--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- This lua was createt by "Mission-Scripter", a program by -=[PfW]=-Skip.
-- load the gametype script
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("Ambush")
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()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, false)
ScriptCB_SetGameRules("campaign")
onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
objectives_timer = CreateTimer("objectives_timer")
SetTimerValue(objectives_timer, 2)
StartTimer(objectives_timer)
begin_objectives = OnTimerElapse(
function(timer)
StartObjectives ()
end,
objectives_timer
)
end
end
)
--objective :goto1
Objective1 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "null", popupText = "null",
regionName = "gotoprime2", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective1:AddHint("level.geo1.hints.movement")
Objective1:AddHint("level.geo1.hints.obj_markers")
Objective1:AddHint("level.geo1.hints.review_objectives")
Objective1:AddHint("level.geo1.hints.sprint")
Objective1.OnStart = function(self)
att_obj1_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective1.OnComplete = function(self)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto2
Objective2 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "null", popupText = "null",
regionName = "goto1", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective2:AddHint("level.geo1.hints.movement")
Objective2:AddHint("level.geo1.hints.obj_markers")
Objective2:AddHint("level.geo1.hints.review_objectives")
Objective2:AddHint("level.geo1.hints.sprint")
Objective2.OnStart = function(self)
att_obj2_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj2_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective2.OnComplete = function(self)
DeleteAIGoal(att_obj2_aigoal)
DeleteAIGoal(def_obj2_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto3
Objective3 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "null", popupText = "null",
regionName = "goto2", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective3:AddHint("level.geo1.hints.movement")
Objective3:AddHint("level.geo1.hints.obj_markers")
Objective3:AddHint("level.geo1.hints.review_objectives")
Objective3:AddHint("level.geo1.hints.sprint")
Objective3.OnStart = function(self)
att_obj3_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj3_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective3.OnComplete = function(self)
DeleteAIGoal(att_obj3_aigoal)
DeleteAIGoal(def_obj3_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto4
Objective4 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "null", popupText = "null",
regionName = "goto3", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective4:AddHint("level.geo1.hints.movement")
Objective4:AddHint("level.geo1.hints.obj_markers")
Objective4:AddHint("level.geo1.hints.review_objectives")
Objective4:AddHint("level.geo1.hints.sprint")
Objective4.OnStart = function(self)
att_obj4_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj4_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective4.OnComplete = function(self)
DeleteAIGoal(att_obj4_aigoal)
DeleteAIGoal(def_obj4_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto5
Objective5 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "null", popupText = "null",
regionName = "goto4", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective5:AddHint("level.geo1.hints.movement")
Objective5:AddHint("level.geo1.hints.obj_markers")
Objective5:AddHint("level.geo1.hints.review_objectives")
Objective5:AddHint("level.geo1.hints.sprint")
Objective5.OnStart = function(self)
att_obj5_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj5_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective5.OnComplete = function(self)
DeleteAIGoal(att_obj5_aigoal)
DeleteAIGoal(def_obj5_aigoal)
ShowMessageText("game.objectives.complete", ATT)
AllowAISpawn(DEF, true)
end
--objective: assault1
Objective6= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "null", popupText = "null"}
Dclass = TargetType:New{classname = "cis_inf_rifleman", killLimit = 3}
Objective6:AddTarget(Dclass)
Objective6.OnStart = function(self)
Objective6.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "cp2")
Objective6.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "cp2")
end
Objective6.OnComplete = function(self)
DeleteAIGoal(Objective6.Dclass_cpGoal1)
DeleteAIGoal(Objective6.Dclass_cpGoal2)
AllowAISpawn(DEF, false)
end
--objective :goto6
Objective7 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "null", popupText = "null",
regionName = "goto5", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective7:AddHint("level.geo1.hints.movement")
Objective7:AddHint("level.geo1.hints.obj_markers")
Objective7:AddHint("level.geo1.hints.review_objectives")
Objective7:AddHint("level.geo1.hints.sprint")
Objective7.OnStart = function(self)
att_obj7_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj7_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective7.OnComplete = function(self)
DeleteAIGoal(att_obj7_aigoal)
DeleteAIGoal(def_obj7_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto7
Objective8 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "null", popupText = "null",
regionName = "goto6", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective8:AddHint("level.geo1.hints.movement")
Objective8:AddHint("level.geo1.hints.obj_markers")
Objective8:AddHint("level.geo1.hints.review_objectives")
Objective8:AddHint("level.geo1.hints.sprint")
Objective8.OnStart = function(self)
att_obj8_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj8_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective8.OnComplete = function(self)
DeleteAIGoal(att_obj8_aigoal)
DeleteAIGoal(def_obj8_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto8
Objective9 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "null", popupText = "null",
regionName = "goto6a", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective9:AddHint("level.geo1.hints.movement")
Objective9:AddHint("level.geo1.hints.obj_markers")
Objective9:AddHint("level.geo1.hints.review_objectives")
Objective9:AddHint("level.geo1.hints.sprint")
Objective9.OnStart = function(self)
att_obj9_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj9_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective9.OnComplete = function(self)
DeleteAIGoal(att_obj9_aigoal)
DeleteAIGoal(def_obj9_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto
Objective10 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "null", popupText = "null",
regionName = "goto7", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective10:AddHint("level.geo1.hints.movement")
Objective10:AddHint("level.geo1.hints.obj_markers")
Objective10:AddHint("level.geo1.hints.review_objectives")
Objective10:AddHint("level.geo1.hints.sprint")
Objective10.OnStart = function(self)
att_obj10_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj10_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective10.OnComplete = function(self)
DeleteAIGoal(att_obj10_aigoal)
DeleteAIGoal(def_obj10_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto
Objective11 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "null", popupText = "null",
regionName = "goto7b", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective11:AddHint("level.geo1.hints.movement")
Objective11:AddHint("level.geo1.hints.obj_markers")
Objective11:AddHint("level.geo1.hints.review_objectives")
Objective11:AddHint("level.geo1.hints.sprint")
Objective11.OnStart = function(self)
att_obj11_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj11_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective11.OnComplete = function(self)
DeleteAIGoal(att_obj11_aigoal)
DeleteAIGoal(def_obj11_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto
Objective12 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "null", popupText = "null",
regionName = "goto7a", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective12:AddHint("level.geo1.hints.movement")
Objective12:AddHint("level.geo1.hints.obj_markers")
Objective12:AddHint("level.geo1.hints.review_objectives")
Objective12:AddHint("level.geo1.hints.sprint")
Objective12.OnStart = function(self)
att_obj12_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj12_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective12.OnComplete = function(self)
DeleteAIGoal(att_obj12_aigoal)
DeleteAIGoal(def_obj12_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto
Objective13 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "null", popupText = "null",
regionName = "goto8", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective13:AddHint("level.geo1.hints.movement")
Objective13:AddHint("level.geo1.hints.obj_markers")
Objective13:AddHint("level.geo1.hints.review_objectives")
Objective13:AddHint("level.geo1.hints.sprint")
Objective13.OnStart = function(self)
att_obj13_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj13_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective13.OnComplete = function(self)
DeleteAIGoal(att_obj13_aigoal)
DeleteAIGoal(def_obj13_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto
Objective14 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "null", popupText = "null",
regionName = "goto9", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective14:AddHint("level.geo1.hints.movement")
Objective14:AddHint("level.geo1.hints.obj_markers")
Objective14:AddHint("level.geo1.hints.review_objectives")
Objective14:AddHint("level.geo1.hints.sprint")
Objective14.OnStart = function(self)
att_obj14_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj14_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective14.OnComplete = function(self)
DeleteAIGoal(att_obj14_aigoal)
DeleteAIGoal(def_obj14_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto
Objective15 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "null", popupText = "null",
regionName = "goto10", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective15:AddHint("level.geo1.hints.movement")
Objective15:AddHint("level.geo1.hints.obj_markers")
Objective15:AddHint("level.geo1.hints.review_objectives")
Objective15:AddHint("level.geo1.hints.sprint")
Objective15.OnStart = function(self)
att_obj15_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj15_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective15.OnComplete = function(self)
DeleteAIGoal(att_obj15_aigoal)
DeleteAIGoal(def_obj15_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto
Objective16 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "null", popupText = "null",
regionName = "goto12", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective16:AddHint("level.geo1.hints.movement")
Objective16:AddHint("level.geo1.hints.obj_markers")
Objective16:AddHint("level.geo1.hints.review_objectives")
Objective16:AddHint("level.geo1.hints.sprint")
Objective16.OnStart = function(self)
att_obj16_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj16_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective16.OnComplete = function(self)
DeleteAIGoal(att_obj16_aigoal)
DeleteAIGoal(def_obj16_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective: assault2
Dobjekt = Target:New{name = "antenna"}
Dobjekt.OnDestroy = function(self)
end
Objective17 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "null", popupText = "null"}
Objective17:AddTarget(Dobjekt)
Objective17.OnStart = function(self)
end
Objective17.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto
Objective18 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "null", popupText = "null",
regionName = "goto13", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective18:AddHint("level.geo1.hints.movement")
Objective18:AddHint("level.geo1.hints.obj_markers")
Objective18:AddHint("level.geo1.hints.review_objectives")
Objective18:AddHint("level.geo1.hints.sprint")
Objective18.OnStart = function(self)
att_obj18_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj18_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective18.OnComplete = function(self)
DeleteAIGoal(att_obj18_aigoal)
DeleteAIGoal(def_obj18_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective: assault3
Dobjekt = Target:New{name = "camp"}
Dobjekt.OnDestroy = function(self)
end
Objective19 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "null", popupText = "null"}
Objective19:AddTarget(Dobjekt)
Objective19.OnStart = function(self)
end
Objective19.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
end
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode")
end,
"TeleportRegion"
)
ActivateRegion("TeleportRegion")
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode2")
end,
"TeleportRegion2"
)
ActivateRegion("TeleportRegion2")
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode3")
end,
"TeleportRegion3"
)
ActivateRegion("TeleportRegion3")
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode4")
end,
"TeleportRegion4"
)
ActivateRegion("TeleportRegion4")
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode5")
end,
"TeleportRegion5"
)
ActivateRegion("TeleportRegion5")
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(30)
SetMaxPlayerFlyHeight (30)
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("SIDE\\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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
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")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
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("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
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:RCH\\RCH.lvl", "RCH_xl")
ReadDataFile("dc:RCH\\RCH.lvl", "RCH_xl")
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
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