\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound mus
@call soundmungedir _BUILD\sound\worlds\myg\%MUNGE_DIR% sound\worlds\myg sound\worlds\myg\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound myg
@call soundmungedir _BUILD\sound\worlds\nab\%MUNGE_DIR% sound\worlds\nab sound\worlds\nab\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound nab
@call soundmungedir _BUILD\sound\worlds\pol\%MUNGE_DIR% sound\worlds\pol sound\worlds\pol\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound pol
@call soundmungedir _BUILD\sound\worlds\spa\%MUNGE_DIR% sound\worlds\spa sound\worlds\spa\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound spa
@call soundmungedir _BUILD\sound\worlds\tan\%MUNGE_DIR% sound\worlds\tan sound\worlds\tan\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tan
@call soundmungedir _BUILD\sound\worlds\tat\%MUNGE_DIR% sound\worlds\tat sound\worlds\tat\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tat
@call soundmungedir _BUILD\sound\worlds\uta\%MUNGE_DIR% sound\worlds\uta sound\worlds\uta\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound uta
@call soundmungedir _BUILD\sound\worlds\yav\%MUNGE_DIR% sound\worlds\yav sound\worlds\yav\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound yav
@call soundmungedir _BUILD\sound\worlds\hero\%MUNGE_DIR% sound\worlds\hero sound\worlds\hero\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound hero
@call soundmungedir _BUILD\sound\worlds\003\%MUNGE_DIR% sound\worlds\003 sound\worlds\003\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound 003
@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit[/code]
@set MUNGE_PLATFORM=%1
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%
@rem Munge global, shell and side specific sound data
@call soundmungedir _BUILD\sound\cw\%MUNGE_DIR% sound\cw sound\cw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cw
@call soundmungedir _BUILD\sound\gcw\%MUNGE_DIR% sound\gcw sound\gcw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gcw
@call soundmungedir _BUILD\sound\global\%MUNGE_DIR% sound\global sound\global\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound global nolevelfile
@call soundmungedir _BUILD\sound\shell\%MUNGE_DIR% sound\shell sound\shell\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound shell
@rem Munge world specific sound data
@call soundmungedir _BUILD\sound\worlds\cor\%MUNGE_DIR% sound\worlds\cor sound\worlds\cor\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cor
@call soundmungedir _BUILD\sound\worlds\dag\%MUNGE_DIR% sound\worlds\dag sound\worlds\dag\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound dag
@call soundmungedir _BUILD\sound\worlds\dea\%MUNGE_DIR% sound\worlds\dea sound\worlds\dea\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound dea
@call soundmungedir _BUILD\sound\worlds\end\%MUNGE_DIR% sound\worlds\end sound\worlds\end\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound end
@call soundmungedir _BUILD\sound\worlds\fel\%MUNGE_DIR% sound\worlds\fel sound\worlds\fel\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound fel
@call soundmungedir _BUILD\sound\worlds\gal\%MUNGE_DIR% sound\worlds\gal sound\worlds\gal\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gal
@call soundmungedir _BUILD\sound\worlds\geo\%MUNGE_DIR% sound\worlds\geo sound\worlds\geo\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound geo
@call soundmungedir _BUILD\sound\worlds\hot\%MUNGE_DIR% sound\worlds\hot sound\worlds\hot\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound hot
@call soundmungedir _BUILD\sound\worlds\kam\%MUNGE_DIR% sound\worlds\kam sound\worlds\kam\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound kam
@call soundmungedir _BUILD\sound\worlds\kas\%MUNGE_DIR% sound\worlds\kas sound\worlds\kas\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound kas
@call soundmungedir _BUILD\sound\worlds\mus\%MUNGE_DIR% sound\worlds\mus sound\worlds\mus\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound mus
@call soundmungedir _BUILD\sound\worlds\myg\%MUNGE_DIR% sound\worlds\myg sound\worlds\myg\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound myg
@call soundmungedir _BUILD\sound\worlds\nab\%MUNGE_DIR% sound\worlds\nab sound\worlds\nab\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound nab
@call soundmungedir _BUILD\sound\worlds\pol\%MUNGE_DIR% sound\worlds\pol sound\worlds\pol\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound pol
@call soundmungedir _BUILD\sound\worlds\spa\%MUNGE_DIR% sound\worlds\spa sound\worlds\spa\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound spa
@call soundmungedir _BUILD\sound\worlds\tan\%MUNGE_DIR% sound\worlds\tan sound\worlds\tan\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tan
@call soundmungedir _BUILD\sound\worlds\tat\%MUNGE_DIR% sound\worlds\tat sound\worlds\tat\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tat
@call soundmungedir _BUILD\sound\worlds\uta\%MUNGE_DIR% sound\worlds\uta sound\worlds\uta\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound uta
@call soundmungedir _BUILD\sound\worlds\yav\%MUNGE_DIR% sound\worlds\yav sound\worlds\yav\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound yav
@call soundmungedir _BUILD\sound\worlds\hero\%MUNGE_DIR% sound\worlds\hero sound\worlds\hero\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound hero
@call soundmungedir _BUILD\sound\worlds\003\%MUNGE_DIR% sound\worlds\003 sound\worlds\003\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound 003
@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit[/code]
Hidden/Spoiler:
[code]@rem Save the starting directory
@for /F %%A in ('cd') do @set STARTDIR=%%A
@if %1x==x goto nomungedir
@if %2x==x goto nosourcedir
@if %3x==x goto nooverridedir
@if %4x==x goto noplatform
@if %5x==x goto nomungelogdir
@if %6x==x goto noleveldir
@if %7x==x goto nolevelsrcdir
@if %8x==x goto nolevelfile
@rem Setup directories
@set MUNGEDIR=%STARTDIR%\%1
@set SOURCEDIR=%STARTDIR%\%2
@set PLATFORMDIR=%STARTDIR%\%3
@set LOGDIR=%STARTDIR%\%5
@set LEVELDIR=%STARTDIR%\%6
@set LEVELFILEREQ=%8%.req
@set LEVELFILELVL=%MUNGEDIR%\%8%.lvl
@set CHECKDATE=-checkdate
@set CHECKID=-checkid
@if %SOUNDNODATECHECK%x==1x @set CHECKDATE=
@rem Build up a list of directories for level pack to search for source files
@Setlocal enabledelayedexpansion
@set LEVELSRCDIR=
@set PATH="%CD%"\..\ToolsFL\Bin;%PATH%
@rem Should we munge this level ?
@if /i not "%SOUNDLVL%"=="" (
@for %%A in (%SOUNDLVL%) do @if /i "%%A"=="%8" @goto mungeit
@goto exit
)
:mungeit
@if "%MUNGE_LOG%"=="" set MUNGE_LOG=%LOGDIR%\%4%_MungeLog.txt
@if not EXIST %SOURCEDIR% (
@echo Unable to munge %SOURCEDIR% as it doesn't exist! 1>> %MUNGE_LOG%
@goto exit
)
@goto nodebug
@echo Current Directory = %CD%
@echo Sound level filter = %SOUNDLVL%
@echo Munge output directory = %MUNGEDIR%
@echo Source directory = %SOURCEDIR%
@echo Platform override directory = %PLATFORMDIR%
@echo Selected platform = %4
@echo Munge logs directory = %LOGDIR%
@echo Level file output directory = %LEVELDIR%
@echo Final req file = %LEVELFILEREQ%
@echo Output level file = %LEVELFILELVL%
@echo Additional stream options = %STREAMOPT%
@pause
:nodebug
@if EXIST %MUNGEDIR% goto skipcreatemungedir
@mkdir %MUNGEDIR%
:skipcreatemungedir
@cd %SOURCEDIR%
@rem Munge configuration files
@rem *.snd - sound library
@rem *.mus - dynamic music configuration
@rem *.ffx - foley effects
@rem *.tsr - sound regions
@configmunge -inputfile *.snd *.mus *.ffx *.tsr -platform %4 -sourcedir %PLATFORMDIR% %SOURCEDIR% -outputdir %MUNGEDIR% -hashstrings %CHECKDATE% -continue 2>>%MUNGE_LOG%
@if %SOUNDLOG%x==1x ( @set SOUNDOPT=-verbose & @set SOUNDLOGOUT=%LOGDIR%\SoundBankLog.txt ) else ( @set SOUNDOPT= & @set SOUNDLOGOUT=NUL )
@rem Munge sound banks
@for /R %%A in (*.sfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %BANKOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@for /R %%A in (*.asfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample -checkid noabort %SOUNDOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@rem Munge streams
@rem Localization
@rem Setup the extension of localized stream files (if it's english we'll just use the default extension)
@set LANGVERSION=
@rem @for /F %%A in (%MUNGE_LANGVERSION%) do @set LANGVERSION=%%~A
@set LANGVERSION=%MUNGE_LANGVERSION%
@if /i %LANGVERSION%x==Englishx ( @set LOCALIZEEXT= ) else ( @set LOCALIZEEXT=stm_%LANGVERSION% )
@rem make the directory for language-specific stuff if it doesn't exist - H8 h8 h8!
@if EXIST %MUNGEDIR%\%LANGVERSION% goto skipcreatelangdir
@echo Creating dir %MUNGEDIR%\%LANGVERSION%\
@mkdir %MUNGEDIR%\%LANGVERSION%
:skipcreatelangdir
@rem Munge localized stream files
@if /i not %MUNGESTREAMS%x==0x @if /i not %LANGVERSION%x==Englishx @for /R %%A in (*.%LOCALIZEEXT%) do @echo Munging %%~nA%%~xA to %MUNGEDIR%\%LANGVERSION%\ & soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\%LANGVERSION%\%%~nA.str -stream %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %STREAMOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@set MUNGE2SUBSTREAMS=0
@if /i %4==XBOX @set MUNGE2SUBSTREAMS=1
@if /i %4==PC @set MUNGE2SUBSTREAMS=1
@rem Build up a list of 1 substream streams to munge,
@rem Filtering the localize streams and if on xbox 4 channel streams
@set MUNGESUBSTREAM1=
@if /i not %MUNGESTREAMS%x==0x @for /R %%A in (*.stm) do @if /i %%~xA==.stm ( @if not EXIST %%~dA%%~pA%%~nA.%LOCALIZEEXT% ( @if /i %MUNGE2SUBSTREAMS%==1 ( @if not EXIST %%~dA%%~pA%%~nA.st4 @set MUNGESUBSTREAM1=!MUNGESUBSTREAM1! %%A ) else ( @set MUNGESUBSTREAM1=!MUNGESUBSTREAM1! %%A ) ) )
@rem Munge 1 substream streams
@if /i not %MUNGESTREAMS%x==0x @for %%A in (%MUNGESUBSTREAM1%) do @echo Munging %%~nA%%~xA & soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ -stream %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %STREAMOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@rem Munge 2 substream streams
@if /i not %MUNGESTREAMS%x==0x @if %MUNGE2SUBSTREAMS%==1 @for /R %%A in (*.st4) do @echo Munging %%~nA%%~xA & soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ -stream %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %STREAMOPT% -substream 2 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@rem Build level files
@if EXIST %LEVELDIR% goto skipcreateleveldir
@mkdir %LEVELDIR%
:skipcreateleveldir
@if %SOUNDNOLVL%x==1x @goto exit
@rem build up a list of include directories for levelpack
@rem language overrides first!
@if %LANGVERSION%x==x goto skiplang
@for /F %%A in ('dir /AD /B %STARTDIR%\%7') do @set LANGSRCDIR=!LANGSRCDIR! %STARTDIR%\%7\%%A\MUNGED\%4\%LANGVERSION%
@for /F %%A in ('dir /AD /B %STARTDIR%\%7\Worlds') do @set LANGSRCDIR=!LANGSRCDIR! %STARTDIR%\%7\Worlds\%%A\MUNGED\%4\%LANGVERSION%
:skiplang
@for /F %%A in ('dir /AD /B %STARTDIR%\%7') do @set LEVELSRCDIR=!LEVELSRCDIR! %STARTDIR%\%7\%%A\MUNGED\%4
@for /F %%A in ('dir /AD /B %STARTDIR%\%7\Worlds') do @set LEVELSRCDIR=!LEVELSRCDIR! %STARTDIR%\%7\Worlds\%%A\MUNGED\%4
@for /R %%A in (*.req) do @if /i not %%A==%SOURCEDIR%\%LEVELFILEREQ% levelpack -inputfile %%~nA%%~xA -platform %4 -sourcedir %SOURCEDIR% %LANGSRCDIR% %PLATFORMDIR% -inputdir %LEVELSRCDIR% -outputdir %MUNGEDIR% -continue %CHECKDATE%
@if EXIST %LEVELFILEREQ% levelpack -inputfile %LEVELFILEREQ% -platform %4 -sourcedir %SOURCEDIR% %LANGSRCDIR% %PLATFORMDIR% -inputdir %LEVELSRCDIR% -outputdir %LEVELDIR% -continue %CHECKDATE%
@goto exit
:nomungedir
@echo Munge directory must be specified as the first argument
@goto exit
:nosourcedir
@echo Source data directory must be specified as the second argument
@goto exit
:nooverridedir
@echo Platform specific source data directory must be specified as the third argument
@goto exit
:noplatform
@echo Platform must be specified as the fourth argument
@goto exit
:nomungelogdir
@echo Munge log directory must be specified as the fifth argument
@goto exit
:noleveldir
@echo Level output directory must be specified as the sixth argument
@goto exit
:nolevelsrcdir
@echo Level source direct must be specified as the seventh argument
@goto exit
:nolevelfile
@echo Final output level file must be specified as the eighth argument
@goto exit
:exit
@endlocal
@cd %STARTDIR%[/code]
@for /F %%A in ('cd') do @set STARTDIR=%%A
@if %1x==x goto nomungedir
@if %2x==x goto nosourcedir
@if %3x==x goto nooverridedir
@if %4x==x goto noplatform
@if %5x==x goto nomungelogdir
@if %6x==x goto noleveldir
@if %7x==x goto nolevelsrcdir
@if %8x==x goto nolevelfile
@rem Setup directories
@set MUNGEDIR=%STARTDIR%\%1
@set SOURCEDIR=%STARTDIR%\%2
@set PLATFORMDIR=%STARTDIR%\%3
@set LOGDIR=%STARTDIR%\%5
@set LEVELDIR=%STARTDIR%\%6
@set LEVELFILEREQ=%8%.req
@set LEVELFILELVL=%MUNGEDIR%\%8%.lvl
@set CHECKDATE=-checkdate
@set CHECKID=-checkid
@if %SOUNDNODATECHECK%x==1x @set CHECKDATE=
@rem Build up a list of directories for level pack to search for source files
@Setlocal enabledelayedexpansion
@set LEVELSRCDIR=
@set PATH="%CD%"\..\ToolsFL\Bin;%PATH%
@rem Should we munge this level ?
@if /i not "%SOUNDLVL%"=="" (
@for %%A in (%SOUNDLVL%) do @if /i "%%A"=="%8" @goto mungeit
@goto exit
)
:mungeit
@if "%MUNGE_LOG%"=="" set MUNGE_LOG=%LOGDIR%\%4%_MungeLog.txt
@if not EXIST %SOURCEDIR% (
@echo Unable to munge %SOURCEDIR% as it doesn't exist! 1>> %MUNGE_LOG%
@goto exit
)
@goto nodebug
@echo Current Directory = %CD%
@echo Sound level filter = %SOUNDLVL%
@echo Munge output directory = %MUNGEDIR%
@echo Source directory = %SOURCEDIR%
@echo Platform override directory = %PLATFORMDIR%
@echo Selected platform = %4
@echo Munge logs directory = %LOGDIR%
@echo Level file output directory = %LEVELDIR%
@echo Final req file = %LEVELFILEREQ%
@echo Output level file = %LEVELFILELVL%
@echo Additional stream options = %STREAMOPT%
@pause
:nodebug
@if EXIST %MUNGEDIR% goto skipcreatemungedir
@mkdir %MUNGEDIR%
:skipcreatemungedir
@cd %SOURCEDIR%
@rem Munge configuration files
@rem *.snd - sound library
@rem *.mus - dynamic music configuration
@rem *.ffx - foley effects
@rem *.tsr - sound regions
@configmunge -inputfile *.snd *.mus *.ffx *.tsr -platform %4 -sourcedir %PLATFORMDIR% %SOURCEDIR% -outputdir %MUNGEDIR% -hashstrings %CHECKDATE% -continue 2>>%MUNGE_LOG%
@if %SOUNDLOG%x==1x ( @set SOUNDOPT=-verbose & @set SOUNDLOGOUT=%LOGDIR%\SoundBankLog.txt ) else ( @set SOUNDOPT= & @set SOUNDLOGOUT=NUL )
@rem Munge sound banks
@for /R %%A in (*.sfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %BANKOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@for /R %%A in (*.asfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample -checkid noabort %SOUNDOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@rem Munge streams
@rem Localization
@rem Setup the extension of localized stream files (if it's english we'll just use the default extension)
@set LANGVERSION=
@rem @for /F %%A in (%MUNGE_LANGVERSION%) do @set LANGVERSION=%%~A
@set LANGVERSION=%MUNGE_LANGVERSION%
@if /i %LANGVERSION%x==Englishx ( @set LOCALIZEEXT= ) else ( @set LOCALIZEEXT=stm_%LANGVERSION% )
@rem make the directory for language-specific stuff if it doesn't exist - H8 h8 h8!
@if EXIST %MUNGEDIR%\%LANGVERSION% goto skipcreatelangdir
@echo Creating dir %MUNGEDIR%\%LANGVERSION%\
@mkdir %MUNGEDIR%\%LANGVERSION%
:skipcreatelangdir
@rem Munge localized stream files
@if /i not %MUNGESTREAMS%x==0x @if /i not %LANGVERSION%x==Englishx @for /R %%A in (*.%LOCALIZEEXT%) do @echo Munging %%~nA%%~xA to %MUNGEDIR%\%LANGVERSION%\ & soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\%LANGVERSION%\%%~nA.str -stream %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %STREAMOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@set MUNGE2SUBSTREAMS=0
@if /i %4==XBOX @set MUNGE2SUBSTREAMS=1
@if /i %4==PC @set MUNGE2SUBSTREAMS=1
@rem Build up a list of 1 substream streams to munge,
@rem Filtering the localize streams and if on xbox 4 channel streams
@set MUNGESUBSTREAM1=
@if /i not %MUNGESTREAMS%x==0x @for /R %%A in (*.stm) do @if /i %%~xA==.stm ( @if not EXIST %%~dA%%~pA%%~nA.%LOCALIZEEXT% ( @if /i %MUNGE2SUBSTREAMS%==1 ( @if not EXIST %%~dA%%~pA%%~nA.st4 @set MUNGESUBSTREAM1=!MUNGESUBSTREAM1! %%A ) else ( @set MUNGESUBSTREAM1=!MUNGESUBSTREAM1! %%A ) ) )
@rem Munge 1 substream streams
@if /i not %MUNGESTREAMS%x==0x @for %%A in (%MUNGESUBSTREAM1%) do @echo Munging %%~nA%%~xA & soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ -stream %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %STREAMOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@rem Munge 2 substream streams
@if /i not %MUNGESTREAMS%x==0x @if %MUNGE2SUBSTREAMS%==1 @for /R %%A in (*.st4) do @echo Munging %%~nA%%~xA & soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ -stream %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %STREAMOPT% -substream 2 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@rem Build level files
@if EXIST %LEVELDIR% goto skipcreateleveldir
@mkdir %LEVELDIR%
:skipcreateleveldir
@if %SOUNDNOLVL%x==1x @goto exit
@rem build up a list of include directories for levelpack
@rem language overrides first!
@if %LANGVERSION%x==x goto skiplang
@for /F %%A in ('dir /AD /B %STARTDIR%\%7') do @set LANGSRCDIR=!LANGSRCDIR! %STARTDIR%\%7\%%A\MUNGED\%4\%LANGVERSION%
@for /F %%A in ('dir /AD /B %STARTDIR%\%7\Worlds') do @set LANGSRCDIR=!LANGSRCDIR! %STARTDIR%\%7\Worlds\%%A\MUNGED\%4\%LANGVERSION%
:skiplang
@for /F %%A in ('dir /AD /B %STARTDIR%\%7') do @set LEVELSRCDIR=!LEVELSRCDIR! %STARTDIR%\%7\%%A\MUNGED\%4
@for /F %%A in ('dir /AD /B %STARTDIR%\%7\Worlds') do @set LEVELSRCDIR=!LEVELSRCDIR! %STARTDIR%\%7\Worlds\%%A\MUNGED\%4
@for /R %%A in (*.req) do @if /i not %%A==%SOURCEDIR%\%LEVELFILEREQ% levelpack -inputfile %%~nA%%~xA -platform %4 -sourcedir %SOURCEDIR% %LANGSRCDIR% %PLATFORMDIR% -inputdir %LEVELSRCDIR% -outputdir %MUNGEDIR% -continue %CHECKDATE%
@if EXIST %LEVELFILEREQ% levelpack -inputfile %LEVELFILEREQ% -platform %4 -sourcedir %SOURCEDIR% %LANGSRCDIR% %PLATFORMDIR% -inputdir %LEVELSRCDIR% -outputdir %LEVELDIR% -continue %CHECKDATE%
@goto exit
:nomungedir
@echo Munge directory must be specified as the first argument
@goto exit
:nosourcedir
@echo Source data directory must be specified as the second argument
@goto exit
:nooverridedir
@echo Platform specific source data directory must be specified as the third argument
@goto exit
:noplatform
@echo Platform must be specified as the fourth argument
@goto exit
:nomungelogdir
@echo Munge log directory must be specified as the fifth argument
@goto exit
:noleveldir
@echo Level output directory must be specified as the sixth argument
@goto exit
:nolevelsrcdir
@echo Level source direct must be specified as the seventh argument
@goto exit
:nolevelfile
@echo Final output level file must be specified as the eighth argument
@goto exit
:exit
@endlocal
@cd %STARTDIR%[/code]
Hidden/Spoiler:
[code]@REM WARNING: enabledelayedexpansion means ! is a special character,
@REM which means it isn't available for use as the mungeapp recursive
@REM wildcard character. Use the alternate $ instead.
@setlocal enabledelayedexpansion
@set MUNGE_ROOT_DIR=..\..
@if not "%1"=="" set MUNGE_PLATFORM=%1
@if %MUNGE_PLATFORM%x==x set MUNGE_PLATFORM=PC
@if "%MUNGE_BIN_DIR%"=="" (
@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
@set PATH=%CD%\..\..\..\ToolsFL\Bin;%PATH%
@echo MUNGE_BIN_DIR=!MUNGE_BIN_DIR!
)
@rem convert to lower case
@if %MUNGE_PLATFORM%==PC set MUNGE_PLATFORM=pc
@if %MUNGE_PLATFORM%==XBOX set MUNGE_PLATFORM=xbox
@if %MUNGE_PLATFORM%==PS2 set MUNGE_PLATFORM=ps2
@if /i %MUNGE_PLATFORM%==pc @set BANKOPT=-template -stub c:\windows\media\chord.wav
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%
@set LOCAL_MUNGE_LOG="%CD%\%MUNGE_PLATFORM%_MungeLog.txt"
@if "%MUNGE_LOG%"=="" (
@set MUNGE_LOG=%LOCAL_MUNGE_LOG%
@if exist %LOCAL_MUNGE_LOG% ( del %LOCAL_MUNGE_LOG% )
)
@rem echo ********************************************************************* >> %MUNGE_LOG%
@rem echo Sound\munge.bat %MUNGE_PLATFORM% >> %MUNGE_LOG%
@rem echo MUNGE_BIN_DIR=%MUNGE_BIN_DIR% >> %MUNGE_LOG%
@rem echo ********************************************************************* >> %MUNGE_LOG%
@cd ..\..
@if not exist _LVL_%MUNGE_PLATFORM% mkdir _LVL_%MUNGE_PLATFORM%
@if not exist _LVL_%MUNGE_PLATFORM%\Sound mkdir _LVL_%MUNGE_PLATFORM%\Sound
@call soundmunge.bat %MUNGE_PLATFORM%
@if %SOUNDCLEANLVL%x==1x @del /S /Q _BUILD\sound\*.lvl & @call soundmunge.bat %MUNGE_PLATFORM%
@if /i not "%SOUNDLVL%"=="" (
@for %%A in (%SOUNDLVL%) do @if /i "%%A"=="global" @goto buildglobalbank
@goto skipglobalbank
)
:buildglobalbank
@rem Build a global sound bank...
@set BANKLIST=
@for /R %%A in (*.sfx) do @set BANKLIST=!BANKLIST! %%A
@for /R %%A in (*.asfx) do @set BANKLIST=!BANKLIST! %%A
@if %SOUNDLOG%x==1x ( @set SOUNDOPT=-verbose & @set SOUNDLOGOUT=%LOGDIR%\SoundBankLog.txt ) else ( @set SOUNDOPT= & @set SOUNDLOGOUT=NUL )
@if not %MUNGE_PLATFORM%==pc goto skipglobalbank
@echo Munging common.bnk, this could take a while...
@soundflmunge -platform %MUNGE_PLATFORM% -banklistinput %BANKLIST% -bankoutput _LVL_%MUNGE_PLATFORM%\Sound\common.bnk -checkdate -resample -compact nowarning -checkid noabort -relativepath %SOUNDOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
:skipglobalbank
@cd _BUILD\Sound
@REM If the munge log was created locally and has anything in it, view it
@if not %MUNGE_LOG%x==%LOCAL_MUNGE_LOG%x goto skip_mungelog
@set FILE_CONTENTS_TEST=
@if exist %MUNGE_LOG% for /f %%i in (%MUNGE_LOG:"=%) do @set FILE_CONTENTS_TEST=%%i
@if not "%FILE_CONTENTS_TEST%"=="" ( Notepad.exe %MUNGE_LOG% ) else ( if exist %MUNGE_LOG% (del %MUNGE_LOG%) )
:skip_mungelog
@rem convert to upper case
@if %MUNGE_PLATFORM%==pc set MUNGE_PLATFORM=PC
@if %MUNGE_PLATFORM%==xbox set MUNGE_PLATFORM=XBOX
@if %MUNGE_PLATFORM%==ps2 set MUNGE_PLATFORM=PS2
@endlocal
[/code]
@REM which means it isn't available for use as the mungeapp recursive
@REM wildcard character. Use the alternate $ instead.
@setlocal enabledelayedexpansion
@set MUNGE_ROOT_DIR=..\..
@if not "%1"=="" set MUNGE_PLATFORM=%1
@if %MUNGE_PLATFORM%x==x set MUNGE_PLATFORM=PC
@if "%MUNGE_BIN_DIR%"=="" (
@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
@set PATH=%CD%\..\..\..\ToolsFL\Bin;%PATH%
@echo MUNGE_BIN_DIR=!MUNGE_BIN_DIR!
)
@rem convert to lower case
@if %MUNGE_PLATFORM%==PC set MUNGE_PLATFORM=pc
@if %MUNGE_PLATFORM%==XBOX set MUNGE_PLATFORM=xbox
@if %MUNGE_PLATFORM%==PS2 set MUNGE_PLATFORM=ps2
@if /i %MUNGE_PLATFORM%==pc @set BANKOPT=-template -stub c:\windows\media\chord.wav
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%
@set LOCAL_MUNGE_LOG="%CD%\%MUNGE_PLATFORM%_MungeLog.txt"
@if "%MUNGE_LOG%"=="" (
@set MUNGE_LOG=%LOCAL_MUNGE_LOG%
@if exist %LOCAL_MUNGE_LOG% ( del %LOCAL_MUNGE_LOG% )
)
@rem echo ********************************************************************* >> %MUNGE_LOG%
@rem echo Sound\munge.bat %MUNGE_PLATFORM% >> %MUNGE_LOG%
@rem echo MUNGE_BIN_DIR=%MUNGE_BIN_DIR% >> %MUNGE_LOG%
@rem echo ********************************************************************* >> %MUNGE_LOG%
@cd ..\..
@if not exist _LVL_%MUNGE_PLATFORM% mkdir _LVL_%MUNGE_PLATFORM%
@if not exist _LVL_%MUNGE_PLATFORM%\Sound mkdir _LVL_%MUNGE_PLATFORM%\Sound
@call soundmunge.bat %MUNGE_PLATFORM%
@if %SOUNDCLEANLVL%x==1x @del /S /Q _BUILD\sound\*.lvl & @call soundmunge.bat %MUNGE_PLATFORM%
@if /i not "%SOUNDLVL%"=="" (
@for %%A in (%SOUNDLVL%) do @if /i "%%A"=="global" @goto buildglobalbank
@goto skipglobalbank
)
:buildglobalbank
@rem Build a global sound bank...
@set BANKLIST=
@for /R %%A in (*.sfx) do @set BANKLIST=!BANKLIST! %%A
@for /R %%A in (*.asfx) do @set BANKLIST=!BANKLIST! %%A
@if %SOUNDLOG%x==1x ( @set SOUNDOPT=-verbose & @set SOUNDLOGOUT=%LOGDIR%\SoundBankLog.txt ) else ( @set SOUNDOPT= & @set SOUNDLOGOUT=NUL )
@if not %MUNGE_PLATFORM%==pc goto skipglobalbank
@echo Munging common.bnk, this could take a while...
@soundflmunge -platform %MUNGE_PLATFORM% -banklistinput %BANKLIST% -bankoutput _LVL_%MUNGE_PLATFORM%\Sound\common.bnk -checkdate -resample -compact nowarning -checkid noabort -relativepath %SOUNDOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
:skipglobalbank
@cd _BUILD\Sound
@REM If the munge log was created locally and has anything in it, view it
@if not %MUNGE_LOG%x==%LOCAL_MUNGE_LOG%x goto skip_mungelog
@set FILE_CONTENTS_TEST=
@if exist %MUNGE_LOG% for /f %%i in (%MUNGE_LOG:"=%) do @set FILE_CONTENTS_TEST=%%i
@if not "%FILE_CONTENTS_TEST%"=="" ( Notepad.exe %MUNGE_LOG% ) else ( if exist %MUNGE_LOG% (del %MUNGE_LOG%) )
:skip_mungelog
@rem convert to upper case
@if %MUNGE_PLATFORM%==pc set MUNGE_PLATFORM=PC
@if %MUNGE_PLATFORM%==xbox set MUNGE_PLATFORM=XBOX
@if %MUNGE_PLATFORM%==ps2 set MUNGE_PLATFORM=PS2
@endlocal
[/code]
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- Empire Attacking (attacker is always #1)
CIS = 1
REP = 2
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "CP1Con"}
cp2 = CommandPost:New{name = "CP2Con"}
cp3 = CommandPost:New{name = "CP3Con"}
cp4 = CommandPost:New{name = "CP4Con"}
cp5 = CommandPost:New{name = "CP5Con"}
cp6 = CommandPost:New{name = "CP6Con"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "level.yavin1.con.att",
textDEF = "level.yavin1.con.def",
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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()
--PlayAnimLock01Open();
OnObjectRespawnName(PlayAnimLock01Open, "LockCon01");
OnObjectKillName(PlayAnimLock01Close, "LockCon01");
EnableSPHeroRules()
end
--START DOOR WORK!
-- OPEN
function PlayAnimLock01Open()
PauseAnimation("Airlockclose");
RewindAnimation("Airlockopen");
PlayAnimation("Airlockopen");
-- allow the AI to run across it
--UnblockPlanningGraphArcs("Connection122");
--DisableBarriers("BridgeBarrier");
end
-- CLOSE
function PlayAnimLock01Close()
PauseAnimation("Airlockopen");
RewindAnimation("Airlockclose");
PlayAnimation("Airlockclose");
-- prevent the AI from running across it
--BlockPlanningGraphArcs("Connection122");
--EnableBarriers("BridgeBarrier");
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(600*1024)
SetPS2ModelMemory(4100000)
ReadDataFile("ingame.lvl")
-- Alliance Attacking (attacker is always #1)
CIS = ATT
REP = DEF
SetMapNorthAngle(0)
SetMaxFlyHeight(55)
SetMaxPlayerFlyHeight (55)
AISnipeSuitabilityDist(30)
ReadDataFile("dc:sound\\003.lvl;003cw")
ReadDataFile("sound\\pol.lvl;pol1cw")
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_hero_yoda")
ReadDataFile("dc:SIDE\\all.lvl",
"all_hero_jawatawa")
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")
SetupTeams{
rep = {
team = REP,
units = 32,
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 = 32,
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 = { "all_hero_jawatawa",0, 1},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_yoda")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 3 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 3)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 200
SetMemoryPoolSize ("Aimer", 60)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 245)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 17)
SetMemoryPoolSize ("EntityHover",5)
SetMemoryPoolSize ("EntitySoundStatic", 9)
SetMemoryPoolSize ("MountedTurret", 5)
SetMemoryPoolSize ("Navigator", 45)
SetMemoryPoolSize ("Obstacle", 390)
SetMemoryPoolSize ("PathFollower", 45)
SetMemoryPoolSize ("PathNode", 128)
SetMemoryPoolSize ("SoundSpaceRegion", 34)
SetMemoryPoolSize ("TentacleSimulator", 0)
SetMemoryPoolSize ("TreeGridStack", 180)
SetMemoryPoolSize ("UnitAgent", 45)
SetMemoryPoolSize ("UnitController", 45)
SetMemoryPoolSize("SoldierAnimation", 400)
SetMemoryPoolSize("Music", 50)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize ("Asteroid", 100)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:003\\pol1.lvl","pol1_Conquest")
SetDenseEnvironment("True")
AddDeathRegion("deathregion1")
--SetStayInTurrets(1)
--asteroids start!
SetParticleLODBias(3000)
SetMaxCollisionDistance(1500)
-- FillAsteroidPath("pathas01", 10, "pol1_prop_asteroid_01", 20, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- FillAsteroidPath("pathas01", 20, "pol1_prop_asteroid_02", 40, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- FillAsteroidPath("pathas02", 10, "pol1_prop_asteroid_01", 10, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- FillAsteroidPath("pathas03", 10, "pol1_prop_asteroid_02", 20, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- FillAsteroidPath("pathas04", 5, "pol1_prop_asteroid_02", 2, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- asteroids end!
-- Sound Stats
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\\pol.lvl", "pol1")
OpenAudioStream("sound\\pol.lvl", "pol1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\pol.lvl", "pol1_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)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "cisleaving")
SetOutOfBoundsVoiceOver(2, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_pol_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_pol_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_pol_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_pol_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_pol_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_pol_amb_end", 2,1)
SetVictoryMusic(REP, "rep_pol_amb_victory")
SetDefeatMusic (REP, "rep_pol_amb_defeat")
SetVictoryMusic(CIS, "cis_pol_amb_victory")
SetDefeatMusic (CIS, "cis_pol_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
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(0.461189, -0.077838, -0.871555, -0.147098, 85.974007, 30.694353, -66.900795);
AddCameraShot(0.994946, -0.100380, -0.002298, -0.000232, 109.076401, 27.636383, -10.235785);
AddCameraShot(0.760383, 0.046402, 0.646612, -0.039459, 111.261696, 27.636383, 46.468048);
AddCameraShot(-0.254949, 0.066384, -0.933546, -0.243078, 73.647552, 32.764030, 50.283028);
AddCameraShot(-0.331901, 0.016248, -0.942046, -0.046116, 111.003563, 28.975283, 7.051458);
AddCameraShot(0.295452, -0.038140, -0.946740, -0.122217, 19.856682, 36.399086, -9.890361);
AddCameraShot(0.958050, -0.115837, -0.260254, -0.031467, -35.103737, 37.551651, 109.466576);
AddCameraShot(-0.372488, 0.036892, -0.922789, -0.091394, -77.487892, 37.551651, 40.861832);
AddCameraShot(0.717144, -0.084845, -0.686950, -0.081273, -106.047691, 36.238495, 60.770439);
AddCameraShot(0.452958, -0.104748, -0.862592, -0.199478, -110.553474, 40.972584, 37.320778);
AddCameraShot(-0.009244, 0.001619, -0.984956, -0.172550, -57.010258, 30.395561, 5.638251);
AddCameraShot(0.426958, -0.040550, -0.899315, -0.085412, -87.005966, 30.395561, 19.625088);
AddCameraShot(0.153632, -0.041448, -0.953179, -0.257156, -111.955055, 36.058708, -23.915501);
AddCameraShot(0.272751, -0.002055, -0.962055, -0.007247, -117.452736, 17.298250, -58.572723);
AddCameraShot(0.537097, -0.057966, -0.836668, -0.090297, -126.746666, 30.472836, -148.353333);
AddCameraShot(-0.442188, 0.081142, -0.878575, -0.161220, -85.660973, 29.013374, -144.102219);
AddCameraShot(-0.065409, 0.011040, -0.983883, -0.166056, -84.789032, 29.013374, -139.568787);
AddCameraShot(0.430906, -0.034723, -0.898815, -0.072428, -98.038002, 47.662624, -128.643265);
AddCameraShot(-0.401462, 0.047050, -0.908449, -0.106466, 77.586563, 47.662624, -147.517365);
AddCameraShot(-0.269503, 0.031284, -0.956071, -0.110983, 111.260330, 16.927542, -114.045715);
AddCameraShot(-0.338119, 0.041636, -0.933134, -0.114906, 134.970169, 26.441256, -82.282082);
end
[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- Empire Attacking (attacker is always #1)
CIS = 1
REP = 2
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "CP1Con"}
cp2 = CommandPost:New{name = "CP2Con"}
cp3 = CommandPost:New{name = "CP3Con"}
cp4 = CommandPost:New{name = "CP4Con"}
cp5 = CommandPost:New{name = "CP5Con"}
cp6 = CommandPost:New{name = "CP6Con"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "level.yavin1.con.att",
textDEF = "level.yavin1.con.def",
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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()
--PlayAnimLock01Open();
OnObjectRespawnName(PlayAnimLock01Open, "LockCon01");
OnObjectKillName(PlayAnimLock01Close, "LockCon01");
EnableSPHeroRules()
end
--START DOOR WORK!
-- OPEN
function PlayAnimLock01Open()
PauseAnimation("Airlockclose");
RewindAnimation("Airlockopen");
PlayAnimation("Airlockopen");
-- allow the AI to run across it
--UnblockPlanningGraphArcs("Connection122");
--DisableBarriers("BridgeBarrier");
end
-- CLOSE
function PlayAnimLock01Close()
PauseAnimation("Airlockopen");
RewindAnimation("Airlockclose");
PlayAnimation("Airlockclose");
-- prevent the AI from running across it
--BlockPlanningGraphArcs("Connection122");
--EnableBarriers("BridgeBarrier");
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(600*1024)
SetPS2ModelMemory(4100000)
ReadDataFile("ingame.lvl")
-- Alliance Attacking (attacker is always #1)
CIS = ATT
REP = DEF
SetMapNorthAngle(0)
SetMaxFlyHeight(55)
SetMaxPlayerFlyHeight (55)
AISnipeSuitabilityDist(30)
ReadDataFile("dc:sound\\003.lvl;003cw")
ReadDataFile("sound\\pol.lvl;pol1cw")
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_hero_yoda")
ReadDataFile("dc:SIDE\\all.lvl",
"all_hero_jawatawa")
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")
SetupTeams{
rep = {
team = REP,
units = 32,
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 = 32,
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 = { "all_hero_jawatawa",0, 1},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_yoda")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 3 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 3)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 200
SetMemoryPoolSize ("Aimer", 60)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 245)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 17)
SetMemoryPoolSize ("EntityHover",5)
SetMemoryPoolSize ("EntitySoundStatic", 9)
SetMemoryPoolSize ("MountedTurret", 5)
SetMemoryPoolSize ("Navigator", 45)
SetMemoryPoolSize ("Obstacle", 390)
SetMemoryPoolSize ("PathFollower", 45)
SetMemoryPoolSize ("PathNode", 128)
SetMemoryPoolSize ("SoundSpaceRegion", 34)
SetMemoryPoolSize ("TentacleSimulator", 0)
SetMemoryPoolSize ("TreeGridStack", 180)
SetMemoryPoolSize ("UnitAgent", 45)
SetMemoryPoolSize ("UnitController", 45)
SetMemoryPoolSize("SoldierAnimation", 400)
SetMemoryPoolSize("Music", 50)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize ("Asteroid", 100)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:003\\pol1.lvl","pol1_Conquest")
SetDenseEnvironment("True")
AddDeathRegion("deathregion1")
--SetStayInTurrets(1)
--asteroids start!
SetParticleLODBias(3000)
SetMaxCollisionDistance(1500)
-- FillAsteroidPath("pathas01", 10, "pol1_prop_asteroid_01", 20, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- FillAsteroidPath("pathas01", 20, "pol1_prop_asteroid_02", 40, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- FillAsteroidPath("pathas02", 10, "pol1_prop_asteroid_01", 10, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- FillAsteroidPath("pathas03", 10, "pol1_prop_asteroid_02", 20, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- FillAsteroidPath("pathas04", 5, "pol1_prop_asteroid_02", 2, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- asteroids end!
-- Sound Stats
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\\pol.lvl", "pol1")
OpenAudioStream("sound\\pol.lvl", "pol1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\pol.lvl", "pol1_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)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "cisleaving")
SetOutOfBoundsVoiceOver(2, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_pol_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_pol_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_pol_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_pol_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_pol_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_pol_amb_end", 2,1)
SetVictoryMusic(REP, "rep_pol_amb_victory")
SetDefeatMusic (REP, "rep_pol_amb_defeat")
SetVictoryMusic(CIS, "cis_pol_amb_victory")
SetDefeatMusic (CIS, "cis_pol_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
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(0.461189, -0.077838, -0.871555, -0.147098, 85.974007, 30.694353, -66.900795);
AddCameraShot(0.994946, -0.100380, -0.002298, -0.000232, 109.076401, 27.636383, -10.235785);
AddCameraShot(0.760383, 0.046402, 0.646612, -0.039459, 111.261696, 27.636383, 46.468048);
AddCameraShot(-0.254949, 0.066384, -0.933546, -0.243078, 73.647552, 32.764030, 50.283028);
AddCameraShot(-0.331901, 0.016248, -0.942046, -0.046116, 111.003563, 28.975283, 7.051458);
AddCameraShot(0.295452, -0.038140, -0.946740, -0.122217, 19.856682, 36.399086, -9.890361);
AddCameraShot(0.958050, -0.115837, -0.260254, -0.031467, -35.103737, 37.551651, 109.466576);
AddCameraShot(-0.372488, 0.036892, -0.922789, -0.091394, -77.487892, 37.551651, 40.861832);
AddCameraShot(0.717144, -0.084845, -0.686950, -0.081273, -106.047691, 36.238495, 60.770439);
AddCameraShot(0.452958, -0.104748, -0.862592, -0.199478, -110.553474, 40.972584, 37.320778);
AddCameraShot(-0.009244, 0.001619, -0.984956, -0.172550, -57.010258, 30.395561, 5.638251);
AddCameraShot(0.426958, -0.040550, -0.899315, -0.085412, -87.005966, 30.395561, 19.625088);
AddCameraShot(0.153632, -0.041448, -0.953179, -0.257156, -111.955055, 36.058708, -23.915501);
AddCameraShot(0.272751, -0.002055, -0.962055, -0.007247, -117.452736, 17.298250, -58.572723);
AddCameraShot(0.537097, -0.057966, -0.836668, -0.090297, -126.746666, 30.472836, -148.353333);
AddCameraShot(-0.442188, 0.081142, -0.878575, -0.161220, -85.660973, 29.013374, -144.102219);
AddCameraShot(-0.065409, 0.011040, -0.983883, -0.166056, -84.789032, 29.013374, -139.568787);
AddCameraShot(0.430906, -0.034723, -0.898815, -0.072428, -98.038002, 47.662624, -128.643265);
AddCameraShot(-0.401462, 0.047050, -0.908449, -0.106466, 77.586563, 47.662624, -147.517365);
AddCameraShot(-0.269503, 0.031284, -0.956071, -0.110983, 111.260330, 16.927542, -114.045715);
AddCameraShot(-0.338119, 0.041636, -0.933134, -0.114906, 134.970169, 26.441256, -82.282082);
end
[/code]
I followed Vyse's, Majin's, and bits of another, Used most of what I haved learned modding BFII,
my whole Music Library, and 10 secs of nails on a chalkboard (before I realised it wasn't helping in any way what so ever) Munged, Cleaned, Munged With ALL SELECTED, Cleaned with ALL SELECTED, Manual cleaned at least twice.
- I'm just... Just... So p***ed of right now I could break one of my kitkats on a ant's hea- and I just did.
Thank You for taking some time to read/look though all of this... Because this is BS.
EDIT - And yes I have just checked my .wavs are ALL in the proper
352 kbps - 16-bit - mono - 22 kHz PCM setup up too.
EDIT2 - Apparently I've done some topics refering to similar problems in the past,
currently going through them to see If I can make sense of half the stuff I said,
and re-trying what people told me to do (and knowing me it was probably one of the times
I couldn't give two ****'s to what was said, I was probably being ignorant about for some reason or another).
EDIT3 - OK something was done right, my 003.lvl file in my data_003\_LVL_PC\Sound shot up to
166 kb, I know that HAS to be good. (I am sorry to poor Marth whole was victim of my stupidity to gasp what he was saying at the time... Which I do now. Sorry Marth D: )



