I have a problem with my units on Polis Massa. I currently released a CW era mod and the heroes on Polis Massa are crashing.
First of all, once selected, they hold their lightsaber really weird. And then when I click on spawn the game crashes to desktop.
It happenes with Plo Koon and Ventress (and some other hero on another map).
I think it has something to do with the MemoryPools, but I don't know which to edit/add or whatever. here's my LUA:
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\\XXX.lvl;repcw")
ReadDataFile("sound\\pol.lvl;pol1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_dea_rifleman",
"rep_inf_dea_rocketeer",
"rep_inf_dea_engineer",
"rep_inf_dea_sniper",
"rep_inf_dea_bomber",
"rep_inf_commando_scorch",
"rep_inf_commander_wolffe",
"rep_inf_dea_jettrooper",
"rep_hero_masterkoon")
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_fightertank")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer_pol",
"cis_inf_engineer",
"cis_inf_droideka",
"cis_inf_sbdroid",
"cis_inf_captain_oom",
"cis_inf_commander_oom",
"cis_hero_ventress",
"cis_inf_sniper")
ReadDataFile("SIDE\\cis.lvl",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")
SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_dea_rifleman",9, 25},
assault = { "rep_inf_dea_rocketeer",1, 4},
engineer = { "rep_inf_dea_engineer",1, 4},
sniper = { "rep_inf_dea_sniper",1, 4},
addon = {"rep_inf_dea_bomber",1, 4},
officer = {"rep_inf_commando_scorch",1, 1},
commander = {"rep_inf_commander_wolffe",1, 1},
special = { "rep_inf_dea_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer_pol",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
special = { "cis_inf_droideka",1, 4},
addon = { "cis_inf_sbdroid",1, 4},
officer = {"cis_inf_captain_oom",1, 1},
commander = {"cis_inf_commander_oom",1, 1},
}
}
SetHeroClass(CIS, "cis_hero_ventress")
SetHeroClass(REP, "rep_hero_masterkoon")
-- 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("EntitySoundStream", 25)
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 ("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize ("Asteroid", 100)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("pol\\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\\XXX.lvl;repcw")
ReadDataFile("sound\\pol.lvl;pol1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_dea_rifleman",
"rep_inf_dea_rocketeer",
"rep_inf_dea_engineer",
"rep_inf_dea_sniper",
"rep_inf_dea_bomber",
"rep_inf_commando_scorch",
"rep_inf_commander_wolffe",
"rep_inf_dea_jettrooper",
"rep_hero_masterkoon")
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_fightertank")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer_pol",
"cis_inf_engineer",
"cis_inf_droideka",
"cis_inf_sbdroid",
"cis_inf_captain_oom",
"cis_inf_commander_oom",
"cis_hero_ventress",
"cis_inf_sniper")
ReadDataFile("SIDE\\cis.lvl",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")
SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_dea_rifleman",9, 25},
assault = { "rep_inf_dea_rocketeer",1, 4},
engineer = { "rep_inf_dea_engineer",1, 4},
sniper = { "rep_inf_dea_sniper",1, 4},
addon = {"rep_inf_dea_bomber",1, 4},
officer = {"rep_inf_commando_scorch",1, 1},
commander = {"rep_inf_commander_wolffe",1, 1},
special = { "rep_inf_dea_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer_pol",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
special = { "cis_inf_droideka",1, 4},
addon = { "cis_inf_sbdroid",1, 4},
officer = {"cis_inf_captain_oom",1, 1},
commander = {"cis_inf_commander_oom",1, 1},
}
}
SetHeroClass(CIS, "cis_hero_ventress")
SetHeroClass(REP, "rep_hero_masterkoon")
-- 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("EntitySoundStream", 25)
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 ("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize ("Asteroid", 100)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("pol\\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]
Thank you in advance
-The66Order66
EDIT
Does nobody know what could cause that problem?

