i have a new problem..
i have a panel called hangar_door_panel
i have two anim groups doorClose and doorOpen
i want that the one anim is played when i kill the panel
and the other when i repair it
i try something with the command from deathstar but it didnt works
here is my lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("teleport")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
-- beginning deathing --
OnObjectRespawnName(PlayAnimdoorOpen, "hangar_door_panel");
OnObjectKillName(PlayAnimdoorClose, "hangar_door_panel");
------end---
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "CON_CP1"}
cp2 = CommandPost:New{name = "con_CP1a"}
cp3 = CommandPost:New{name = "CON_CP2"}
cp4 = CommandPost:New{name = "CON_CP5"}
cp5 = CommandPost:New{name = "CON_CP6"}
cp6 = CommandPost:New{name = "CON_CP7"}
cp7 = CommandPost:New{name = "cp8"}
--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);
EnableSPHeroRules()
--A single teleport
--WeaponRoom
local region = GetRegionLocation( "region4" )
local destination = GetPathNodeDestination( "teleport_bridge", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "region4" )
--A single teleport
--HOME-weaponroom
local region = GetRegionLocation( "region88" )
local destination = GetPathNodeDestination( "cp8_spawn", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "region88" )
--A single teleport
--MEDIC
local region = GetRegionLocation( "region20" )
local destination = GetPathNodeDestination( "teleport_medic", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "region20" )
--A single teleport
--HOME-medic
local region = GetRegionLocation( "region19" )
local destination = GetPathNodeDestination( "cp8_spawn", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "region19" )
--A single teleport
--HOME-UTA
local region = GetRegionLocation( "back_home" )
local destination = GetPathNodeDestination( "secret_hangar", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "back_home" )
--Kolto Tank
ActivateRegion("anim1")
region1 = OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then
PauseAnimation("koltotank")
RewindAnimation("koltotank")
PlayAnimation("koltotank")
end
end,
"anim1"
)
--Kolto Tank Ends
-------------------------HANGAR DOOR--------------------------
-- OPEN
function PlayAnimdoorOpen()
PauseAnimation("doorClose");
RewindAnimation("doorOpen");
PlayAnimation("doorOpen");
end
-- CLOSE
function PlayAnimdoorClose()
PauseAnimation("doorOpen");
RewindAnimation("doorClose");
PlayAnimation("doorClose");
end
---------------HANGAR DOOR ends-------------------
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("ingame.lvl")
SetMaxFlyHeight(1000)
SetMaxPlayerFlyHeight (1000)
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\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\nsq.lvl",
"rep_fly_gunship",
"rep_fly_gunship_sc",
"nsq_inf_noobi_trooper",
"nsq_inf_kane_trooper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_officer",
"rep_inf_ep3_pilot",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_marine",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_walk_oneman_atst")
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_laser",
"tur_bldg_tower",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_guided_rocket")
SetupTeams{
rep = {
team = REP,
units = 10,
reinforcements = 500,
engineer = { "nsq_inf_noobi_trooper",0, 0},
assault = { "rep_inf_ep3_rocketeer",0, 0},
soldier = { "nsq_inf_kane_trooper",0, 0},
sniper = { "rep_inf_ep3_sniper",0, 0},
officer = {"rep_inf_ep3_officer",0, 0},
special = { "rep_inf_ep3_jettrooper",0, 0},
},
cis = {
team = CIS,
units = 60,
reinforcements = 750,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",4, 9},
engineer = { "cis_inf_engineer",4, 9},
sniper = { "cis_inf_sniper",4, 9},
officer = {"cis_inf_officer",4, 9},
special = { "cis_inf_droideka",4, 9},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
-- 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("CommandFlyer", 5)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("SoldierAnimation", 304)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:URA\\URA.lvl", "URA_conquest")
ReadDataFile("dc:URA\\uta1.lvl", "uta1_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("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(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
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
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("teleport")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
-- beginning deathing --
OnObjectRespawnName(PlayAnimdoorOpen, "hangar_door_panel");
OnObjectKillName(PlayAnimdoorClose, "hangar_door_panel");
------end---
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "CON_CP1"}
cp2 = CommandPost:New{name = "con_CP1a"}
cp3 = CommandPost:New{name = "CON_CP2"}
cp4 = CommandPost:New{name = "CON_CP5"}
cp5 = CommandPost:New{name = "CON_CP6"}
cp6 = CommandPost:New{name = "CON_CP7"}
cp7 = CommandPost:New{name = "cp8"}
--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);
EnableSPHeroRules()
--A single teleport
--WeaponRoom
local region = GetRegionLocation( "region4" )
local destination = GetPathNodeDestination( "teleport_bridge", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "region4" )
--A single teleport
--HOME-weaponroom
local region = GetRegionLocation( "region88" )
local destination = GetPathNodeDestination( "cp8_spawn", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "region88" )
--A single teleport
--MEDIC
local region = GetRegionLocation( "region20" )
local destination = GetPathNodeDestination( "teleport_medic", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "region20" )
--A single teleport
--HOME-medic
local region = GetRegionLocation( "region19" )
local destination = GetPathNodeDestination( "cp8_spawn", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "region19" )
--A single teleport
--HOME-UTA
local region = GetRegionLocation( "back_home" )
local destination = GetPathNodeDestination( "secret_hangar", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "back_home" )
--Kolto Tank
ActivateRegion("anim1")
region1 = OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then
PauseAnimation("koltotank")
RewindAnimation("koltotank")
PlayAnimation("koltotank")
end
end,
"anim1"
)
--Kolto Tank Ends
-------------------------HANGAR DOOR--------------------------
-- OPEN
function PlayAnimdoorOpen()
PauseAnimation("doorClose");
RewindAnimation("doorOpen");
PlayAnimation("doorOpen");
end
-- CLOSE
function PlayAnimdoorClose()
PauseAnimation("doorOpen");
RewindAnimation("doorClose");
PlayAnimation("doorClose");
end
---------------HANGAR DOOR ends-------------------
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("ingame.lvl")
SetMaxFlyHeight(1000)
SetMaxPlayerFlyHeight (1000)
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\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\nsq.lvl",
"rep_fly_gunship",
"rep_fly_gunship_sc",
"nsq_inf_noobi_trooper",
"nsq_inf_kane_trooper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_officer",
"rep_inf_ep3_pilot",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_marine",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_walk_oneman_atst")
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_laser",
"tur_bldg_tower",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_guided_rocket")
SetupTeams{
rep = {
team = REP,
units = 10,
reinforcements = 500,
engineer = { "nsq_inf_noobi_trooper",0, 0},
assault = { "rep_inf_ep3_rocketeer",0, 0},
soldier = { "nsq_inf_kane_trooper",0, 0},
sniper = { "rep_inf_ep3_sniper",0, 0},
officer = {"rep_inf_ep3_officer",0, 0},
special = { "rep_inf_ep3_jettrooper",0, 0},
},
cis = {
team = CIS,
units = 60,
reinforcements = 750,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",4, 9},
engineer = { "cis_inf_engineer",4, 9},
sniper = { "cis_inf_sniper",4, 9},
officer = {"cis_inf_officer",4, 9},
special = { "cis_inf_droideka",4, 9},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
-- 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("CommandFlyer", 5)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("SoldierAnimation", 304)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:URA\\URA.lvl", "URA_conquest")
ReadDataFile("dc:URA\\uta1.lvl", "uta1_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("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(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
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
pls help me...


