1. I added the AI thing into my script, now they don't even show up in that mode. Here's the lua:
Code: Select all
[quote]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
---------------------------------------------------------------------------
-- 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()
AddAIGoal(3, "Deathmatch", 100)
AddAIGoal(4, "conquest", 100)
AddAIGoal(5, "Deathmatch", 100)
AddAIGoal(6, "conquest", 100)
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"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:Start()
---------------------------------
-- AIHEROSUPPORT NOTE:
-- The following lines were added!
-----
herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 3000, gameMode = "conquest",}
herosupport:SetHeroClass(REP, "rep_hero_keira")
herosupport:SetHeroClass(CIS, "cis_hero_countdooku")
herosupport:AddSpawnCP("cp10","cp10_spawn")
herosupport:AddSpawnCP("cp5","cp5_spawn")
herosupport:Start()
---------------------------------
SetUberMode(1);
EnableSPHeroRules()
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
end
function ScriptInit()
ReadDataFile("dc:Load\\common.lvl")
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")
SetMemoryPoolSize ("Combo",100) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",1200) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1300) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1300) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1000) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",10000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
SetMemoryPoolSize("Music", 45)
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
"rep_fly_command",
"rep_fly_commandship",
"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_sc",
"rep_inf_ep2_commander",
"rep_inf_ep3_arctrooper",
"rep_inf_ep3_pilot",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_engineer",
"rep_hero_macewindu",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan",
"rep_hero_anakin",
"rep_hero_shaakti",
"rep_hero_keira",
"rep_hero_luminara",
"rep_hero_plokoon",
"rep_hover_barcspeeder",
"rep_walk_sphat",
"rep_walk_atte")
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_hover_fightertank",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_marine",
"cis_inf_engineer",
"cis_inf_officer",
"cis_hero_acusa",
"cis_hero_countdooku",
"cis_hero_IG",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_walk_dwarfspider",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\geo.lvl",
"geo_fly_geofighter_sc",
"geo_inf_acklay",
"geo_inf_geonosian")
ReadDataFile("SIDE\\jed.lvl",
"jed_knight_02")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_geoturret")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", 15)
AddWalkerType(0, 40) -- 40 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 13) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 2) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 280)
SetMemoryPoolSize("AmmoCounter", 2265)
SetMemoryPoolSize("AcklayData", 55)
SetMemoryPoolSize("BaseHint", 480)
SetMemoryPoolSize("ClothData",100)
SetMemoryPoolSize("CommandFlyer", 1)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", 2265)
SetMemoryPoolSize("EntityCloth",90)
SetMemoryPoolSize("EntityFlyer", 16)
SetMemoryPoolSize("EntityHover", 10)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 57)
SetMemoryPoolSize("Navigator", 495)
SetMemoryPoolSize("Obstacle", 720)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2275)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1850)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1450)
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PassengerSlot", 18)
SetMemoryPoolSize("PathFollower", 490)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("RedShadingState", 25)
SetMemoryPoolSize("TreeGridStack", 940)
SetMemoryPoolSize("UnitAgent", 550)
SetMemoryPoolSize("UnitController", 550)
SetMemoryPoolSize("WalkerBlend", 65)
SetMemoryPoolSize("WalkerBlendUnit", 190)
SetMemoryPoolSize("WalkerLegPair", 45)
SetMemoryPoolSize("Weapon", 2265)
SetMemoryPoolSize("WeaponDispenser", 100)
SetMemoryPoolSize("SoldierAnimation", 2000)
SetSpawnDelay(5.0, 0.25)
SetupTeams{
rep = {
team = REP,
units = 60,
reinforcements = 500,
soldier = { "rep_inf_ep3_rocketeer",5, 7},
pilot = { "rep_inf_ep3_sniper",5, 7},
assault = {"rep_inf_ep3_engineer",5, 7},
sniper = { "rep_inf_ep3_pilot",4, 6},
marine = { "rep_inf_ep3_officer",4, 6},
engineer = { "rep_inf_ep3_jettrooper",5, 6},
officer = {"rep_inf_ep2_commander",3, 6},
special = { "rep_inf_ep3_arctrooper",1, 3},
AddUnitClass(1, "rep_inf_ep3_rifleman",10, 20)
},
cis = {
team = CIS,
units = 100,
reinforcements = 650,
soldier = { "cis_inf_rifleman",15, 25},
pilot = { "cis_inf_rocketeer",7, 12},
assault = { "cis_inf_sniper",7, 12},
sniper = { "cis_inf_engineer",7, 12},
marine = { "cis_inf_officer",6, 9},
engineer = { "cis_inf_droideka",6, 8},
officer = {"geo_inf_geonosian",3, 5},
special = { "cis_hero_IG",0, 1},
AddUnitClass(2, "cis_inf_marine",15, 25)
}
}
-- Local Stats
SetTeamName(3, "local")
SetUnitCount(3, 80)
AddUnitClass(3, "geo_inf_geonosian", 75)
AddUnitClass(3, "geo_inf_acklay", 5)
SetTeamAsFriend(3, DEF)
-- Local Stats
SetTeamName(4, "jedi")
SetUnitCount(4, 100)
AddUnitClass(4, "rep_inf_ep2_rifleman",92)
AddUnitClass(4, "rep_hero_aalya",1)
AddUnitClass(4, "rep_hero_anakin",1)
AddUnitClass(4, "rep_hero_kiyadimundi",1)
AddUnitClass(4, "rep_hero_luminara",1)
AddUnitClass(4, "rep_hero_macewindu",1)
AddUnitClass(4, "rep_hero_obiwan",1)
AddUnitClass(4, "rep_hero_plokoon",1)
AddUnitClass(4, "rep_hero_shaakti",1)
SetTeamAsFriend(4, ATT)
-- Local Stats
SetTeamName(5, "locals")
SetUnitCount(5, 5)
AddUnitClass(5, "geo_inf_acklay", 5)
-- Local Stats
SetTeamName(6, "droids")
SetUnitCount(6, 100)
AddUnitClass(6, "cis_inf_droideka", 20)
AddUnitClass(6, "cis_inf_rifleman", 40)
AddUnitClass(6, "cis_inf_marine", 40)
SetTeamAsFriend(6, DEF)
SetTeamAsFriend(ATT, 4)
SetTeamAsFriend(4, ATT)
SetTeamAsFriend(DEF, 3)
SetTeamAsFriend(3, DEF)
SetTeamAsFriend(3, 6)
SetTeamAsFriend(6, 3)
SetTeamAsFriend(DEF, 6)
SetTeamAsFriend(6, DEF)
SetTeamAsEnemy(ATT, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsEnemy(ATT, 5)
SetTeamAsEnemy(ATT, 6)
SetTeamAsEnemy(DEF, ATT)
SetTeamAsEnemy(DEF, 4)
SetTeamAsEnemy(DEF, 5)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, 4)
SetTeamAsEnemy(3, 5)
SetTeamAsEnemy(4, DEF)
SetTeamAsEnemy(4, 3)
SetTeamAsEnemy(4, 5)
SetTeamAsEnemy(4, 6)
SetTeamAsEnemy(5, ATT)
SetTeamAsEnemy(5, DEF)
SetTeamAsEnemy(5, 3)
SetTeamAsEnemy(5, 4)
SetTeamAsEnemy(5, 6)
SetTeamAsEnemy(6, ATT)
SetTeamAsEnemy(6, 4)
SetTeamAsEnemy(6, 5)
ReadDataFile("dc:BOG\\geo1.lvl", "geo1_conquest")
SetDenseEnvironment("false")
SetMinFlyHeight(-100)
SetMaxFlyHeight(200)
SetMaxPlayerFlyHeight(225)
-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)
-- Sound
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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
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, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)
SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")
--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end[/quote]Code: Select all
[quote]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1
JED = 2
-- These variables do not change
ATT = 1
DEF = 2
function ScriptPostLoad()
--force all the human players onto the attacking side
hunt = ObjectiveTDM:New{teamATT = 1, teamDEF = 2, team3 = 3, pointsPerKillATT = 1, pointsPerKillDEF = 1,
pointsPerKill3 = 1,
uberScoreLimit = 250,
textATT = "game.modes.hunt",
textDEF = "game.modes.hunt2",
text3 = "game.modes.hunt3",
multiplayerRules = true, isUberMode = true}
hunt:Start()
SetUberMode(1);
hunt.OnStart = function(self)
AddAIGoal(ATT, "Deathmatch", 1000)
AddAIGoal(DEF, "Deathmatch", 1000)
AddAIGoal(3, "Deathmatch", 1000)
end
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
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()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4100000)
ReadDataFile("ingame.lvl")
SetMemoryPoolSize ("Combo",100) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",1200) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1300) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1300) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1000) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",10000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
SetMemoryPoolSize("Music", 36)
SetTeamAggressiveness(JED, 1.0)
SetTeamAggressiveness(REP, 1.0)
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_fly_jedifighter_sc",
"rep_inf_ep3_sniper",
"rep_inf_ep3_arctrooper",
"rep_hero_macewindu",
"rep_hero_aalya",
"rep_hero_keira",
"rep_hero_kiyadimundi",
"rep_hero_obiwan",
"rep_hero_anakin",
"rep_hero_shaakti",
"rep_hero_yoda",
"rep_hero_plokoon",
"rep_hero_luminara")
ReadDataFile("dc:SIDE\\geo.lvl",
"geo_inf_geonosian",
"geo_inf_acklay")
ReadDataFile("SIDE\\jed.lvl",
"jed_knight_03",
"jed_master_02")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_geoturret")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", 8)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 2) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 2) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize("Aimer", 120)
SetMemoryPoolSize("AcklayData", 180)
SetMemoryPoolSize("BaseHint", 470)
SetMemoryPoolSize("CommandWalker", 0)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("MountedTurret", 12)
SetMemoryPoolSize("Obstacle", 700)
SetMemoryPoolSize("PassengerSlot", 2)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 830)
SetMemoryPoolSize("SoldierAnimation", 1500)
SetSpawnDelay(10.0, 0.25)
SetupTeams{
rep = {
team = REP,
units = 34,
reinforcements = -1,
soldier = { "jed_knight_03",30},
pilot = { "rep_hero_obiwan",1},
assault = { "rep_hero_anakin",1},
engineer = { "rep_hero_luminara",1},
officer = { "rep_hero_shaakti",1},
special = { "rep_hero_keira",1},
},
jed = {
team = JED,
units = 35,
reinforcements = -1,
soldier = { "jed_master_02",30},
assault = { "rep_hero_yoda",1},
sniper = {"rep_hero_kiyadimundi",1},
engineer = { "rep_hero_aalya",1},
officer = { "rep_hero_macewindu",1},
special = {"rep_hero_plokoon",1},
}
}
-- Local Stats
SetTeamName(3, "local")
SetUnitCount(3, 160)
AddUnitClass(3, "geo_inf_geonosian", 80)
AddUnitClass(3, "geo_inf_acklay", 80)
SetTeamAsFriend(ATT, DEF)
SetTeamAsFriend(DEF, ATT)
SetTeamAsEnemy(ATT, 3)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(DEF, 3)
SetTeamAsEnemy(3, DEF)
ReadDataFile("dc:BOG\\geo1.lvl", "geo1_hunt")
SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(150)
SetMaxPlayerFlyHeight(250)
-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)
-- Sound
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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
-- SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
-- SetBleedingVoiceOver(REP, JED, "rep_off_com_report_enemy_losing", 1)
-- SetBleedingVoiceOver(JED, REP, "JED_off_com_report_enemy_losing", 1)
-- SetBleedingVoiceOver(JED, JED, "JED_off_com_report_us_overwhelmed", 1)
-- SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
-- SetLowReinforcementsVoiceOver(REP, JED, "rep_off_victory_im", .1, 1)
-- SetLowReinforcementsVoiceOver(JED, JED, "cis_off_defeat_im", .1, 1)
-- SetLowReinforcementsVoiceOver(JED, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "allleaving")
SetAmbientMusic(REP, 1.0, "rep_geo_amb_hunt", 0,1)
-- SetAmbientMusic(REP, 0.99, "rep_GEO_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1,"rep_GEO_amb_end", 2,1)
SetAmbientMusic(JED, 1.0, "cis_geo_amb_hunt", 0,1)
-- SetAmbientMusic(JED, 0.99, "cis_GEO_amb_middle", 1,1)
-- SetAmbientMusic(JED, 0.1,"cis_GEO_amb_end", 2,1)
SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(JED, "cis_geo_amb_victory")
SetDefeatMusic (JED, "cis_geo_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")
--ActivateBonus(JED, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end[/quote]Thanks in advance to all who can help. Also, this is for my geo map, if it weren't for these first two things, the next version of the map would have been up this afternoon.

