Finally I got time to start swbf2 modding again (using this sentence to apologize that didn't answer my pm's for quite some time).
I'm currently working on a new map and I'd like to use Kit Fisto and the Two-sword General Grievous as heroes. Both heroes were released with pre-munged files, but when I try to load both the games crashes the moment you try to play with the hero added in the second line.
Code: Select all
ReadDataFile("dc:SIDE\\kit.lvl",
"rep_hero_fisto")
ReadDataFile("dc:SIDE\\lis.lvl",
"lis_hero_grievous") Here's my lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("LinkedTurrets")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--BlockPlanningGraphArcs("Connection51")
--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"}
--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)
-- Bridge();
--IsObjectAlive (all_prop_blockaderunner, bridge)
conquest:Start()
EnableSPHeroRules()
--Cloudcar = TargetType:New{classname = "bes_fly_cloudcar", killLimit = 1, icon = nil}
--cc_count = 1
-- Cloudcar.OnDestroy = function(self, objectPtr)
-- cc_count = cc_count - 1
-- if cc_count == 0 then
-- PlayAnimation("cortest")
-- end
-- end
cc_count = 0
animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "bes_fly_cloudcar5" then
cc_count = cc_count + 1
if cc_count == 2 then
PlayAnimation("cortest")
end
end
end
)
animateobjb = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "bes_fly_cloudcar1" then
cc_count = cc_count + 1
if cc_count == 2 then
PlayAnimation("cortest")
end
end
end
)
killobja = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_1" then
AddAssaultDestroyPoints(killer)
end
end
)
killobjb = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_2" then
AddAssaultDestroyPoints(killer)
end
end
)
killobjc = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_3" then
AddAssaultDestroyPoints(killer)
end
end
)
killobjd = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_4" then
AddAssaultDestroyPoints(killer)
end
end
)
killobje = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_5" then
AddAssaultDestroyPoints(killer)
end
end
)
killobjf = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_6" then
AddAssaultDestroyPoints(killer)
end
end
)
-- function Bridge()
-- bridge_timer = CreateTimer("bridge_timer")
-- SetTimerValue(bridge_timer, 320)
-- StartTimer(bridge_timer)
-- OnTimerElapse(
-- function(timer)
-- UnblockPlanningGraphArcs("Connection51");
-- DisableBarriers("bridgebarrier1");
-- DisableBarriers("bridgebarrier2");
-- DisableBarriers("barrier321");
-- print("Auf Kameraden, es geht los!")
-- DestroyTimer(timer)
-- end,
-- bridgetimer
-- )
-- end
function SetupTurrets()
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"test_turr_1", "test_turr_2", "test_turr_3"} }
turretLinkageCIS:Init()
end
function SetupTurrets()
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"test_turr_4", "test_turr_5", "test_turr_6"} }
turretLinkageREP:Init()
end
AddDeathRegion("dr1")
AddDeathRegion("dr2")
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()
--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(64)
SetMaxPlayerFlyHeight (64)
SetMemoryPoolSize ("ClothData",100)
SetMemoryPoolSize ("Combo",1000) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",9000) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",9000) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",900) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",9000) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",9999) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",9000) -- should be ~1x #combo
ReadDataFile("dc:sound\\HTM.lvl;htmcw")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
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_spa_all_cannon")
ReadDataFile("dc:SIDE\\kit.lvl",
"rep_hero_fisto")
ReadDataFile("dc:SIDE\\lis.lvl",
"lis_hero_grievous")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 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 = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "lis_hero_grievous")
SetHeroClass(REP, "rep_hero_fisto")
-- 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("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("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("MountedTurret", 70)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:UCM\\UCM.lvl", "UCM_conquest")
ReadDataFile("dc:UCM\\UCM.lvl", "UCM_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("dc:sound\\htm.lvl", "htm_hero_vo_quick");
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
--OpeningSateliteShot
AddCameraShot(0.634142, -0.010264, 0.773047, 0.012512, 170.609879, 45.829781, -174.404480);
AddCameraShot(0.432235, -0.048634, -0.894802, -0.100681, 4.130234, 59.789005, -191.375732);
AddCameraShot(0.932976, -0.083817, -0.348639, -0.031321, 73.343254, 52.536682, -123.949089);
AddCameraShot(0.856000, 0.142202, -0.490315, 0.081453, -81.838860, 35.117371, -22.050468);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("LinkedTurrets")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--BlockPlanningGraphArcs("Connection51")
--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"}
--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)
-- Bridge();
--IsObjectAlive (all_prop_blockaderunner, bridge)
conquest:Start()
EnableSPHeroRules()
--Cloudcar = TargetType:New{classname = "bes_fly_cloudcar", killLimit = 1, icon = nil}
--cc_count = 1
-- Cloudcar.OnDestroy = function(self, objectPtr)
-- cc_count = cc_count - 1
-- if cc_count == 0 then
-- PlayAnimation("cortest")
-- end
-- end
cc_count = 0
animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "bes_fly_cloudcar5" then
cc_count = cc_count + 1
if cc_count == 2 then
PlayAnimation("cortest")
end
end
end
)
animateobjb = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "bes_fly_cloudcar1" then
cc_count = cc_count + 1
if cc_count == 2 then
PlayAnimation("cortest")
end
end
end
)
killobja = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_1" then
AddAssaultDestroyPoints(killer)
end
end
)
killobjb = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_2" then
AddAssaultDestroyPoints(killer)
end
end
)
killobjc = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_3" then
AddAssaultDestroyPoints(killer)
end
end
)
killobjd = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_4" then
AddAssaultDestroyPoints(killer)
end
end
)
killobje = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_5" then
AddAssaultDestroyPoints(killer)
end
end
)
killobjf = OnObjectKill(
function(object, killer)
if killer and IsCharacterHuman(killer) and GetEntityName(object) == "test_turr_6" then
AddAssaultDestroyPoints(killer)
end
end
)
-- function Bridge()
-- bridge_timer = CreateTimer("bridge_timer")
-- SetTimerValue(bridge_timer, 320)
-- StartTimer(bridge_timer)
-- OnTimerElapse(
-- function(timer)
-- UnblockPlanningGraphArcs("Connection51");
-- DisableBarriers("bridgebarrier1");
-- DisableBarriers("bridgebarrier2");
-- DisableBarriers("barrier321");
-- print("Auf Kameraden, es geht los!")
-- DestroyTimer(timer)
-- end,
-- bridgetimer
-- )
-- end
function SetupTurrets()
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"test_turr_1", "test_turr_2", "test_turr_3"} }
turretLinkageCIS:Init()
end
function SetupTurrets()
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"test_turr_4", "test_turr_5", "test_turr_6"} }
turretLinkageREP:Init()
end
AddDeathRegion("dr1")
AddDeathRegion("dr2")
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()
--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(64)
SetMaxPlayerFlyHeight (64)
SetMemoryPoolSize ("ClothData",100)
SetMemoryPoolSize ("Combo",1000) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",9000) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",9000) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",900) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",9000) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",9999) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",9000) -- should be ~1x #combo
ReadDataFile("dc:sound\\HTM.lvl;htmcw")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
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_spa_all_cannon")
ReadDataFile("dc:SIDE\\kit.lvl",
"rep_hero_fisto")
ReadDataFile("dc:SIDE\\lis.lvl",
"lis_hero_grievous")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 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 = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "lis_hero_grievous")
SetHeroClass(REP, "rep_hero_fisto")
-- 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("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("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("MountedTurret", 70)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:UCM\\UCM.lvl", "UCM_conquest")
ReadDataFile("dc:UCM\\UCM.lvl", "UCM_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("dc:sound\\htm.lvl", "htm_hero_vo_quick");
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
--OpeningSateliteShot
AddCameraShot(0.634142, -0.010264, 0.773047, 0.012512, 170.609879, 45.829781, -174.404480);
AddCameraShot(0.432235, -0.048634, -0.894802, -0.100681, 4.130234, 59.789005, -191.375732);
AddCameraShot(0.932976, -0.083817, -0.348639, -0.031321, 73.343254, 52.536682, -123.949089);
AddCameraShot(0.856000, 0.142202, -0.490315, 0.081453, -81.838860, 35.117371, -22.050468);
end




