Well I am having a similar bug, but you cannot play on the IMPS team period, not even from the beginning of the match. You can select it, but you always spawn rebels. I have a terrible feeling this has to do with the fact that I have uber mode on with 400 units on each team. I have another mode that is identical except its not on uber mode... and it works perfectly. But...I was planning on adding 600+ units on each team... Is that a little much? Nothing shows up in BFront2.log
LUA:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Hippies Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}
cp12 = CommandPost:New{name = "cp12"}
cp13 = CommandPost:New{name = "gnome"}
cp14 = CommandPost:New{name = "demon"}
--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",
isUberMode = true,
uberScoreLimit = 1500, 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:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:AddCommandPost(cp12)
conquest:AddCommandPost(cp13)
conquest:AddCommandPost(cp14)
conquest:Start()
SetUberMode(1)
EnableSPHeroRules()
AddAIGoal(1, "Deathmatch", 2000)
AddAIGoal(2, "Deathmatch", 2000)
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("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(350)
SetMaxPlayerFlyHeight(1200)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:sound\\LSD.lvl;LSDgcw")
ReadDataFile("DC:SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_officer",
"all_inf_wookiee")
ReadDataFile("DC:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper")
ReadDataFile("DC:SIDE\\lsd.lvl",
"lsd_inf_nixon",
"lsd_inf_beatles",
"lsd_inf_locals",
"lsd_hover_rubberbike",
"lsd_fly_rock",
"lsd_fly_yellowsubmarine")
ReadDataFile("DC:SIDE\\des.lvl",
"ewk_inf_trooper",
"tat_inf_jawa")
SetupTeams{
all = {
team = ALL,
units = 400,
reinforcements = 4000,
soldier = { "all_inf_rifleman",120, 160},
assault = { "all_inf_rocketeer",80,100},
engineer = { "all_inf_wookiee",60,80},
sniper = { "all_inf_sniper",60,80},
officer = { "all_inf_officer",60,80},
special = { "ewk_inf_trooper",20,28},
},
imp = {
team = IMP,
units = 400,
reinforcements = 4000,
soldier = { "imp_inf_rifleman",120, 160},
assault = { "imp_inf_rocketeer",80,100},
engineer = { "imp_inf_officer",60,80},
sniper = { "imp_inf_sniper",60,80},
officer = { "imp_inf_dark_trooper",60,80},
special = { "tat_inf_jawa",20,28},
},
}
SetHeroClass(ALL, "lsd_inf_john_lennon")
SetHeroClass(IMP, "lsd_inf_nixon")
-- Gnomes -------------------------------
SetTeamName (3, "locals")
AddUnitClass (3, "lsd_inf_gnome", 30)
SetUnitCount (3, 30)
SetTeamAsFriend(3,ATT)
SetTeamAsFriend(3,DEF)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(DEF,3)
-- Jabberwocks --------------------------
SetTeamName(4, "acklay")
AddUnitClass (4, "lsd_inf_demon", 15)
SetUnitCount (4, 15)
SetTeamAsEnemy(4, ATT)
SetTeamAsEnemy(4, DEF)
SetTeamAsEnemy(ATT, 4)
SetTeamAsEnemy(DEF, 4)
-- They want to kill each other ------
SetTeamAsEnemy(3, 4)
SetTeamAsEnemy(4, 3)
AddAIGoal(3,"Deathmatch",200)
AddAIGoal(4,"Deathmatch",200)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 5) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntityMusic", 512)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("AcklayData", 64)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:LSD\\LSD.lvl", "LSD_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("dc:sound\\LSD.lvl", "LSDgcw_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")
SetAmbientMusic(ALL, 1.0, "all_LSD_amb_start", 0,1)
--SetAmbientMusic(ALL, 0.7, "imp_PSF_amb_middle", 1,1)
--SetAmbientMusic(ALL, 0.4, "imp_PSF_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_LSD_amb_start", 0,1)
--SetAmbientMusic(IMP, 0.7, "imp_PSF_amb_middle", 1,1)
--SetAmbientMusic(IMP, 0.4, "imp_PSF_amb_end", 2,1)
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetVictoryMusic(ALL, "all_LSD_amb_victory")
SetDefeatMusic (ALL, "all_LSD_amb_defeat")
SetVictoryMusic(IMP, "imp_LSD_amb_victory")
SetDefeatMusic (IMP, "imp_LSD_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Hippies Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}
cp12 = CommandPost:New{name = "cp12"}
cp13 = CommandPost:New{name = "gnome"}
cp14 = CommandPost:New{name = "demon"}
--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",
isUberMode = true,
uberScoreLimit = 1500, 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:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:AddCommandPost(cp12)
conquest:AddCommandPost(cp13)
conquest:AddCommandPost(cp14)
conquest:Start()
SetUberMode(1)
EnableSPHeroRules()
AddAIGoal(1, "Deathmatch", 2000)
AddAIGoal(2, "Deathmatch", 2000)
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("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(350)
SetMaxPlayerFlyHeight(1200)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:sound\\LSD.lvl;LSDgcw")
ReadDataFile("DC:SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_officer",
"all_inf_wookiee")
ReadDataFile("DC:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper")
ReadDataFile("DC:SIDE\\lsd.lvl",
"lsd_inf_nixon",
"lsd_inf_beatles",
"lsd_inf_locals",
"lsd_hover_rubberbike",
"lsd_fly_rock",
"lsd_fly_yellowsubmarine")
ReadDataFile("DC:SIDE\\des.lvl",
"ewk_inf_trooper",
"tat_inf_jawa")
SetupTeams{
all = {
team = ALL,
units = 400,
reinforcements = 4000,
soldier = { "all_inf_rifleman",120, 160},
assault = { "all_inf_rocketeer",80,100},
engineer = { "all_inf_wookiee",60,80},
sniper = { "all_inf_sniper",60,80},
officer = { "all_inf_officer",60,80},
special = { "ewk_inf_trooper",20,28},
},
imp = {
team = IMP,
units = 400,
reinforcements = 4000,
soldier = { "imp_inf_rifleman",120, 160},
assault = { "imp_inf_rocketeer",80,100},
engineer = { "imp_inf_officer",60,80},
sniper = { "imp_inf_sniper",60,80},
officer = { "imp_inf_dark_trooper",60,80},
special = { "tat_inf_jawa",20,28},
},
}
SetHeroClass(ALL, "lsd_inf_john_lennon")
SetHeroClass(IMP, "lsd_inf_nixon")
-- Gnomes -------------------------------
SetTeamName (3, "locals")
AddUnitClass (3, "lsd_inf_gnome", 30)
SetUnitCount (3, 30)
SetTeamAsFriend(3,ATT)
SetTeamAsFriend(3,DEF)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(DEF,3)
-- Jabberwocks --------------------------
SetTeamName(4, "acklay")
AddUnitClass (4, "lsd_inf_demon", 15)
SetUnitCount (4, 15)
SetTeamAsEnemy(4, ATT)
SetTeamAsEnemy(4, DEF)
SetTeamAsEnemy(ATT, 4)
SetTeamAsEnemy(DEF, 4)
-- They want to kill each other ------
SetTeamAsEnemy(3, 4)
SetTeamAsEnemy(4, 3)
AddAIGoal(3,"Deathmatch",200)
AddAIGoal(4,"Deathmatch",200)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 5) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntityMusic", 512)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("AcklayData", 64)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:LSD\\LSD.lvl", "LSD_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("dc:sound\\LSD.lvl", "LSDgcw_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")
SetAmbientMusic(ALL, 1.0, "all_LSD_amb_start", 0,1)
--SetAmbientMusic(ALL, 0.7, "imp_PSF_amb_middle", 1,1)
--SetAmbientMusic(ALL, 0.4, "imp_PSF_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_LSD_amb_start", 0,1)
--SetAmbientMusic(IMP, 0.7, "imp_PSF_amb_middle", 1,1)
--SetAmbientMusic(IMP, 0.4, "imp_PSF_amb_end", 2,1)
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetVictoryMusic(ALL, "all_LSD_amb_victory")
SetDefeatMusic (ALL, "all_LSD_amb_defeat")
SetVictoryMusic(IMP, "imp_LSD_amb_victory")
SetDefeatMusic (IMP, "imp_LSD_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end[/code]



