my hero script
Hidden/Spoiler:
[code]--
-- by Maveritchell
--
--
heroRep = 0
heroCis = 0
herocisand = math.random(1, 3)
function heroCis()
if herocisand == 1 then
heroCis = "cis_inf_officer"
elseif herocisand == 2 then
heroCis = "cis_hero_grievous"
elseif herocisand == 3 then
heroCis = "cis_hero_durge"
end
end
herorepand = math.random(1, 3)
function heroRep()
if herorep == 1 then
heroRep = "rep_hero_fisto"
elseif heroreprand == 2 then
heroRep = "rep_hero_drallig"
elseif heroreprand == 3 then
heroRep = "rep_hero_commander"
end
end
[/code]
-- by Maveritchell
--
--
heroRep = 0
heroCis = 0
herocisand = math.random(1, 3)
function heroCis()
if herocisand == 1 then
heroCis = "cis_inf_officer"
elseif herocisand == 2 then
heroCis = "cis_hero_grievous"
elseif herocisand == 3 then
heroCis = "cis_hero_durge"
end
end
herorepand = math.random(1, 3)
function heroRep()
if herorep == 1 then
heroRep = "rep_hero_fisto"
elseif heroreprand == 2 then
heroRep = "rep_hero_drallig"
elseif heroreprand == 3 then
heroRep = "rep_hero_commander"
end
end
[/code]
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("herorandom")
ScriptCB_DoFile("AIHeroSupport")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
WeatherMode = math.random(1,3)
weather()
--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"}
--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:AddCommandPost(cp7)
conquest:Start()
SetUberMode(1);
if not ScriptCB_InMultiplayer() then
herosupport = AIHeroSupport:New{AIATTHeroHealth = 4000, AIDEFHeroHealth = 4000, gameMode = "Conquest",}
herosupport:SetHeroClass(CIS, heroCis)
herosupport:SetHeroClass(REP, heroRep)
herosupport:AddSpawnCP("cp1","cp1_spawn")
herosupport:AddSpawnCP("cp2","cp2_spawn")
herosupport:AddSpawnCP("cp3","cp3_spawn")
herosupport:AddSpawnCP("cp4","cp4_spawn")
herosupport:AddSpawnCP("cp5","cp5_spawn")
herosupport:AddSpawnCP("cp6","cp6_spawn")
herosupport:AddSpawnCP("cp7","cp7_spawn")
herosupport:Start()
else
end
end
function weather()
if WeatherMode == 1 then
ReadDataFile("dc:BHA\\sky.lvl", "sun")
elseif WeatherMode == 2 then
ReadDataFile("dc:BHA\\sky.lvl", "set")
elseif WeatherMode == 3 then
ReadDataFile("dc:BHA\\sky.lvl", "rain")
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("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
if ScriptCB_InMultiplayer() then
heroCis = "cis_hero_grievous"
heroRep = "rep_hero_fisto"
end
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight (90)
SetMemoryPoolSize("SoldierAnimation", 600)
SetMemoryPoolSize ("Combo",170) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",1850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",14000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",1140) -- should be ~1x #combo -- should be ~1x #combo
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("sound\\bha.lvl;bhacw")
ReadDataFile("SIDE\\BHA\\kit.lvl",
"rep_hero_fisto")
ReadDataFile("SIDE\\BHA\\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_inf_ep3_marine",
"rep_inf_ep3_pilot",
"rep_fly_gunship",
"rep_hero_drallig",
"rep_hero_commander",
"rep_walk_atte")
ReadDataFile("SIDE\\BHA\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_inf_pilot",
"cis_inf_marine",
"cis_inf_officer",
"cis_fly_droidgunship",
"cis_walk_dwarfspider",
"cis_hero_droideka",
"cis_hero_durge",
"cis_hero_grievous",
"cis_walk_spider")
ReadDataFile("SIDE\\BHA\\tur.lvl",
"tur_bldg_chaingun")
SetupTeams{
rep = {
team = REP,
units = 55,
reinforcements = 350,
soldier = {"rep_inf_ep3_rifleman",28, 28},
assault = { "rep_inf_ep3_pilot",5, 5},
engineer = {"rep_inf_ep3_engineer",5, 5},
sniper = { "rep_inf_ep3_sniper",5, 5},
officer = { "rep_inf_ep3_rocketeer",5, 5},
special = {"rep_inf_ep3_marine",5, 5},
extra1 = {"rep_inf_ep3_officer",1, 1},
},
cis = {
team = CIS,
units = 60,
reinforcements = 350,
soldier = { "cis_inf_marine",33, 33},
assault = { "cis_inf_pilot",5, 5},
engineer = { "cis_inf_engineer",5, 5},
sniper = { "cis_inf_sniper",5, 5},
officer = {"cis_inf_rocketeer",5, 5},
special = { "cis_inf_rifleman",5, 5},
extra1 = {"cis_hero_droideka", 5, 5},
}
}
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, 6) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize( "ParticleTransformer::ColorTrans", 1600)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1100)
SetMemoryPoolSize("MountedTurret", 40)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("OrdnanceTowCable", 40)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("RedShadingState", 40)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize ("ClothData",20)
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)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:BHA\\BHA.lvl", "BHA_conquest")
ReadDataFile("dc:BHA\\BHA.lvl", "BHA_conquest")
SetDenseEnvironment("false")
-- Birdies
SetNumBirdTypes(1)
SetBirdType(0,1.0,"bird")
-- Fishies
SetNumFishTypes(1)
SetFishType(0,0.8,"fish")
-- 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\\geo.lvl", "geo1")
OpenAudioStream("sound\\geo.lvl", "geo1")
OpenAudioStream("sound\\geo.lvl", "geo1_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_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("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(0.997105, -0.045995, -0.060478, -0.002790, -102.114746, 11.716051, 161.346924);
AddCameraShot(0.962279, -0.068268, -0.262698, -0.018637, -4.812125, 11.900499, 117.251816);
AddCameraShot(0.972676, -0.050413, 0.226325, 0.011730, -115.687424, 11.900499, 137.729477);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("herorandom")
ScriptCB_DoFile("AIHeroSupport")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
WeatherMode = math.random(1,3)
weather()
--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"}
--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:AddCommandPost(cp7)
conquest:Start()
SetUberMode(1);
if not ScriptCB_InMultiplayer() then
herosupport = AIHeroSupport:New{AIATTHeroHealth = 4000, AIDEFHeroHealth = 4000, gameMode = "Conquest",}
herosupport:SetHeroClass(CIS, heroCis)
herosupport:SetHeroClass(REP, heroRep)
herosupport:AddSpawnCP("cp1","cp1_spawn")
herosupport:AddSpawnCP("cp2","cp2_spawn")
herosupport:AddSpawnCP("cp3","cp3_spawn")
herosupport:AddSpawnCP("cp4","cp4_spawn")
herosupport:AddSpawnCP("cp5","cp5_spawn")
herosupport:AddSpawnCP("cp6","cp6_spawn")
herosupport:AddSpawnCP("cp7","cp7_spawn")
herosupport:Start()
else
end
end
function weather()
if WeatherMode == 1 then
ReadDataFile("dc:BHA\\sky.lvl", "sun")
elseif WeatherMode == 2 then
ReadDataFile("dc:BHA\\sky.lvl", "set")
elseif WeatherMode == 3 then
ReadDataFile("dc:BHA\\sky.lvl", "rain")
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("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
if ScriptCB_InMultiplayer() then
heroCis = "cis_hero_grievous"
heroRep = "rep_hero_fisto"
end
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight (90)
SetMemoryPoolSize("SoldierAnimation", 600)
SetMemoryPoolSize ("Combo",170) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",1850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",14000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",1140) -- should be ~1x #combo -- should be ~1x #combo
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("sound\\bha.lvl;bhacw")
ReadDataFile("SIDE\\BHA\\kit.lvl",
"rep_hero_fisto")
ReadDataFile("SIDE\\BHA\\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_inf_ep3_marine",
"rep_inf_ep3_pilot",
"rep_fly_gunship",
"rep_hero_drallig",
"rep_hero_commander",
"rep_walk_atte")
ReadDataFile("SIDE\\BHA\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_inf_pilot",
"cis_inf_marine",
"cis_inf_officer",
"cis_fly_droidgunship",
"cis_walk_dwarfspider",
"cis_hero_droideka",
"cis_hero_durge",
"cis_hero_grievous",
"cis_walk_spider")
ReadDataFile("SIDE\\BHA\\tur.lvl",
"tur_bldg_chaingun")
SetupTeams{
rep = {
team = REP,
units = 55,
reinforcements = 350,
soldier = {"rep_inf_ep3_rifleman",28, 28},
assault = { "rep_inf_ep3_pilot",5, 5},
engineer = {"rep_inf_ep3_engineer",5, 5},
sniper = { "rep_inf_ep3_sniper",5, 5},
officer = { "rep_inf_ep3_rocketeer",5, 5},
special = {"rep_inf_ep3_marine",5, 5},
extra1 = {"rep_inf_ep3_officer",1, 1},
},
cis = {
team = CIS,
units = 60,
reinforcements = 350,
soldier = { "cis_inf_marine",33, 33},
assault = { "cis_inf_pilot",5, 5},
engineer = { "cis_inf_engineer",5, 5},
sniper = { "cis_inf_sniper",5, 5},
officer = {"cis_inf_rocketeer",5, 5},
special = { "cis_inf_rifleman",5, 5},
extra1 = {"cis_hero_droideka", 5, 5},
}
}
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, 6) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize( "ParticleTransformer::ColorTrans", 1600)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1100)
SetMemoryPoolSize("MountedTurret", 40)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("OrdnanceTowCable", 40)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("RedShadingState", 40)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize ("ClothData",20)
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)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:BHA\\BHA.lvl", "BHA_conquest")
ReadDataFile("dc:BHA\\BHA.lvl", "BHA_conquest")
SetDenseEnvironment("false")
-- Birdies
SetNumBirdTypes(1)
SetBirdType(0,1.0,"bird")
-- Fishies
SetNumFishTypes(1)
SetFishType(0,0.8,"fish")
-- 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\\geo.lvl", "geo1")
OpenAudioStream("sound\\geo.lvl", "geo1")
OpenAudioStream("sound\\geo.lvl", "geo1_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_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("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(0.997105, -0.045995, -0.060478, -0.002790, -102.114746, 11.716051, 161.346924);
AddCameraShot(0.962279, -0.068268, -0.262698, -0.018637, -4.812125, 11.900499, 117.251816);
AddCameraShot(0.972676, -0.050413, 0.226325, 0.011730, -115.687424, 11.900499, 137.729477);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
[/code]
Hidden/Spoiler:
[code]Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #2 to `RetailSetHeroClass' (string expected, got function)
stack traceback:
[C]: in function `RetailSetHeroClass'
(none): in function `SetHeroClass'
(none): in function `SetHeroClass'
(none): in function `ScriptPostLoad'[/code]
.\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #2 to `RetailSetHeroClass' (string expected, got function)
stack traceback:
[C]: in function `RetailSetHeroClass'
(none): in function `SetHeroClass'
(none): in function `SetHeroClass'
(none): in function `ScriptPostLoad'[/code]



