1. One of the Kamino bridges are not textured right in-game. Here is the pic of the problem.
Hidden/Spoiler:

Hidden/Spoiler:

Hidden/Spoiler:
C:\BF2_ModTools\data_PBK\_BUILD\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\PBK\PBKg_con.lua:146: `)' expected (to close `(' at line 138) near `"imp_fly_tiebomber_sc"'
ERROR[scriptmunge scripts\PBK\PBKg_con.lua]:Could not read input file.ERROR[scriptmunge scripts\PBK\PBKg_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[levelpack mission\PBKg_con.req]:Expecting bracket, but none was found.
File : munged\pc\pbkg_con.script.req(1)...
ucft <--
ERROR[levelpack mission\PBKg_con.req]:Expecting bracket, but none was found.
File : munged\pc\pbkg_con.script.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
WARNING[PC_modelmunge msh\kam_bldg_bridge2.msh]:kam_bldg_bridge2 has 1374 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\skydome_kam.msh]:skydome_kam has 1674 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 2 Warnings
WARNING[pathplanningmunge world2\kamino1_1ctf.PLN]:No dynamic arcs in group 1, moving group 2 to 1
WARNING[pathplanningmunge world2\kamino1_conquest.PLN]:No dynamic arcs in group 1, moving group 2 to 1
0 Errors 2 Warnings
ERROR[scriptmunge scripts\PBK\PBKg_con.lua]:Could not read input file.ERROR[scriptmunge scripts\PBK\PBKg_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[levelpack mission\PBKg_con.req]:Expecting bracket, but none was found.
File : munged\pc\pbkg_con.script.req(1)...
ucft <--
ERROR[levelpack mission\PBKg_con.req]:Expecting bracket, but none was found.
File : munged\pc\pbkg_con.script.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
WARNING[PC_modelmunge msh\kam_bldg_bridge2.msh]:kam_bldg_bridge2 has 1374 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\skydome_kam.msh]:skydome_kam has 1674 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 2 Warnings
WARNING[pathplanningmunge world2\kamino1_1ctf.PLN]:No dynamic arcs in group 1, moving group 2 to 1
WARNING[pathplanningmunge world2\kamino1_conquest.PLN]:No dynamic arcs in group 1, moving group 2 to 1
0 Errors 2 Warnings
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1)
ALL = 1;
IMP = 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.
---------------------------------------------------------------------------
function ScriptPostLoad()
SetProperty("cp1", "Team", "1")
SetProperty("cp2", "Team", "2")
SetProperty("cp3", "Team", "2")
SetProperty("cp4", "Team", "2")
SetProperty("cp5", "Team", "1")
SetProperty("cp6", "Team", "1")
DisableBarriers("camp")
SetAIDamageThreshold("Comp1", 0 )
SetAIDamageThreshold("Comp2", 0 )
SetAIDamageThreshold("Comp3", 0 )
SetAIDamageThreshold("Comp4", 0 )
SetAIDamageThreshold("Comp5", 0 )
SetAIDamageThreshold("Comp6", 0 )
SetAIDamageThreshold("Comp7", 0 )
SetAIDamageThreshold("Comp8", 0 )
SetAIDamageThreshold("Comp9", 0 )
SetAIDamageThreshold("Comp10", 0 )
SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door33", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door34", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door35", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door27", "Islocked", 0)
SetProperty("Kam_Bldg_Podroom_Door28", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door36", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door20", "Islocked", 0)
UnblockPlanningGraphArcs("connection71")
--Objective1
UnblockPlanningGraphArcs("connection85")
UnblockPlanningGraphArcs("connection48")
UnblockPlanningGraphArcs("connection63")
UnblockPlanningGraphArcs("connection59")
UnblockPlanningGraphArcs("close")
UnblockPlanningGraphArcs("open")
DisableBarriers("frog")
DisableBarriers("close")
DisableBarriers("open")
--blocking Locked Doors
UnblockPlanningGraphArcs("connection194");
UnblockPlanningGraphArcs("connection200");
UnblockPlanningGraphArcs("connection118");
DisableBarriers("FRONTDOOR2-3");
DisableBarriers("FRONTDOOR2-1");
DisableBarriers("FRONTDOOR2-2");
--Lower cloning facility
UnblockPlanningGraphArcs("connection10")
UnblockPlanningGraphArcs("connection159")
UnblockPlanningGraphArcs("connection31")
DisableBarriers("FRONTDOOR1-3")
DisableBarriers("FRONTDOOR1-1")
DisableBarriers("FRONTDOOR1-2")
--This defines the CPs. These need to happen first
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"}
--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:Start()
EnableSPHeroRules()
SetProperty("cp2", "spawnpath", "cp2_spawn")
SetProperty("cp2", "captureregion", "cp2_capture")
end
--START BRIDGEWORK!
-- OPEN
function ScriptInit()
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3600000)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\kam.lvl;kam1gcw")
--SetMaxFlyHeight(43)
--SetMaxPlayerFlyHeight (43)
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_urban",
"all_inf_rocketeer_fleet",
"all_inf_sniper_fleet",
"all_inf_engineer_fleet",
"all_hero_hansolo_tat",
"all_inf_wookiee",
"all_inf_officer",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_xwing_sc")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett"
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_tiefighter_sc")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 3) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize ("EntityCloth", 33)
SetMemoryPoolSize ("EntityLight", 64)
SetMemoryPoolSize ("Obstacle", 800)
SetMemoryPoolSize("EntitySoundStream", 3)
SetMemoryPoolSize ("SoundSpaceRegion", 36)
SetMemoryPoolSize("EntitySoundStatic", 85)
SetMemoryPoolSize ("Weapon", 260)
SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = 150,
soldier = { "all_inf_rifleman_urban",9, 25},
assault = { "all_inf_rocketeer_fleet",1, 4},
engineer = { "all_inf_engineer_fleet",1, 4},
sniper = { "all_inf_sniper_fleet",1, 4},
officer = { "all_inf_officer",1, 4},
special = { "all_inf_wookiee",1,4},
},
}
SetupTeams{
imp = {
team = IMP,
units = 32,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1, 4},
engineer = { "imp_inf_engineer", 1, 4},
sniper = { "imp_inf_sniper",1, 4},
officer = { "imp_inf_officer",1, 4},
special = { "imp_inf_dark_trooper",1, 4},
},
}
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")
SetSpawnDelay(10.0, 0.25)
-- AddDeathRegion("deathregion")
ReadDataFile("dc:PBK\\kam1.lvl", "kamino1_conquest")
SetMemoryPoolSize("EntityFlyer", 6)
SetDenseEnvironment("false")
SetMinFlyHeight(60)
SetAllowBlindJetJumps(0)
SetMaxFlyHeight(102)
SetMaxPlayerFlyHeight(102)
--SetStayInTurrets(1)
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\kam.lvl", "kam1")
OpenAudioStream("sound\\kam.lvl", "kam1")
-- OpenAudioStream("sound\\mus.lvl", "kamino1_emt")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")
SetAmbientMusic(ALL, 1.0, "all_kam_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_kam_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_kam_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_kam_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_kam_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_kam_amb_end", 2,1)
SetVictoryMusic(ALL, "all_kam_amb_victory")
SetDefeatMusic (ALL, "all_kam_amb_defeat")
SetVictoryMusic(IMP, "imp_kam_amb_victory")
SetDefeatMusic (IMP, "imp_kam_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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")
SetAttackingTeam(ATT)
AddDeathRegion("deathregion")
AddCameraShot(0.564619, -0.121047, 0.798288, 0.171142, 68.198814, 79.137611, 110.850922);
AddCameraShot(-0.281100, 0.066889, -0.931340, -0.221616, 10.076019, 82.958336, -26.261774);
AddCameraShot(0.209553, -0.039036, -0.960495, -0.178923, 92.558563, 58.820618, 130.675919);
AddCameraShot(0.968794, 0.154227, 0.191627, -0.030506, -173.914413, 69.858940, 52.532421);
AddCameraShot(0.744389, 0.123539, 0.647364, -0.107437, 97.475639, 53.216236, 76.477089);
AddCameraShot(-0.344152, 0.086702, -0.906575, -0.228393, 95.062233, 105.285820, -37.661552);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1)
ALL = 1;
IMP = 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.
---------------------------------------------------------------------------
function ScriptPostLoad()
SetProperty("cp1", "Team", "1")
SetProperty("cp2", "Team", "2")
SetProperty("cp3", "Team", "2")
SetProperty("cp4", "Team", "2")
SetProperty("cp5", "Team", "1")
SetProperty("cp6", "Team", "1")
DisableBarriers("camp")
SetAIDamageThreshold("Comp1", 0 )
SetAIDamageThreshold("Comp2", 0 )
SetAIDamageThreshold("Comp3", 0 )
SetAIDamageThreshold("Comp4", 0 )
SetAIDamageThreshold("Comp5", 0 )
SetAIDamageThreshold("Comp6", 0 )
SetAIDamageThreshold("Comp7", 0 )
SetAIDamageThreshold("Comp8", 0 )
SetAIDamageThreshold("Comp9", 0 )
SetAIDamageThreshold("Comp10", 0 )
SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door33", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door34", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door35", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door27", "Islocked", 0)
SetProperty("Kam_Bldg_Podroom_Door28", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door36", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door20", "Islocked", 0)
UnblockPlanningGraphArcs("connection71")
--Objective1
UnblockPlanningGraphArcs("connection85")
UnblockPlanningGraphArcs("connection48")
UnblockPlanningGraphArcs("connection63")
UnblockPlanningGraphArcs("connection59")
UnblockPlanningGraphArcs("close")
UnblockPlanningGraphArcs("open")
DisableBarriers("frog")
DisableBarriers("close")
DisableBarriers("open")
--blocking Locked Doors
UnblockPlanningGraphArcs("connection194");
UnblockPlanningGraphArcs("connection200");
UnblockPlanningGraphArcs("connection118");
DisableBarriers("FRONTDOOR2-3");
DisableBarriers("FRONTDOOR2-1");
DisableBarriers("FRONTDOOR2-2");
--Lower cloning facility
UnblockPlanningGraphArcs("connection10")
UnblockPlanningGraphArcs("connection159")
UnblockPlanningGraphArcs("connection31")
DisableBarriers("FRONTDOOR1-3")
DisableBarriers("FRONTDOOR1-1")
DisableBarriers("FRONTDOOR1-2")
--This defines the CPs. These need to happen first
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"}
--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:Start()
EnableSPHeroRules()
SetProperty("cp2", "spawnpath", "cp2_spawn")
SetProperty("cp2", "captureregion", "cp2_capture")
end
--START BRIDGEWORK!
-- OPEN
function ScriptInit()
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3600000)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\kam.lvl;kam1gcw")
--SetMaxFlyHeight(43)
--SetMaxPlayerFlyHeight (43)
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_urban",
"all_inf_rocketeer_fleet",
"all_inf_sniper_fleet",
"all_inf_engineer_fleet",
"all_hero_hansolo_tat",
"all_inf_wookiee",
"all_inf_officer",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_xwing_sc")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett"
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_tiefighter_sc")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 3) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize ("EntityCloth", 33)
SetMemoryPoolSize ("EntityLight", 64)
SetMemoryPoolSize ("Obstacle", 800)
SetMemoryPoolSize("EntitySoundStream", 3)
SetMemoryPoolSize ("SoundSpaceRegion", 36)
SetMemoryPoolSize("EntitySoundStatic", 85)
SetMemoryPoolSize ("Weapon", 260)
SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = 150,
soldier = { "all_inf_rifleman_urban",9, 25},
assault = { "all_inf_rocketeer_fleet",1, 4},
engineer = { "all_inf_engineer_fleet",1, 4},
sniper = { "all_inf_sniper_fleet",1, 4},
officer = { "all_inf_officer",1, 4},
special = { "all_inf_wookiee",1,4},
},
}
SetupTeams{
imp = {
team = IMP,
units = 32,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1, 4},
engineer = { "imp_inf_engineer", 1, 4},
sniper = { "imp_inf_sniper",1, 4},
officer = { "imp_inf_officer",1, 4},
special = { "imp_inf_dark_trooper",1, 4},
},
}
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")
SetSpawnDelay(10.0, 0.25)
-- AddDeathRegion("deathregion")
ReadDataFile("dc:PBK\\kam1.lvl", "kamino1_conquest")
SetMemoryPoolSize("EntityFlyer", 6)
SetDenseEnvironment("false")
SetMinFlyHeight(60)
SetAllowBlindJetJumps(0)
SetMaxFlyHeight(102)
SetMaxPlayerFlyHeight(102)
--SetStayInTurrets(1)
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\kam.lvl", "kam1")
OpenAudioStream("sound\\kam.lvl", "kam1")
-- OpenAudioStream("sound\\mus.lvl", "kamino1_emt")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")
SetAmbientMusic(ALL, 1.0, "all_kam_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_kam_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_kam_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_kam_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_kam_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_kam_amb_end", 2,1)
SetVictoryMusic(ALL, "all_kam_amb_victory")
SetDefeatMusic (ALL, "all_kam_amb_defeat")
SetVictoryMusic(IMP, "imp_kam_amb_victory")
SetDefeatMusic (IMP, "imp_kam_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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")
SetAttackingTeam(ATT)
AddDeathRegion("deathregion")
AddCameraShot(0.564619, -0.121047, 0.798288, 0.171142, 68.198814, 79.137611, 110.850922);
AddCameraShot(-0.281100, 0.066889, -0.931340, -0.221616, 10.076019, 82.958336, -26.261774);
AddCameraShot(0.209553, -0.039036, -0.960495, -0.178923, 92.558563, 58.820618, 130.675919);
AddCameraShot(0.968794, 0.154227, 0.191627, -0.030506, -173.914413, 69.858940, 52.532421);
AddCameraShot(0.744389, 0.123539, 0.647364, -0.107437, 97.475639, 53.216236, 76.477089);
AddCameraShot(-0.344152, 0.086702, -0.906575, -0.228393, 95.062233, 105.285820, -37.661552);
end





