Making swbf2sm.exe show _xl and _c levels
Posted: Fri Jan 23, 2015 1:00 am
by AnthonyBF2
I was fiddling around with hex editor and swbf2sm.exe...
I found a way to make the MAPS tab show game modes from the _c and _xl abbreviations.
You will be sacrificing the ability to for the MAPS tab to show _hunt and _eli mode.
Open the swbf2sm in hex editor and search for "1flag" in text-string type. There is only 1 instance.
It looks like this, which is the part you'll edit.
http://tinypic.com/r/qp3p8n/8
When you find this spot in the file, make changes so it looks like this:
http://tinypic.com/r/29nyn0w/8
Then save file changes and your MAPS tab will look like this:
http://tinypic.com/r/2qld0lc/8
Big notice:
Here is my personal geo1c_xl if anyone wants it:
I found a way to make the MAPS tab show game modes from the _c and _xl abbreviations.
You will be sacrificing the ability to for the MAPS tab to show _hunt and _eli mode.
Open the swbf2sm in hex editor and search for "1flag" in text-string type. There is only 1 instance.
It looks like this, which is the part you'll edit.
http://tinypic.com/r/qp3p8n/8
When you find this spot in the file, make changes so it looks like this:
http://tinypic.com/r/29nyn0w/8
Then save file changes and your MAPS tab will look like this:
http://tinypic.com/r/2qld0lc/8
Big notice:
Hidden/Spoiler:
If you actually wanna play Rise of the Empire levels (_c) in your server manager you must compile a new mission.lvl and remove 3 codes from each _c mission;
ScriptCB_SetGameRules("campaign")
SetMissionEndMovie("blahblahblah")
ScriptCB_PlayIngameMovie("blahblahblah")
Although you must deal with the tons of issues that come along with trying to play campaign online.
And if you wanna play XL in your server without staggering lag, you need to edit the XL scripts and reduce the number of bots that can spawn
Change the part in setup_teams that defines min,max bots for each character inside of the brackets.
These things you can do server-sided and doesn't break when players join.
ScriptCB_SetGameRules("campaign")
SetMissionEndMovie("blahblahblah")
ScriptCB_PlayIngameMovie("blahblahblah")
Although you must deal with the tons of issues that come along with trying to play campaign online.
And if you wanna play XL in your server without staggering lag, you need to edit the XL scripts and reduce the number of bots that can spawn
Change the part in setup_teams that defines min,max bots for each character inside of the brackets.
These things you can do server-sided and doesn't break when players join.
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
--ScriptCB_DoFile("AIHeroSupport") -- doesnt do anything server sided I think
--re-add to mission.req under"Script" to try and use it
---------------------------------------------------------------------------
-- 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)
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()
EnableSPHeroRules()
--screw death regions
--AddDeathRegion("deathregion")
--AddDeathRegion("deathregion2")
--AddDeathRegion("deathregion3")
--AddDeathRegion("deathregion4")
--AddDeathRegion("deathregion5")
--unkilling conquest cps
--KillObject("cp1")
--KillObject("cp2")
--KillObject("cp3")
--KillObject("cp4")
--KillObject("cp6")
--KillObject("cp7")
--KillObject("cp8")
--making unkilled cps uncaptureable but will make them belong opposite teams
--this makes each base have 1 friendly and 1 enemy cp for some good action
--hill base will only have one unkilled cp it will start white
--ill make that one captureable
SetProperty("cp1", "CaptureRegion", "nil")
SetProperty("cp2", "CaptureRegion", "nil")
SetProperty("cp3", "CaptureRegion", "nil")
--SetProperty("cp4", "CaptureRegion", "nil") -- hill base open
SetProperty("cp6", "CaptureRegion", "nil")
SetProperty("cp7", "CaptureRegion", "nil")
SetProperty("cp8", "CaptureRegion", "nil")
--unkilled cp teams
SetProperty("cp1", "Team", 1)
SetProperty("cp2", "Team", 1)
SetProperty("cp3", "Team", 2)
SetProperty("cp4", "Team", 0) -- hill base
SetProperty("cp6", "Team", 2)
SetProperty("cp7", "Team", 2)
SetProperty("cp8", "Team", 1)
end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
SetUberMode(1);
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
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
SetMemoryPoolSize("Music", 40)
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_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
"rep_walk_atte")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
--"cis_hover_stap",
"cis_walk_spider")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)
SetSpawnDelay(10.0, 0.25)
SetupTeams{
rep = {
team = REP,
units = 80, -- do not change, breaks when players join
reinforcements = -1, -- u can change this but no one can visually see it
soldier = { "rep_inf_ep2_rifleman",1, 3}, -- this is whats gonna make it not lag like hell
assault = { "rep_inf_ep2_rocketeer",1, 3},
engineer = { "rep_inf_ep2_engineer",1, 3},
sniper = { "rep_inf_ep2_sniper",1, 3},
officer = {"rep_inf_ep3_officer",1, 3},
special = { "rep_inf_ep2_jettrooper",1, 3},
--hero = { "rep_hero_macewindu",1, 1}, -- doesnt work
},
cis = {
team = CIS,
units = 80,
reinforcements = -1,
soldier = { "cis_inf_rifleman",1, 3},
assault = { "cis_inf_rocketeer",1, 3},
engineer = { "cis_inf_engineer",1, 3},
sniper = { "cis_inf_sniper",1, 3},
officer = {"cis_inf_officer",1, 3},
--hero = { "cis_hero_countdooku",1, 1}, -- doesnt work
}
}
SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")
--give bots a hero choice
--AddUnitClass(CIS, "cis_hero_countdooku",1,1)
--AddUnitClass(REP, "rep_hero_macewindu",1,1)
--this didnt work
-- 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(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
SetTeamAsFriend(3, DEF)
--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("GEO\\geo1.lvl", "geo1_xl")
SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(150)
SetMaxPlayerFlyHeight(150)
-- 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, 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_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(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
--ScriptCB_DoFile("AIHeroSupport") -- doesnt do anything server sided I think
--re-add to mission.req under"Script" to try and use it
---------------------------------------------------------------------------
-- 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)
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()
EnableSPHeroRules()
--screw death regions
--AddDeathRegion("deathregion")
--AddDeathRegion("deathregion2")
--AddDeathRegion("deathregion3")
--AddDeathRegion("deathregion4")
--AddDeathRegion("deathregion5")
--unkilling conquest cps
--KillObject("cp1")
--KillObject("cp2")
--KillObject("cp3")
--KillObject("cp4")
--KillObject("cp6")
--KillObject("cp7")
--KillObject("cp8")
--making unkilled cps uncaptureable but will make them belong opposite teams
--this makes each base have 1 friendly and 1 enemy cp for some good action
--hill base will only have one unkilled cp it will start white
--ill make that one captureable
SetProperty("cp1", "CaptureRegion", "nil")
SetProperty("cp2", "CaptureRegion", "nil")
SetProperty("cp3", "CaptureRegion", "nil")
--SetProperty("cp4", "CaptureRegion", "nil") -- hill base open
SetProperty("cp6", "CaptureRegion", "nil")
SetProperty("cp7", "CaptureRegion", "nil")
SetProperty("cp8", "CaptureRegion", "nil")
--unkilled cp teams
SetProperty("cp1", "Team", 1)
SetProperty("cp2", "Team", 1)
SetProperty("cp3", "Team", 2)
SetProperty("cp4", "Team", 0) -- hill base
SetProperty("cp6", "Team", 2)
SetProperty("cp7", "Team", 2)
SetProperty("cp8", "Team", 1)
end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
SetUberMode(1);
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
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
SetMemoryPoolSize("Music", 40)
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_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
"rep_walk_atte")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
--"cis_hover_stap",
"cis_walk_spider")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)
SetSpawnDelay(10.0, 0.25)
SetupTeams{
rep = {
team = REP,
units = 80, -- do not change, breaks when players join
reinforcements = -1, -- u can change this but no one can visually see it
soldier = { "rep_inf_ep2_rifleman",1, 3}, -- this is whats gonna make it not lag like hell
assault = { "rep_inf_ep2_rocketeer",1, 3},
engineer = { "rep_inf_ep2_engineer",1, 3},
sniper = { "rep_inf_ep2_sniper",1, 3},
officer = {"rep_inf_ep3_officer",1, 3},
special = { "rep_inf_ep2_jettrooper",1, 3},
--hero = { "rep_hero_macewindu",1, 1}, -- doesnt work
},
cis = {
team = CIS,
units = 80,
reinforcements = -1,
soldier = { "cis_inf_rifleman",1, 3},
assault = { "cis_inf_rocketeer",1, 3},
engineer = { "cis_inf_engineer",1, 3},
sniper = { "cis_inf_sniper",1, 3},
officer = {"cis_inf_officer",1, 3},
--hero = { "cis_hero_countdooku",1, 1}, -- doesnt work
}
}
SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")
--give bots a hero choice
--AddUnitClass(CIS, "cis_hero_countdooku",1,1)
--AddUnitClass(REP, "rep_hero_macewindu",1,1)
--this didnt work
-- 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(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
SetTeamAsFriend(3, DEF)
--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("GEO\\geo1.lvl", "geo1_xl")
SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(150)
SetMaxPlayerFlyHeight(150)
-- 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, 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_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(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end