Combo Data
Posted: Thu Jan 03, 2013 9:00 pm
by Bonecrusher16O
Alright, so on the map I am working on I have run out of Combo Data. I saw a post like this not too long ago, and it is NO help AT ALL.
Here is my script:
Can someone help? I have raised the Memory Pool size to the correct amount but it is still not working.
Here is my script:
Hidden/Spoiler:
[code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2, teamwampa = 3,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end
---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "panel1" then
PlayAnimation("wdown")
end
end
)
killobjc = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "panel1" then
AddAssaultDestroyPoints(killer)
end
end
)
ReadDataFile("dc:Load\\common.lvl")
StealArtistHeap(1536*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(2097152 + 65536 *
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
ReadDataFile("ingame.lvl")
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(95)
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")
ReadDataFile("dc:SIDE\\sit.lvl",
"cis_hero_darthmaul",
"cis_hero_countdooku",
"imp_hero_darthvader",
"imp_hero_emperor",
"rep_hero_cloakedanakin",
"sit_inf_sith",
"sit_inf_master",
"sit_inf_basic",
"sit_inf_guard_saber")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_macewindu",
"rep_hero_aalya",
"rep_hero_yoda",
"rep_hero_kiyadimundi",
"rep_hero_obiwan")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_master_01",
"jed_master_02",
"jed_master_03",
"jed_sith_01",
"jed_runner")
ReadDataFile("SIDE\\snw.lvl",
"snw_inf_wampa")
--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]
--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")
SetupTeams{
hero = {
team = ALL,
units = 32,
reinforcements = -1,
soldier = { "rep_hero_obiwan",1,2},
assault = { "jed_knight_02", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_yoda", 1,2},
officer = { "jed_master_02", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}
AddUnitClass(ALL, "rep_hero_aalya",1,2)
AddUnitClass(ALL, "jed_runner",1,2)
AddUnitClass(ALL, "rep_hero_kiyadimundi",1,2)
SetupTeams{
villain = {
team = IMP,
units = 32,
reinforcements = -1,
soldier = { "sit_inf_master", 1,2},
assault = { "imp_hero_darthvader",1,2},
engineer= { "imp_hero_emperor", 1,2},
sniper = { "cis_hero_darthmaul", 1,2},
officer = { "sit_inf_basic", 1,2},
special = { "sit_inf_guard_saber", 1,2},
},
}
AddUnitClass(IMP, "rep_hero_cloakedanakin",1,2)
AddUnitClass(IMP, "cis_hero_countdooku",1,2)
AddUnitClass(IMP, "sit_inf_sith",1,2)
SetTeamName(3, "wampa")
SetTeamIcon(3, "rep_icon")
AddUnitClass(3, "snw_inf_wampa",2)
AddUnitClass(3, "snw_inf_none",2)
AddUnitClass(3, "snw_inf_wampa",1)
SetUnitCount(3, 5)
AddAIGoal(wampa, "Deathmatch", 100)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",118)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 5)
SetClassProperty("rep_hero_yoda","MaxHealth","1600")
SetClassProperty("rep_hero_yoda","EnergyBar","140")
SetClassProperty("rep_hero_yoda","AddHealth","6")
SetClassProperty("rep_hero_yoda","NoEnterVehicles","0")
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 500) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 1000)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 43)
SetMemoryPoolSize("UnitController", 43)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:SAM\\SAM.lvl", "SAM_eli")
SetDenseEnvironment("false")
-- Sound Stats
ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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", "cw_music")
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")
SetAmbientMusic(ALL, 0.3, "all_hero_Luke_lp", 0,1)
SetAmbientMusic(ALL, 0.3, "imp_hero_Palpatine_lp", 1,1)
SetAmbientMusic(ALL, 0.4, "all_hero_Luke_lp", 2,1)
SetAmbientMusic(IMP, 0.3, "imp_hero_Vader_lp", 0,1)
SetAmbientMusic(IMP, 0.3, "imp_hero_Palpatine_lp", 1,1)
SetAmbientMusic(IMP, 0.4, "imp_hero_Vader_lp", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
SetAttackingTeam(ATT)
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end[/code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2, teamwampa = 3,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end
---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "panel1" then
PlayAnimation("wdown")
end
end
)
killobjc = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "panel1" then
AddAssaultDestroyPoints(killer)
end
end
)
ReadDataFile("dc:Load\\common.lvl")
StealArtistHeap(1536*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(2097152 + 65536 *
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
ReadDataFile("ingame.lvl")
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(95)
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")
ReadDataFile("dc:SIDE\\sit.lvl",
"cis_hero_darthmaul",
"cis_hero_countdooku",
"imp_hero_darthvader",
"imp_hero_emperor",
"rep_hero_cloakedanakin",
"sit_inf_sith",
"sit_inf_master",
"sit_inf_basic",
"sit_inf_guard_saber")
ReadDataFile("SIDE\\rep.lvl",
"rep_hero_macewindu",
"rep_hero_aalya",
"rep_hero_yoda",
"rep_hero_kiyadimundi",
"rep_hero_obiwan")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_master_01",
"jed_master_02",
"jed_master_03",
"jed_sith_01",
"jed_runner")
ReadDataFile("SIDE\\snw.lvl",
"snw_inf_wampa")
--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]
--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")
SetupTeams{
hero = {
team = ALL,
units = 32,
reinforcements = -1,
soldier = { "rep_hero_obiwan",1,2},
assault = { "jed_knight_02", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_yoda", 1,2},
officer = { "jed_master_02", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}
AddUnitClass(ALL, "rep_hero_aalya",1,2)
AddUnitClass(ALL, "jed_runner",1,2)
AddUnitClass(ALL, "rep_hero_kiyadimundi",1,2)
SetupTeams{
villain = {
team = IMP,
units = 32,
reinforcements = -1,
soldier = { "sit_inf_master", 1,2},
assault = { "imp_hero_darthvader",1,2},
engineer= { "imp_hero_emperor", 1,2},
sniper = { "cis_hero_darthmaul", 1,2},
officer = { "sit_inf_basic", 1,2},
special = { "sit_inf_guard_saber", 1,2},
},
}
AddUnitClass(IMP, "rep_hero_cloakedanakin",1,2)
AddUnitClass(IMP, "cis_hero_countdooku",1,2)
AddUnitClass(IMP, "sit_inf_sith",1,2)
SetTeamName(3, "wampa")
SetTeamIcon(3, "rep_icon")
AddUnitClass(3, "snw_inf_wampa",2)
AddUnitClass(3, "snw_inf_none",2)
AddUnitClass(3, "snw_inf_wampa",1)
SetUnitCount(3, 5)
AddAIGoal(wampa, "Deathmatch", 100)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",118)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 5)
SetClassProperty("rep_hero_yoda","MaxHealth","1600")
SetClassProperty("rep_hero_yoda","EnergyBar","140")
SetClassProperty("rep_hero_yoda","AddHealth","6")
SetClassProperty("rep_hero_yoda","NoEnterVehicles","0")
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 500) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 1000)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 43)
SetMemoryPoolSize("UnitController", 43)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:SAM\\SAM.lvl", "SAM_eli")
SetDenseEnvironment("false")
-- Sound Stats
ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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", "cw_music")
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")
SetAmbientMusic(ALL, 0.3, "all_hero_Luke_lp", 0,1)
SetAmbientMusic(ALL, 0.3, "imp_hero_Palpatine_lp", 1,1)
SetAmbientMusic(ALL, 0.4, "all_hero_Luke_lp", 2,1)
SetAmbientMusic(IMP, 0.3, "imp_hero_Vader_lp", 0,1)
SetAmbientMusic(IMP, 0.3, "imp_hero_Palpatine_lp", 1,1)
SetAmbientMusic(IMP, 0.4, "imp_hero_Vader_lp", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
SetAttackingTeam(ATT)
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end[/code]