But I get this munge error which I have no idea what it means
Code: Select all
C:\BF2_ModTools\data_MAP\_BUILD\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\MAP\BCCr_con.lua:104: <eof> expected near `end'
ERROR[scriptmunge scripts\MAP\BCCr_con.lua]:Could not read input file.ERROR[scriptmunge scripts\MAP\BCCr_con.lua]:Could not read input file. [continuing]
2 Errors 0 WarningsHidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
ATT = 1
DEF = 2
--this never changes, ever, no really, i mean it, lol.
if not ScriptCB_InMultiplayer() then
CIS = math.random(1,2)
REP = (3 - CIS)
else
REP = 1
CIS = 2
end
function ScriptPostLoad()
herocisand = math.random(1, 4)
if herocisand == 1 then
heroCis = "cis_hero_countdooku"
elseif herocisand == 2 then
heroCis = "cis_hero_durge"
elseif herocisand == 3 then
heroCis = "cis_hero_grievous"
elseif herocisand == 4 then
heroCis = "cis_hero_ventress"
end
herorepand = math.random(1, 4)
if herorepand == 1 then
heroRep = "rep_hero_kolar"
elseif herorepand == 2 then
heroRep = "rep_hero_shaakti"
elseif herorepand == 3 then
heroRep = "rep_hero_aalya"
elseif herorepand == 4 then
heroRep = "rep_hero_kitfisto"
end
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "CP1"}
cp2 = CommandPost:New{name = "CP2"}
cp3 = CommandPost:New{name = "CP3"}
cp4 = CommandPost:New{name = "CP4"}
cp5 = CommandPost:New{name = "CP5"}
cp6 = CommandPost:New{name = "CP7"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()
if not ScriptCB_InMultiplayer() then
herosupport = AIHeroSupport:New{AIATTHeroHealth = 5000, AIDEFHeroHealth = 5000, gameMode = "conquest",minSpawnTime = 20,}
herosupport:SetHeroClass(CIS, "heroCis")
herosupport:SetHeroClass(REP, "heroRep")
herosupport:AddSpawnCP("cp1","CP1Spawn")
herosupport:AddSpawnCP("cp2","CP3Spawn")
herosupport:AddSpawnCP("cp3","CP4Spawn")
herosupport:AddSpawnCP("cp4","CP5Spawn")
herosupport:AddSpawnCP("cp5","CP7Spawn")
herosupport:AddSpawnCP("cp7","CP2Spawn")
herosupport:Start()
else
end
end
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("..\\..\\addon\\BCC\\data\\_LVL_PC\\load\\common.lvl")
ReadDataFile("ingame.lvl")
if ScriptCB_InMultiplayer() then
heroCis = "cis_hero_countdooku"
heroRep = "rep_hero_aalya"
end
SetMaxFlyHeight(-5)
SetMaxPlayerFlyHeight(-5)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("dc:sound\\ske.lvl;skecw")
ReadDataFile("..\\..\\addon\\BCC\\data\\_LVL_PC\\sound\\BCC.lvl;BCCcw")
ReadDataFile("sound\\dea.lvl;dea1cw")
ReadDataFile("sound\\hot.lvl;hot1gcw")
ReadDataFile("SIDE\\BFSM\\aut.lvl",
"com_weap_inf_health_det",
"com_bldg_inf_psg")
ReadDataFile("SIDE\\BFSM\\rep.lvl",
"rep_inf_212th_rifleman",
"rep_inf_212th_rocketeer",
"rep_inf_212th_engineer",
"rep_inf_212th_sniper",
"rep_inf_shadow",
"rep_hero_kolar",
"rep_hero_shaakti",
"rep_hero_kitfisto",
"rep_inf_212th_capt",
"rep_inf_ep3_Commander_cody",
"rep_inf_212th_paratrooper",
"rep_inf_212th_jettrooper",
"rep_hero_aalya",
"rep_fly_assault_dome")
ReadDataFile("SIDE\\BFSM\\cis.lvl",
"cis_inf_battledroid",
"cis_inf_assaultdroid",
"cis_inf_flamedroid",
"cis_inf_sniper",
"cis_hero_grievous",
"cis_hero_ventress",
"cis_hero_durge",
"cis_inf_neimoidian_officer",
"cis_inf_droideka",
"cis_inf_mando",
"cis_inf_sep_commando",
"cis_inf_commander",
"cis_hero_countdooku")
ReadDataFile("SIDE\\BFSM\\tur.lvl",
"tur_bldg_laser")
SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 300,
soldier = { "rep_inf_212th_rifleman",20, 40},
assault = { "rep_inf_212th_rocketeer",2,5},
engineer = { "rep_inf_212th_engineer",2,5},
sniper = { "rep_inf_212th_sniper",2,5},
officer = {"rep_inf_212th_paratrooper",1,4},
special = { "rep_inf_shadow",1,4},
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = { "cis_inf_battledroid",20, 40},
assault = { "cis_inf_assaultdroid",2,5},
engineer = { "cis_inf_flamedroid",2,5},
sniper = { "cis_inf_sniper",2,5},
officer = {"cis_inf_neimoidian_officer",1,4},
special = { "cis_inf_droideka",1.4},
}
}
AddUnitClass(REP, "rep_inf_212th_jettrooper",1,3)
AddUnitClass(REP, "rep_inf_212th_capt",1,2)
AddUnitClass(REP, "rep_inf_ep3_Commander_cody",0,1)
AddUnitClass(CIS, "cis_inf_mando",1,3)
AddUnitClass(CIS, "cis_inf_sep_commando",1,2)
AddUnitClass(CIS, "cis_inf_commander",0,1)
if ScriptCB_InMultiplayer() then
SetHeroClass(CIS, heroCis)
SetHeroClass(REP, heroRep)
else
end
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize ("CommandFlyer",5)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:BCC\\BCC.lvl", "BCC_conquest")
ReadDataFile("..\\..\\addon\\BCC\\data\\_LVL_PC\\BCC\\bes2.lvl", "bespin2_conquest")
SetDenseEnvironment("true")
AddDeathRegion("DeathRegion")
AddDeathRegion("DeathRegion2")
-- 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\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
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(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_dea_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_dea_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_dea_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_dea_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_dea_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_dea_amb_end", 2,1)
SetVictoryMusic(REP, "rep_dea_amb_victory")
SetDefeatMusic (REP, "rep_dea_amb_defeat")
SetVictoryMusic(CIS, "cis_dea_amb_victory")
SetDefeatMusic (CIS, "cis_dea_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")
-- Camera Stats
-- Giz Shot
AddCameraShot(0.879348, -0.142046, 0.448684, 0.072478, -38.413761, 30.986401, 195.879623);
AddCameraShot(0.755143, 0.032624, 0.654137, -0.028260, -80.924103, -32.534859, 59.805065);
AddCameraShot(0.596514, -0.068856, -0.794372, -0.091695, -139.203629, -28.934868, 56.316780);
AddCameraShot(0.073602, -0.011602, -0.985060, -0.155272, -118.288239, -28.934868, 125.938355);
AddCameraShot(0.902687, 0.001274, 0.430295, -0.000607, -90.957382, -47.834820, 180.831787);
AddCameraShot(-0.418815, -0.024036, -0.906262, 0.052011, -162.066483, -47.234821, 80.504837);
AddCameraShot(0.988357, 0.062970, 0.138228, -0.008807, -173.774002, -55.334801, 142.567810);
AddCameraShot(-0.100554, 0.008160, -0.991639, -0.080476, -246.954437, -31.334862, 153.438812);
AddCameraShot(0.717164, -0.018075, 0.696449, 0.017553, -216.827194, -31.334862, 186.863648);
AddCameraShot(0.844850, -0.049702, 0.531770, 0.031284, -247.181458, -45.734825, 29.732487);
AddCameraShot(0.454881, 0.028302, -0.888384, 0.055273, -291.636658, -48.734818, 21.009203);
AddCameraShot(0.818322, -0.026150, -0.573874, -0.018339, -193.434647, -58.634792, -12.443044);
AddCameraShot(0.471109, 0.004691, -0.882018, 0.008783, -192.251679, -61.334786, -32.647247);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
ATT = 1
DEF = 2
--this never changes, ever, no really, i mean it, lol.
if not ScriptCB_InMultiplayer() then
CIS = math.random(1,2)
REP = (3 - CIS)
else
REP = 1
CIS = 2
end
function ScriptPostLoad()
herocisand = math.random(1, 4)
if herocisand == 1 then
heroCis = "cis_hero_countdooku"
elseif herocisand == 2 then
heroCis = "cis_hero_durge"
elseif herocisand == 3 then
heroCis = "cis_hero_grievous"
elseif herocisand == 4 then
heroCis = "cis_hero_ventress"
end
herorepand = math.random(1, 4)
if herorepand == 1 then
heroRep = "rep_hero_kolar"
elseif herorepand == 2 then
heroRep = "rep_hero_shaakti"
elseif herorepand == 3 then
heroRep = "rep_hero_aalya"
elseif herorepand == 4 then
heroRep = "rep_hero_kitfisto"
end
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "CP1"}
cp2 = CommandPost:New{name = "CP2"}
cp3 = CommandPost:New{name = "CP3"}
cp4 = CommandPost:New{name = "CP4"}
cp5 = CommandPost:New{name = "CP5"}
cp6 = CommandPost:New{name = "CP7"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()
if not ScriptCB_InMultiplayer() then
herosupport = AIHeroSupport:New{AIATTHeroHealth = 5000, AIDEFHeroHealth = 5000, gameMode = "conquest",minSpawnTime = 20,}
herosupport:SetHeroClass(CIS, "heroCis")
herosupport:SetHeroClass(REP, "heroRep")
herosupport:AddSpawnCP("cp1","CP1Spawn")
herosupport:AddSpawnCP("cp2","CP3Spawn")
herosupport:AddSpawnCP("cp3","CP4Spawn")
herosupport:AddSpawnCP("cp4","CP5Spawn")
herosupport:AddSpawnCP("cp5","CP7Spawn")
herosupport:AddSpawnCP("cp7","CP2Spawn")
herosupport:Start()
else
end
end
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("..\\..\\addon\\BCC\\data\\_LVL_PC\\load\\common.lvl")
ReadDataFile("ingame.lvl")
if ScriptCB_InMultiplayer() then
heroCis = "cis_hero_countdooku"
heroRep = "rep_hero_aalya"
end
SetMaxFlyHeight(-5)
SetMaxPlayerFlyHeight(-5)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("dc:sound\\ske.lvl;skecw")
ReadDataFile("..\\..\\addon\\BCC\\data\\_LVL_PC\\sound\\BCC.lvl;BCCcw")
ReadDataFile("sound\\dea.lvl;dea1cw")
ReadDataFile("sound\\hot.lvl;hot1gcw")
ReadDataFile("SIDE\\BFSM\\aut.lvl",
"com_weap_inf_health_det",
"com_bldg_inf_psg")
ReadDataFile("SIDE\\BFSM\\rep.lvl",
"rep_inf_212th_rifleman",
"rep_inf_212th_rocketeer",
"rep_inf_212th_engineer",
"rep_inf_212th_sniper",
"rep_inf_shadow",
"rep_hero_kolar",
"rep_hero_shaakti",
"rep_hero_kitfisto",
"rep_inf_212th_capt",
"rep_inf_ep3_Commander_cody",
"rep_inf_212th_paratrooper",
"rep_inf_212th_jettrooper",
"rep_hero_aalya",
"rep_fly_assault_dome")
ReadDataFile("SIDE\\BFSM\\cis.lvl",
"cis_inf_battledroid",
"cis_inf_assaultdroid",
"cis_inf_flamedroid",
"cis_inf_sniper",
"cis_hero_grievous",
"cis_hero_ventress",
"cis_hero_durge",
"cis_inf_neimoidian_officer",
"cis_inf_droideka",
"cis_inf_mando",
"cis_inf_sep_commando",
"cis_inf_commander",
"cis_hero_countdooku")
ReadDataFile("SIDE\\BFSM\\tur.lvl",
"tur_bldg_laser")
SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 300,
soldier = { "rep_inf_212th_rifleman",20, 40},
assault = { "rep_inf_212th_rocketeer",2,5},
engineer = { "rep_inf_212th_engineer",2,5},
sniper = { "rep_inf_212th_sniper",2,5},
officer = {"rep_inf_212th_paratrooper",1,4},
special = { "rep_inf_shadow",1,4},
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = { "cis_inf_battledroid",20, 40},
assault = { "cis_inf_assaultdroid",2,5},
engineer = { "cis_inf_flamedroid",2,5},
sniper = { "cis_inf_sniper",2,5},
officer = {"cis_inf_neimoidian_officer",1,4},
special = { "cis_inf_droideka",1.4},
}
}
AddUnitClass(REP, "rep_inf_212th_jettrooper",1,3)
AddUnitClass(REP, "rep_inf_212th_capt",1,2)
AddUnitClass(REP, "rep_inf_ep3_Commander_cody",0,1)
AddUnitClass(CIS, "cis_inf_mando",1,3)
AddUnitClass(CIS, "cis_inf_sep_commando",1,2)
AddUnitClass(CIS, "cis_inf_commander",0,1)
if ScriptCB_InMultiplayer() then
SetHeroClass(CIS, heroCis)
SetHeroClass(REP, heroRep)
else
end
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize ("CommandFlyer",5)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:BCC\\BCC.lvl", "BCC_conquest")
ReadDataFile("..\\..\\addon\\BCC\\data\\_LVL_PC\\BCC\\bes2.lvl", "bespin2_conquest")
SetDenseEnvironment("true")
AddDeathRegion("DeathRegion")
AddDeathRegion("DeathRegion2")
-- 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\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
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(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_dea_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_dea_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_dea_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_dea_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_dea_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_dea_amb_end", 2,1)
SetVictoryMusic(REP, "rep_dea_amb_victory")
SetDefeatMusic (REP, "rep_dea_amb_defeat")
SetVictoryMusic(CIS, "cis_dea_amb_victory")
SetDefeatMusic (CIS, "cis_dea_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")
-- Camera Stats
-- Giz Shot
AddCameraShot(0.879348, -0.142046, 0.448684, 0.072478, -38.413761, 30.986401, 195.879623);
AddCameraShot(0.755143, 0.032624, 0.654137, -0.028260, -80.924103, -32.534859, 59.805065);
AddCameraShot(0.596514, -0.068856, -0.794372, -0.091695, -139.203629, -28.934868, 56.316780);
AddCameraShot(0.073602, -0.011602, -0.985060, -0.155272, -118.288239, -28.934868, 125.938355);
AddCameraShot(0.902687, 0.001274, 0.430295, -0.000607, -90.957382, -47.834820, 180.831787);
AddCameraShot(-0.418815, -0.024036, -0.906262, 0.052011, -162.066483, -47.234821, 80.504837);
AddCameraShot(0.988357, 0.062970, 0.138228, -0.008807, -173.774002, -55.334801, 142.567810);
AddCameraShot(-0.100554, 0.008160, -0.991639, -0.080476, -246.954437, -31.334862, 153.438812);
AddCameraShot(0.717164, -0.018075, 0.696449, 0.017553, -216.827194, -31.334862, 186.863648);
AddCameraShot(0.844850, -0.049702, 0.531770, 0.031284, -247.181458, -45.734825, 29.732487);
AddCameraShot(0.454881, 0.028302, -0.888384, 0.055273, -291.636658, -48.734818, 21.009203);
AddCameraShot(0.818322, -0.026150, -0.573874, -0.018339, -193.434647, -58.634792, -12.443044);
AddCameraShot(0.471109, 0.004691, -0.882018, 0.008783, -192.251679, -61.334786, -32.647247);
end



