Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
ReadDataFile("dc:common.lvl")
ReadDataFile("common.lvl")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- 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.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = ATT, teamDEF = DEF,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
AddDeathRegion("turbinedeath")
KillObject("blastdoor")
DisableBarriers("barracks")
DisableBarriers("liea")
SetMapNorthAngle(180)
-- Turbine Stuff --
BlockPlanningGraphArcs("turbine")
OnObjectKillName(destturbine, "turbineconsole")
OnObjectRespawnName(returbine, "turbineconsole")
--Setup Timer--
timeConsole = CreateTimer("timeConsole")
SetTimerValue(timeConsole, 0.3)
StartTimer(timeConsole)
OnTimerElapse(
function(timer)
SetProperty("turbineconsole", "CurHealth", GetObjectHealth("turbineconsole") + 1)
DestroyTimer(timer)
end,
timeConsole
)
SetProperty("CP4CON", "Team", "REP") -- Fluchtkapseln
SetProperty("CP5CON", "Team", "CIS") -- Rettungskapseln
SetProperty("CP4CON", "CaptureRegion", "") -- Fluchtkapseln
SetProperty("CP5CON", "CaptureRegion", "") -- Rettungskapseln
SetProperty("CP6CON", "CaptureRegion", "") -- Maschinenraum
SetProperty("CP7CON", "CaptureRegion", "") -- Cockpit
SetProperty("CP4CON", "ControlRegion", "")
SetProperty("CP5CON", "ControlRegion", "")
SetProperty("CP6CON", "ControlRegion", "")
SetProperty("CP7CON", "ControlRegion", "")
end
function destturbine()
UnblockPlanningGraphArcs("turbine")
PauseAnimation("Turbine Animation")
RemoveRegion("turbinedeath")
-- SetProperty("woodr", "CurHealth", 15)
end
function returbine()
BlockPlanningGraphArcs("turbine")
PlayAnimation("Turbine Animation")
AddDeathRegion("turbinedeath")
-- SetProperty("woodr", "CurHealth", 15)
end
---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("dc:Load\\RCM_Load.lvl")
StealArtistHeap(1536*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(2097152 + 65536 *
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 3000)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 2500)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
local screenWidth, screenHeight = ScriptCB_GetScreenInfo()
local aspectRatio = screenWidth / screenHeight
ReadDataFile("dc:SIDE\\fpanimset.lvl")
if aspectRatio <= 1.4 then
print("RCM_loading: Aspect Ratio 4:3 detected")
ReadDataFile("dc:HUD\\hud43.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:HUD\\hudBmpKill.lvl")
elseif aspectRatio <= 1.63 and aspectRatio >= 1.5 then
print("RCM_loading: Aspect Ratio 16:10 detected")
ReadDataFile("dc:HUD\\hud1610.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:HUD\\hudBmpKill.lvl")
elseif aspectRatio <= 1.9 and aspectRatio >= 1.63 then
print("RCM_loading: Aspect Ratio 16:9 detected")
ReadDataFile("dc:HUD\\hud169.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:HUD\\hudBmpKill.lvl")
else
print("RCM_loading: Aspect Ratio unkown. Loading stock HUD.")
ReadDataFile("dc:HUD\\hudUnknown.lvl")
ReadDataFile("ingame.lvl")
end
AISnipeSuitabilityDist(30)
ReadDataFile("sound\\tan.lvl;tan1cw")
ReadDataFile("dc:sound\\rcm.lvl;comSnd")
ReadDataFile("dc:sound\\rcm.lvl")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_commando_01_rifleman",
"rep_inf_commando_03_sniper",
"rep_inf_commando_04_engineer",
"rep_inf_commando_06_sergeant")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_b1_rifleman",
"cis_inf_b1_sniper")
ReadDataFile("dc:SIDE\\mdo.lvl",
"mdo_inf_assassin",
"mdo_inf_officer")
ReadDataFile("dc:SIDE\\tnd.lvl",
"tnd_inf_slaver",
"tnd_inf_mercenary")
TrandoOrMando = math.random(1,10)
if TrandoOrMando < 6 then
SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = -1,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
special = { "rep_inf_commando_06_sergeant",1,4}
},
cis = {
team = CIS,
units = 16,
reinforcements = -1,
soldier = {"cis_inf_b1_rifleman",10, 30},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"mdo_inf_assassin",1, 3},
special = {"mdo_inf_officer",1, 2}
}
}
end
if TrandoOrMando > 5 then
SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = -1,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
special = { "rep_inf_commando_06_sergeant",1,4}
},
cis = {
team = CIS,
units = 16,
reinforcements = -1,
soldier = {"cis_inf_b1_rifleman",10, 30},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"tnd_inf_mercenary",1, 3},
special = {"tnd_inf_slaver",1, 2}
}
}
end
-- Level Stats
ClearWalkers()
AddWalkerType(0, 5) -- number of droidekas
local weaponCnt = 300
local guyCnt = 32
SetMemoryPoolSize ("Aimer", 17)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 250)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 60)
SetMemoryPoolSize ("EntitySoundStream", 14)
SetMemoryPoolSize ("EntitySoundStatic", 29)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize ("EntityFlyer", 6)
SetMemoryPoolSize ("MountedTurret", 2)
SetMemoryPoolSize ("Navigator", guyCnt)
SetMemoryPoolSize ("Obstacle", 250)
SetMemoryPoolSize ("PathFollower", guyCnt)
SetMemoryPoolSize ("PathNode", 384)
SetMemoryPoolSize ("SoundspaceRegion", 15)
SetMemoryPoolSize ("TentacleSimulator", 0)
SetMemoryPoolSize ("TreeGridStack", 150)
SetMemoryPoolSize ("UnitAgent", guyCnt)
SetMemoryPoolSize ("UnitController", guyCnt)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 580)
-- SetMemoryPoolSize("Obstacle", 182)
--
SetSpawnDelay(10.0, 0.25)
ReadDataFile("tan\\tan1.lvl", "tan1_conquest")
--ReadDataFile("tan\\tan1.lvl", "tan1_tdm")
SetDenseEnvironment("false")
AISnipeSuitabilityDist(30)
--AddDeathRegion("Sarlac01")
-- SetMaxFlyHeight(90)
-- SetMaxPlayerFlyHeight(90)
-- Sound Stats
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("dc:sound\\rcm.lvl", "rcm_music")
OpenAudioStream("sound\\tan.lvl", "tan1")
OpenAudioStream("sound\\tan.lvl", "tan1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tan.lvl", "tan1_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)
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_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_amb_end", 2,1)
SetVictoryMusic(REP, "rep_tan_amb_victory")
SetDefeatMusic (REP, "rep_tan_amb_defeat")
SetVictoryMusic(CIS, "cis_tan_amb_victory")
SetDefeatMusic (CIS, "cis_tan_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")
-- Camera Stats
AddCameraShot(0.233199, -0.019441, -0.968874, -0.080771, -240.755920, 11.457644, 105.944176);
AddCameraShot(-0.395561, 0.079428, -0.897092, -0.180135, -264.022278, 6.745873, 122.715752);
AddCameraShot(0.546703, -0.041547, -0.833891, -0.063371, -309.709900, 5.168304, 145.334381);
if aspectRatio <= 1.4 then
ReadDataFile("dc:SIDE\\43.lvl")
ReadDataFile("dc:HUD\\hudTxtKill.lvl")
elseif aspectRatio <= 1.63 and aspectRatio >= 1.5 then
ReadDataFile("dc:SIDE\\1610.lvl")
ReadDataFile("dc:HUD\\hudTxtKill.lvl")
elseif aspectRatio <= 1.9 and aspectRatio >= 1.63 then
ReadDataFile("dc:SIDE\\169.lvl")
ReadDataFile("dc:HUD\\hudTxtKill.lvl")
else
ReadDataFile("dc:SIDE\\unkown.lvl")
end
end
[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
ReadDataFile("dc:common.lvl")
ReadDataFile("common.lvl")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- 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.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = ATT, teamDEF = DEF,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
AddDeathRegion("turbinedeath")
KillObject("blastdoor")
DisableBarriers("barracks")
DisableBarriers("liea")
SetMapNorthAngle(180)
-- Turbine Stuff --
BlockPlanningGraphArcs("turbine")
OnObjectKillName(destturbine, "turbineconsole")
OnObjectRespawnName(returbine, "turbineconsole")
--Setup Timer--
timeConsole = CreateTimer("timeConsole")
SetTimerValue(timeConsole, 0.3)
StartTimer(timeConsole)
OnTimerElapse(
function(timer)
SetProperty("turbineconsole", "CurHealth", GetObjectHealth("turbineconsole") + 1)
DestroyTimer(timer)
end,
timeConsole
)
SetProperty("CP4CON", "Team", "REP") -- Fluchtkapseln
SetProperty("CP5CON", "Team", "CIS") -- Rettungskapseln
SetProperty("CP4CON", "CaptureRegion", "") -- Fluchtkapseln
SetProperty("CP5CON", "CaptureRegion", "") -- Rettungskapseln
SetProperty("CP6CON", "CaptureRegion", "") -- Maschinenraum
SetProperty("CP7CON", "CaptureRegion", "") -- Cockpit
SetProperty("CP4CON", "ControlRegion", "")
SetProperty("CP5CON", "ControlRegion", "")
SetProperty("CP6CON", "ControlRegion", "")
SetProperty("CP7CON", "ControlRegion", "")
end
function destturbine()
UnblockPlanningGraphArcs("turbine")
PauseAnimation("Turbine Animation")
RemoveRegion("turbinedeath")
-- SetProperty("woodr", "CurHealth", 15)
end
function returbine()
BlockPlanningGraphArcs("turbine")
PlayAnimation("Turbine Animation")
AddDeathRegion("turbinedeath")
-- SetProperty("woodr", "CurHealth", 15)
end
---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("dc:Load\\RCM_Load.lvl")
StealArtistHeap(1536*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(2097152 + 65536 *
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 3000)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 2500)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
local screenWidth, screenHeight = ScriptCB_GetScreenInfo()
local aspectRatio = screenWidth / screenHeight
ReadDataFile("dc:SIDE\\fpanimset.lvl")
if aspectRatio <= 1.4 then
print("RCM_loading: Aspect Ratio 4:3 detected")
ReadDataFile("dc:HUD\\hud43.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:HUD\\hudBmpKill.lvl")
elseif aspectRatio <= 1.63 and aspectRatio >= 1.5 then
print("RCM_loading: Aspect Ratio 16:10 detected")
ReadDataFile("dc:HUD\\hud1610.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:HUD\\hudBmpKill.lvl")
elseif aspectRatio <= 1.9 and aspectRatio >= 1.63 then
print("RCM_loading: Aspect Ratio 16:9 detected")
ReadDataFile("dc:HUD\\hud169.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:HUD\\hudBmpKill.lvl")
else
print("RCM_loading: Aspect Ratio unkown. Loading stock HUD.")
ReadDataFile("dc:HUD\\hudUnknown.lvl")
ReadDataFile("ingame.lvl")
end
AISnipeSuitabilityDist(30)
ReadDataFile("sound\\tan.lvl;tan1cw")
ReadDataFile("dc:sound\\rcm.lvl;comSnd")
ReadDataFile("dc:sound\\rcm.lvl")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_commando_01_rifleman",
"rep_inf_commando_03_sniper",
"rep_inf_commando_04_engineer",
"rep_inf_commando_06_sergeant")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_b1_rifleman",
"cis_inf_b1_sniper")
ReadDataFile("dc:SIDE\\mdo.lvl",
"mdo_inf_assassin",
"mdo_inf_officer")
ReadDataFile("dc:SIDE\\tnd.lvl",
"tnd_inf_slaver",
"tnd_inf_mercenary")
TrandoOrMando = math.random(1,10)
if TrandoOrMando < 6 then
SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = -1,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
special = { "rep_inf_commando_06_sergeant",1,4}
},
cis = {
team = CIS,
units = 16,
reinforcements = -1,
soldier = {"cis_inf_b1_rifleman",10, 30},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"mdo_inf_assassin",1, 3},
special = {"mdo_inf_officer",1, 2}
}
}
end
if TrandoOrMando > 5 then
SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = -1,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
special = { "rep_inf_commando_06_sergeant",1,4}
},
cis = {
team = CIS,
units = 16,
reinforcements = -1,
soldier = {"cis_inf_b1_rifleman",10, 30},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"tnd_inf_mercenary",1, 3},
special = {"tnd_inf_slaver",1, 2}
}
}
end
-- Level Stats
ClearWalkers()
AddWalkerType(0, 5) -- number of droidekas
local weaponCnt = 300
local guyCnt = 32
SetMemoryPoolSize ("Aimer", 17)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 250)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 60)
SetMemoryPoolSize ("EntitySoundStream", 14)
SetMemoryPoolSize ("EntitySoundStatic", 29)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize ("EntityFlyer", 6)
SetMemoryPoolSize ("MountedTurret", 2)
SetMemoryPoolSize ("Navigator", guyCnt)
SetMemoryPoolSize ("Obstacle", 250)
SetMemoryPoolSize ("PathFollower", guyCnt)
SetMemoryPoolSize ("PathNode", 384)
SetMemoryPoolSize ("SoundspaceRegion", 15)
SetMemoryPoolSize ("TentacleSimulator", 0)
SetMemoryPoolSize ("TreeGridStack", 150)
SetMemoryPoolSize ("UnitAgent", guyCnt)
SetMemoryPoolSize ("UnitController", guyCnt)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 580)
-- SetMemoryPoolSize("Obstacle", 182)
--
SetSpawnDelay(10.0, 0.25)
ReadDataFile("tan\\tan1.lvl", "tan1_conquest")
--ReadDataFile("tan\\tan1.lvl", "tan1_tdm")
SetDenseEnvironment("false")
AISnipeSuitabilityDist(30)
--AddDeathRegion("Sarlac01")
-- SetMaxFlyHeight(90)
-- SetMaxPlayerFlyHeight(90)
-- Sound Stats
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("dc:sound\\rcm.lvl", "rcm_music")
OpenAudioStream("sound\\tan.lvl", "tan1")
OpenAudioStream("sound\\tan.lvl", "tan1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tan.lvl", "tan1_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)
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_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_amb_end", 2,1)
SetVictoryMusic(REP, "rep_tan_amb_victory")
SetDefeatMusic (REP, "rep_tan_amb_defeat")
SetVictoryMusic(CIS, "cis_tan_amb_victory")
SetDefeatMusic (CIS, "cis_tan_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")
-- Camera Stats
AddCameraShot(0.233199, -0.019441, -0.968874, -0.080771, -240.755920, 11.457644, 105.944176);
AddCameraShot(-0.395561, 0.079428, -0.897092, -0.180135, -264.022278, 6.745873, 122.715752);
AddCameraShot(0.546703, -0.041547, -0.833891, -0.063371, -309.709900, 5.168304, 145.334381);
if aspectRatio <= 1.4 then
ReadDataFile("dc:SIDE\\43.lvl")
ReadDataFile("dc:HUD\\hudTxtKill.lvl")
elseif aspectRatio <= 1.63 and aspectRatio >= 1.5 then
ReadDataFile("dc:SIDE\\1610.lvl")
ReadDataFile("dc:HUD\\hudTxtKill.lvl")
elseif aspectRatio <= 1.9 and aspectRatio >= 1.63 then
ReadDataFile("dc:SIDE\\169.lvl")
ReadDataFile("dc:HUD\\hudTxtKill.lvl")
else
ReadDataFile("dc:SIDE\\unkown.lvl")
end
end
[/code]


