Map Crashes Online (LAN) Help

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Lorul1
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Posts: 562
Joined: Wed Apr 24, 2013 10:34 pm
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Map Crashes Online (LAN) Help

Post by Lorul1 »

hello gametoast
I ran my map online (lan) it loads up ok and you can see my map for a single second and then it crashes to my desktop
please help :runaway:
Noobasaurus
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Re: Map Crashes Online (LAN) Help

Post by Noobasaurus »

What does your lua look like? Does this happen with other maps? Are you using a modded exe?
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Lorul1
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Posts: 562
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Re: Map Crashes Online (LAN) Help

Post by Lorul1 »

no this dose not happen with other maps?

no I don't think you using a modded exe, i'm using my steam shortcut to the application ? the only modded things I have on my bf2 is my map and the free cam mod with the cheat options?

and this is 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("ambush")

---------------------------------------------------------------------------
-- 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)
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(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)

conquest:Start()

SetupAmbushTrigger("ambushregion", "ambushpath", 6, 5)

Mom = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "myg1_bldg_energy_collector_core" then
PlayAnimation("final")
PlayAnimation("elecfix")
end
end
)

KillObject("cp10")
KillObject("cp11")
KillObject("cp12")
RemoveRegion("Regirum")


Dtime = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "myg1_bldg_energy_collector_core" then
StartTimer(Dafeet)
ShowTimer(Dafeet)
end
end
)

Time = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "myg1_bldg_energy_collector_core" then
PlayAnimation("fallfire")
end
end
)

De1 = OnEnterRegion(
function(region, player)
if IsCharacterInRegion(player,"dnow") then
RemoveRegion("deathregionk1")
RemoveRegion("deathregionk2")
end
end,
"dnow"
)

D2 = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character,"thend") then
ShowTimer(nil)
DestroyTimer(timer)
end
end,
"thend"
)

Itworks = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character, "gmelt") then
PlayAnimation("hitb")
end
end,
"gmelt"
)

Hope = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character, "Regionvic") then
SetReinforcementCount(2, 0)
end
end,
"Regionvic"
)

Fall = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character, "railblock") then
PlayAnimation("Railstuck")
end
end,
"railblock"
)

World = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character, "wor2") then
PlayAnimation("wow2")
end
end,
"wor2"
)

Falo = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character, "railwoo") then
PlayAnimation("Railfall")
end
end,
"railwoo"
)

Mustwork = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "myg1_bldg_energy_collector_core" then
ActivateRegion("Regirum")
end
end
)

Cfall = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "myg1_bldg_energy_collector_core" then
ActivateRegion("gmelt")
ActivateRegion("dnow")
ActivateRegion("Regionvic")
ActivateRegion("thend")
ActivateRegion("railblock")
ActivateRegion("railwoo")
end
end
)

Once = OnFinishCapture(
function(post, holding)
if GetCommandPostTeam("cp3") == 1 then
SetProperty("cp3", "CaptureRegion", "xxx")
end
end
)

Taken = OnFinishCapture(
function(post, holding)
if GetCommandPostTeam("cp1") == 1 then
RespawnObject("cp12")
RespawnObject("cp11")
RespawnObject("cp10")
PlayAnimation("wow1")
SetProperty("cp11","AISpawnWeight",10)
SetProperty("cp10","AISpawnWeight",7)
SetProperty("cp9", "CaptureRegion", "cp9_capture")
AddDeathRegion("deathregionk3")
end
end,
"wow1"
)

Bye = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "myg1_bldg_energy_collector_core" then
SetProperty("cp1","Team",0)
SetProperty("cp2","Team",0)
SetProperty("cp3","Team",0)
SetProperty("cp4","Team",0)
SetProperty("cp5","Team",0)
SetProperty("cp6","Team",0)
SetProperty("cp7","Team",0)
SetProperty("cp8","Team",0)
SetProperty("cp9","Team",0)
SetProperty("cp10","Team",0)
SetProperty("cp11","Team",1)
SetProperty("cp12","Team",0)
SetProperty("cp8", "CaptureRegion", "xxx")
SetProperty("cp3", "CaptureRegion", "xxx")
SetProperty("cp6", "CaptureRegion", "xxx")
SetProperty("cp7", "CaptureRegion", "xxx")
SetProperty("cp9", "CaptureRegion", "xxx")
end
end
)

by = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "myg1_bldg_energy_collector_core" then
AddDeathRegion("deathregionk1")
AddDeathRegion("deathregionk2")
SetReinforcementCount(2, -1)
SetReinforcementCount(1, -1)
end
end
)

thnks = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "geo_bldg_technounion_cp" then
SetProperty("cp1", "CaptureRegion", "cp1_capture")
end
end
)

Dad = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "myg1_bldg_energy_collector_core" then
Activateregion("wor")
Activateregion("wor2")
end
end
)

Bob = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "cis_fedcruiser_commandroom_SG_blender" then
PlayAnimation("sm2")
end
end
)

animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "spa_prop_console" then
PlayAnimation("sm1")
end
end
)

What = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "kas2_prop_door_mech" then
PlayAnimation("battletop")
Ambush("ambushpat2", 6, 5)
end
end
)

ani = OnFinishCapture(
function(post,holding)
if GetCommandPostTeam("cp11") == 1 then
Ambush("ambushpat3", 14, 5)
AddDeathRegion("deathregionk4")
end
end
)

Rumblbl = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "myg1_bldg_energy_collector_core" then
SetProperty ("change1","Team",1)
end
end
)

Jww = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "spa_prop_engine_tann" then
PlayAnimation("sm2")
end
end
)

Time = OnFinishCapture(
function(post,holding)
if GetCommandPostTeam("cp3") == 1 then
PlayAnimation("Abc")
KillObject("geo_bldg_technounion_cp2")
end
end
)

Gfun = OnFinishCapture(
function(post,holding)
if GetCommandPostTeam("cp4") == 1 then
ActivateRegion("fun1")
ActivateRegion("fun2")
SetProperty("cp9","AISpawnWeight",20)
end
end
)

Foe = OnFinishCapture(
function(post,holding)
if GetCommandPostTeam("cp10") == 1 then
SetProperty("cp10", "CaptureRegion", "xxx")
end
end
)

Foten = OnFinishCapture(
function(post,holding)
if GetCommandPostTeam("cp11") == 1 then
SetProperty("cp11", "CaptureRegion", "xxx")
end
end
)

Fonin = OnFinishCapture(
function(post,holding)
if GetCommandPostTeam("cp12") == 1 then
SetProperty("cp12", "CaptureRegion", "xxx")
end
end
)

good = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character, "fun1") then
PlayAnimation("group360")
end
end,
"fun1"
)

grace = OnEnterRegion(
function(region, character)
if IsCharacterHuman(character, "fun2") then
SetProperty("geo_bldg_technounion_cp","Team",2)
end
end,
"fun2"
)

Joe = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "spa_prop_engine_tank" then
PlayAnimation("sm3")
end
end
)

Itcvxzc = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "spa_prop_console" then
ShowMessageText("level.spa.hangar.shields.atk.one", REP)
end
end
)

Ann = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "spa_prop_engine_tann" then
ShowMessageText("level.spa.hangar.shields.atk.two", REP)
end
end
)

Nta = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "spa_prop_engine_tank" then
ShowMessageText("level.spa.hangar.shields.atk.three", REP)
end
end
)

SetUberMode(1);

AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
AddDeathRegion("deathregion6")
AddDeathRegion("deathregionb1")
AddDeathRegion("deathregionb2")
AddDeathRegion("deathregionb3")
AddDeathRegion("deathregionb4")
AddDeathRegion("deathregionb5")
AddDeathRegion("deathregionb6")
AddDeathRegion("deathregionb7")
AddDeathRegion("deathregionb8")
AddDeathRegion("deathregionb9")
AddDeathRegion("deathregionb10")


OnEnterRegion(
function(regIn,character)
if not IsCharacterHuman(character) then
MoveEntityToNode(character,"TeleportNode11")
end
end,
"TeleportRegion11"
)
ActivateRegion("TeleportRegion11")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNodeN")
end,
"TeleportRegion2"
)
ActivateRegion("TeleportRegion2")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode9")
end,
"ARegion1"
)
ActivateRegion("ARegion1")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode9")
end,
"ARegion2"
)
ActivateRegion("ARegion2")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode5")
end,
"TeleportRegion5"
)
ActivateRegion("TeleportRegion5")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode6")
end,
"TeleportRegion6"
)
ActivateRegion("TeleportRegion6")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode10")
end,
"TeleportRegion10"
)
ActivateRegion("TeleportRegion10")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode9")
end,
"TeleportRegion9"
)
ActivateRegion("TeleportRegion9")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode8")
end,
"TeleportRegion8"
)
ActivateRegion("TeleportRegion8")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode")
end,
"TeleportRegion"
)
ActivateRegion("TeleportRegion")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode2")
end,
"TeleportRegion3"
)
ActivateRegion("TeleportRegion3")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode7")
end,
"TeleportRegion7"
)
ActivateRegion("TeleportRegion7")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode4")
end,
"TeleportRegion4"
)
ActivateRegion("TeleportRegion4")

end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")

-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
AmbushTeam = 5
ATM = AmbushTeam

SetTeamAggressiveness(CIS, 0.4)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize ("Combo",64) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",256) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",150) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4086) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",64) -- should be ~1x #combo
SetMemoryPoolSize ("Music", 540)

ReadDataFile("dc:sound\\gzb.lvl;gzbcw")
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_fly_gunship_sc",
"rep_walk_oneman_atst")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_fly_gunship",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_marine",
"rep_inf_ep3_officer",
"rep_hover_barcspeeder",
"rep_walk_atte",
"rep_hover_fightertank",
"rep_fly_arc170fighter_sc",
"rep_inf_ep2_jettrooper")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_rifleman",
"cis_inf_officer",
"cis_inf_engineer",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_fly_droidfighter_sc",
"cis_fly_tridroidfighter",
"cis_tread_hailfire",
"cis_hover_stap",
"cis_hover_aat",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\vehicles.lvl",
"rep_fly_jedifighter")
ReadDataFile("dc:SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_wookiee")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_master_01",
"jed_knight_03",
"jed_master_02")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_beam",
"tur_bldg_spa_cis_beam")

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", 8)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(3, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(6, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 540
SetMemoryPoolSize("Aimer", 670)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 2000)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("ParticleTransformer::ColorTransformer", 1810)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 25)
SetMemoryPoolSize("EntityHover", 30)
SetMemoryPoolSize("EntityLight", 5000)
SetMemoryPoolSize("EntitySoundStream", 1010)
SetMemoryPoolSize("EntitySoundStatic", 1032)
SetMemoryPoolSize("MountedTurret", 340)
SetMemoryPoolSize("Navigator", 550)
SetMemoryPoolSize("Obstacle", 1050)
SetMemoryPoolSize("PathFollower", 420)
SetMemoryPoolSize("EntityRemoteTerminal", 20)
SetMemoryPoolSize("PathNode", 170)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("LightFlash", 5000)
SetMemoryPoolSize("PowerupItem", 170)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 754)
SetMemoryPoolSize("TentacleSimulator", 25)
SetMemoryPoolSize("UnitController", 800)
SetMemoryPoolSize("UnitAgent", 800)
SetMemoryPoolSize("EntityCloth", 72)
SetMemoryPoolSize("SoldierAnimation", 1880)
SetMemoryPoolSize("Weapon", weaponcnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 270,
reinforcements = 4000,
soldier = { "rep_inf_ep2_rifleman",55, 65},
assault = { "rep_inf_ep2_rocketeer",18, 20},
engineer = { "rep_inf_ep2_engineer",14, 17},
sniper = { "rep_inf_ep2_sniper",12, 14},
officer = {"rep_inf_ep3_officer",14, 17},
special = { "rep_inf_ep2_jettrooper",14, 17},

},
cis = {
team = CIS,
units = 270,
reinforcements = 15000,
soldier = { "cis_inf_marine",60, 70},
assault = { "cis_inf_rocketeer",18, 20},
engineer = { "cis_inf_engineer",14, 17},
sniper = { "cis_inf_sniper",14, 17},
officer = {"cis_inf_officer",14, 17},
special = { "geo_inf_geonosian",14, 17},
},

atm = {
team = ATM,
units = 14,
reinforcements = -1,
soldier = { "cis_inf_marine", 14, 14},
}
}

SetTeamAsFriend(ATM, CIS)
SetTeamAsFriend(CIS, ATM)
SetTeamAsEnemy(ATM, REP)
SetTeamAsEnemy(REP, ATM)
SetTeamName(ATM, CIS)
ClearAIGoals(ATM)
AddAIGoal(ATM, "Deathmatch", 100)
AllowAISpawn(ATT,false)
AllowAISpawn(DEF,false)

RealFirstTransport = CreateTimer("RealFirstTransport")
SetTimerValue(RealFirstTransport, 20)
StartTimer(RealFirstTransport)

OnTimerElapse(
function(timer)
AllowAISpawn(ATT,true)
end,
RealFirstTransport
)

OnTimerElapse(
function(timer)
AllowAISpawn(DEF,true)
end,
RealFirstTransport
)

Dafeet = CreateTimer("Dafeet")
SetTimerValue(Dafeet, 300)

OnTimerElapse(
function(timer)
SetProperty("cp4","Team",0)
ShowTimer(nil)
DestroyTimer(timer)
end,
Dafeet
)

Davic = CreateTimer("Davic")
SetTimerValue(Davic, 20)

OnTimerElapse(
function(timer)
MissionVictory(ATT)
ShowTimer(nil)
DestroyTimer(timer)
end,
Davic
)

Wrcatcoon = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "myg1_bldg_energy_collector_core" then
AllowAISpawn(ATT,false)
end
end
)

Weshohtb = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "myg1_bldg_energy_collector_core" then
AllowAISpawn(DEF,false)
end
end
)

AddUnitClass(REP,"all_inf_wookiee",14, 17)
AddUnitClass(REP,"jed_knight_03",6, 8)
AddUnitClass(REP,"jed_master_01",3, 5)
AddUnitClass(CIS,"cis_inf_rifleman",14, 17)
AddUnitClass(CIS,"jed_master_02",6, 8)
AddUnitClass(REP,"rep_inf_ep3_marine",0, 0)

-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)

-- Local Stats
--SetTeamName(4, "locals")
--AddUnitClass(4, "rep_inf_jedimale",1)
--AddUnitClass(4, "rep_inf_jedimaleb",1)
--AddUnitClass(4, "rep_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)

ReadDataFile("dc:GZB\\geo1.lvl", "geo1_conquest")

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(500)
SetMaxPlayerFlyHeight(500)



-- 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, 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(0.458111, 0.005273, -0.888821, 0.010231, -258.579163, 54.619400, 464.929382)
AddCameraShot(0.967462, -0.055710, -0.246398, -0.014188, 154.949295, -0.867839, 52.107521)
AddCameraShot(0.973089, 0.106593, 0.203078, -0.022245, 76.515656, -59.560528, 166.133728)
--War Room
AddCameraShot(0.893717, -0.160314, 0.412427, 0.073980, -169.914307, 91.959846, -813.117493)
AddCameraShot(0.829243, -0.025994, 0.558010, 0.017492, -258.491821, 14.487140, -788.087891)
end

function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end

local node
if nodeIn then
node = nodeIn
else
node = 0
end

local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
if charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end
I know my lua is a little ... much but I need this game to work with online play that's what its designed for
please help, and thanks in advanced :runaway:
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