need urgent help fixing my map the cw era crashes for no reason.

Started by wsa30h, August 28, 2019, 07:25:07 AM

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the cw era crashes for no apparent reason and rarely loads but with units sliding around. here is a link to my assets
the side and sound are for the munged map and must be put into the proper directory for the cw era to launch.  https://drive.google.com/file/d/1nWpx1IT_G-s9M73wBwXyZeDjFjKxQ3WS/view?usp=sharing
mods and maps in progress:<br />--Bf1 expanded edition 3.0 version
-- bf1 tcw battles
-- bf1 seasons mod season 1
-- bf2 expanded edition tbh

Have you run your map in SPTest.exe yet? You need to move that exe into your /Battlefront/Gamedata/ folder and run it. It should spit out a debug log that will help find the issue.

yes i have i get this error before it crashes but it doesent crash  any other map. Message Severity: 2
D:\src\FRONTLINE_PC\RedEngineFL\Graphics\PC\pcRedSegment.cpp(309)
pcShaderSegment: no shader for rendertype glow [0x6a3827bc]
mods and maps in progress:<br />--Bf1 expanded edition 3.0 version
-- bf1 tcw battles
-- bf1 seasons mod season 1
-- bf2 expanded edition tbh

That error won't crash a map.  There's something wrong that SPTest isn't catching before you crash out.  I like to keep track of what I edited last before I munge again so that I can better catch errors like that.  I don't know what was and wasn't working before which will make it tough for anyone else to look at.

If it's only in CW, odds are it is something in your mapCW.lua (bes2c or whatever you have it called) and you're probably better off recreating that mission from scratch.  After that, you can start figuring out whether your CW side files are bugged or not.
The BOBclan:  A Rich History


Quote from: Unit 33 on November 29, 2014, 03:44:44 AM
'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.

Thanks dark phantom i removed the capital ship interior and doors and moved it around then i changed the units from 50 to 40 and locals from 25 to 20 for both team 3 and 4 and it seems to work. i dont know if it is stable or not but it seems to be. also i dont think the models are the problem they work on all maps if i replace the stock ones with the custom ones.
mods and maps in progress:<br />--Bf1 expanded edition 3.0 version
-- bf1 tcw battles
-- bf1 seasons mod season 1
-- bf2 expanded edition tbh

It's helpful to post the whole log when possible too. Sometimes things that don't seem like they'll cause a crash will do so over time if not addressed (like after a minute or two of gameplay). Really rare that you'd see that, but best to be thorough.

ok here it is some of it is related to the gcw era Opened logfile BFront.log  2019-08-28 2219

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_IFace.cpp(4144)
Unable to open movie file C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront (Classic 2004)\GameData\AddOn\dactil\Data\_lvl_pc\movies\da

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Objective.cpp(59)
Objective::Add: must localize level.dactyl.objectives.1

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Objective.cpp(59)
Objective::Add: must localize level.dactyl.objectives.3

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Objective.cpp(59)
Objective::Add: must localize level.dactyl.objectives.1

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Objective.cpp(59)
Objective::Add: must localize level.dactyl.objectives.2

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaScript.cpp(1951)
error: bad argument sent to Lua API function
stack traceback:
   1:  function `SetMemoryPoolSize' [C]
   2:  function `ScriptInit' [(none)]


Message Severity: 2
D:\src\FRONTLINE_PC\RedEngineFL\Graphics\PC\pcRedSegment.cpp(309)
pcShaderSegment: no shader for rendertype glow [0x6a3827bc]

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(171)
Team  has no unit classes
mods and maps in progress:<br />--Bf1 expanded edition 3.0 version
-- bf1 tcw battles
-- bf1 seasons mod season 1
-- bf2 expanded edition tbh

Quote from: wsa30h on August 30, 2019, 07:19:15 AM
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaScript.cpp(1951)
error: bad argument sent to Lua API function
stack traceback:
   1:  function `SetMemoryPoolSize' [C]
   2:  function `ScriptInit' [(none)]

Errors like this won't crash the game but they will cause your script to stop executing. Which later on can cause problems this.

QuoteMessage Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(171)
Team  has no unit classes

And this one will crash the game. If we do some problem solving here we can work out that your mission script has a bad "SetMemoryPoolSize" (the first function in the Lua stack trace) call somewhere. And we can also work out that that call seems to be before your "AddUnitClass" calls, otherwise how did one of the teams end up with no unit classes?

Double check your "SetMemoryPoolSize" calls. It seems you might be passing a number where a string is expected or vice versa. (Or not passing the right number of arguments, etc.)

thanks i fixed it by removing the capital ships interior and also by removing the -- from this seems to have helped. i also reduced the amount of units.
REQN
    {
        "config"
    --    "flyerspray"
    --    "walkerstomp"
    --    "hailfire_wake"
    --    "dustwake"
    }
mods and maps in progress:<br />--Bf1 expanded edition 3.0 version
-- bf1 tcw battles
-- bf1 seasons mod season 1
-- bf2 expanded edition tbh

 first lua is the top one i think maybe the memory pools being above addunit class is the problem ?

---------------------------------------------------------------------------
-- 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()
--  Empire Attacking (attacker is always #1)
    local ALL = 1
    local IMP = 2

--  These variables do not change
    local ATT = 1
    local DEF = 2
    AddMissionObjective(IMP, "red", "level.dactyl.objectives.1");
        AddMissionObjective(IMP, "orange", "level.dactyl.objectives.3");
    AddMissionObjective(ALL, "red", "level.dactyl.objectives.1");
    AddMissionObjective(ALL, "orange", "level.dactyl.objectives.2");
   
     
    ReadDataFile("dc:sound\\dactyl.lvl;dactylcw");
      ReadDataFile("dc:sound\\yav.lvl;yav1cw");
    ReadDataFile("dc:sound\\hot.lvl;hot1gcw"); 
     
   
    SetTeamAggressiveness(ALL, 1.0)
    SetTeamAggressiveness(IMP, 0.7)

   SetMinFlyHeight(30)
    SetMaxFlyHeight(179)
SetMaxPlayerFlyHeight (179)




    ReadDataFile("SIDE\\all.lvl",
        "all_inf_basicdesert",
        "all_inf_smuggler");
     ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_basic",
        "cis_inf_droideka");
     
    ReadDataFile("SIDE\\imp.lvl",
           "imp_inf_basic",
         "imp_fly_tiefighter",
   "imp_inf_darthvader",
        "imp_walk_atst",
         "imp_walk_atat",
        "imp_hover_speederbike",
        "imp_hover_fightertank",
        "imp_inf_dark_trooper");
  ReadDataFile("dc:SIDE\\rep.lvl",
        "rep_inf_basic",
        "rep_fly_jedifighter",
       "rep_hover_speederbike",
        "rep_inf_macewindu",
        "rep_inf_jet_trooper",
        "rep_hover_fightertank",
        "rep_walk_atte");
 

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 3) -- 4 droidekas (special case: 0 leg pairs
   AddWalkerType(3, 3) -- 3 attes with 3 leg pairs each
    AddWalkerType(1, 4) -- 4 atsts with 1 leg pairs each
    AddWalkerType(2, 3) -- 1 atats with 2 leg pairs each
     SetMemoryPoolSize ("Commandwalker", 6)
    SetMemoryPoolSize("EntityHover", 36)
    SetMemoryPoolSize("EntityFlyer", 6)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
  SetMemoryPoolSize("MountedTurret", 38)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 620)
    SetMemoryPoolSize("Obstacle", 725)

    SetStayInTurrets(1)


--  Alliance Stats
    SetTeamName(ALL, "rep")
    SetTeamIcon(ALL, "rep_icon")
    AddUnitClass(ALL, "rep_inf_clone_trooper",20)
    AddUnitClass(ALL, "rep_inf_arc_trooper",5)
    AddUnitClass(ALL, "rep_inf_clone_pilot",5)
    AddUnitClass(ALL, "rep_inf_clone_sharpshooter",5)
    AddUnitClass(ALL, "rep_inf_jet_trooper",5)
    SetHeroClass(ALL, "rep_inf_macewindu")

--  Imperial Stats
    SetTeamName(IMP, "empire")
    SetTeamIcon(IMP, "imp_icon")
       AddUnitClass(IMP, "imp_inf_storm_trooper",20)
    AddUnitClass(IMP, "imp_inf_shock_trooper",5)
    AddUnitClass(IMP, "imp_inf_pilotatst",5)
    AddUnitClass(IMP, "imp_inf_scout_trooper",5)
    AddUnitClass(IMP, "imp_inf_dark_trooper",5)
    SetHeroClass(IMP, "imp_inf_darthvader")
   

--  Local Stats
    SetTeamName(3, "reb")
    AddUnitClass(3, "all_inf_soldierdesert", 9);
    AddUnitClass(3, "all_inf_vanguard", 3);
    AddUnitClass(3, "all_inf_pilot", 2);
    AddUnitClass(3, "all_inf_marksman", 2);
    AddUnitClass(3, "all_inf_smuggler", 3);
    SetUnitCount(3, 20)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsEnemy(3, DEF)
     SetTeamAsEnemy(3,4)
     SetTeamAsEnemy(4,3)


     --  local Stats
    SetTeamName(4, "rebels")
    AddUnitClass(4, "cis_inf_battledroid", 9);
    AddUnitClass(4, "cis_inf_assault", 3);
    AddUnitClass(4, "cis_inf_pilotdroid", 2);
    AddUnitClass(4, "cis_inf_assassindroid", 2);
    AddUnitClass(4, "cis_inf_droideka", 3);
    SetUnitCount(4, 20)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsEnemy(3, DEF)


--  Attacker Stats
    SetUnitCount(ATT, 40)
    SetReinforcementCount(ATT, 500)
   


--  Defender Stats
    SetUnitCount(DEF, 40)
    SetReinforcementCount(DEF, 500)




    SetTeamAsEnemy(DEF, 3)

    SetSpawnDelay(10.0, 0.25)
  ReadDataFile("dc:dactyl\\dactyl.lvl")
    SetDenseEnvironment("false")
   




--  Sound
    OpenAudioStream("dc:sound\\hot.lvl",  "hotgcw_music");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
     OpenAudioStream("dc:sound\\nab.lvl",  "nab1");
   
    SetBleedingVoiceOver(ALL, ALL, "REP_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(ALL, IMP, "REP_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(2, "impleaving");
    SetOutOfBoundsVoiceOver(1, "repleaving");

    SetAmbientMusic(ALL, 1.0, "all_hot_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.99, "all_hot_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_hot_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_hot_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "imp_hot_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.1,"imp_hot_amb_end",    2,1);

   SetVictoryMusic(ALL, "all_hot_amb_victory");
    SetDefeatMusic (ALL, "all_hot_amb_defeat");
    SetVictoryMusic(IMP, "imp_hot_amb_victory");
    SetDefeatMusic (IMP, "imp_hot_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");

    SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 0, "imp_bonus_all_medical");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 1, "");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 2, "imp_bonus_all_sensors");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 3, "imp_bonus_all_hero");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(IMP, ALL, 5, "imp_bonus_all_sabotage");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 6, "");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
    SetPlanetaryBonusVoiceOver(IMP, ALL, 7, "imp_bonus_all_training");--advanced training

    --SetPlanetaryBonusVoiceOver(ALL, ALL, 0, "all_bonus_all_medical");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 0, "all_bonus_imp_medical");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 1, "");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 1, "");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 2, "all_bonus_all_sensors");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 2, "all_bonus_imp_sensors");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 3, "all_bonus_imp_hero");
   --SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 5, "all_bonus_all_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(ALL, IMP, 5, "all_bonus_imp_sabotage");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 6, "");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 6, "");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 7, "all_bonus_all_training");--advanced training
    SetPlanetaryBonusVoiceOver(ALL, IMP, 7, "all_bonus_imp_training");--advanced training

    SetAttackingTeam(ATT);

--Endor
--Shield Bunker
   AddCameraShot(-0.335710, 0.019859, -0.940113, -0.055613, -474.438416, 6.767492, 8.151608);
   AddCameraShot(0.903983, -0.012203, -0.427356, -0.005769, -234.021759, 6.767492, -106.667580);
   AddCameraShot(0.179264, -0.019236, -0.977998, -0.104947, 21.909725, 6.767492, 858.148071);


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

    AddMissionObjective(CIS, "red", "level dactyl capture and hold command posts");
    AddMissionObjective(CIS, "orange", "level dactyl watch for rebels");
    AddMissionObjective(REP, "red", "level dactyl.capture and hold command posts");
    AddMissionObjective(REP, "orange", "level dactyl watch for rebels");
   


   
ReadDataFile("dc:sound\\dactyl.lvl;dactylgcw"); 
    ReadDataFile("dc:sound\\kas.lvl;kas1cw");
         ReadDataFile("dc:sound\\bes.lvl;bes1cw");
    ReadDataFile("SIDE\\imp.lvl",
          "imp_inf_basic",
   "imp_inf_darthvader",
        "imp_walk_atat",
        "imp_walk_atst",
        "imp_hover_fightertank",
        "imp_fly_tiefighter",
         "imp_hover_speederbike",
        "imp_inf_dark_trooper");

    ReadDataFile("SIDE\\cis.lvl",
       "cis_fly_droidfighter",
       "cis_fly_maf",
       "cis_hover_aat",
       "cis_hover_stap",
        "cis_inf_basic_battledroids",
        "cis_inf_countdooku",
        "cis_tread_hailfire",
        "cis_walk_spider",
        "cis_inf_droideka");

  ReadDataFile("dc:SIDE\\rep.lvl",
        "rep_inf_basic",
        "rep_inf_macewindu",
        "rep_hover_fightertank",
        "rep_inf_jet_trooper")
     ReadDataFile("dc:SIDE\\cis.lvl",
     "cis_hover_mtt");
      ReadDataFile("SIDE\\all.lvl",
        "all_fly_xwing",
        "all_hover_combatspeeder",
        "all_inf_basicdesert",
        "all_inf_lukeskywalker",
        "all_inf_smuggler")
    SetAttackingTeam(ATT);

--      Republic Stats
    SetTeamName(REP, "Empire")
    SetTeamIcon(REP, "imp_icon")
     AddUnitClass(REP, "imp_inf_storm_trooper",40)
    AddUnitClass(REP, "imp_inf_shock_trooper",5)
    AddUnitClass(REP, "imp_inf_pilotatst",5)
    AddUnitClass(REP, "imp_inf_scout_trooper",5)
    AddUnitClass(REP, "imp_inf_dark_trooper",5)
    SetHeroClass(REP, "imp_inf_darthvader")
   
--      CIS Stats
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "cis_icon")
    AddUnitClass(CIS, "cis_inf_battledroid_inf",40)
    AddUnitClass(CIS, "cis_inf_battledroid_av",5)
    AddUnitClass(CIS, "cis_inf_battledroid_pilot",5)
    AddUnitClass(CIS, "cis_inf_battledroid_sniper",5)
    AddUnitClass(CIS, "cis_inf_droideka",5)
    SetHeroClass(CIS, "cis_inf_countdooku")
   
     
--  Attacker Stats
    SetUnitCount(ATT, 60)
    SetReinforcementCount(ATT, 600)


--  Defender Stats
    SetUnitCount(DEF, 60)
    SetReinforcementCount(DEF, 600)


--  Local Stats
    SetTeamName(3, "locals")
    AddUnitClass(3, "all_inf_soldierdesert", 15);
    AddUnitClass(3, "all_inf_vanguard", 5);
    AddUnitClass(3, "all_inf_pilot", 2);
    AddUnitClass(3, "all_inf_marksman", 1);
    AddUnitClass(3, "all_inf_smuggler", 2);
    SetUnitCount(3, 25)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsEnemy(3, DEF)
     SetTeamAsFriend(3,4)
     SetTeamAsFriend(4,3)


     --  local Stats
    SetTeamName(4, "rebels")
        AddUnitClass(4, "rep_inf_clone_trooper", 15);
    AddUnitClass(4, "rep_inf_arc_trooper", 5);
    AddUnitClass(4, "rep_inf_clone_pilot", 2);
    AddUnitClass(4, "rep_inf_clone_sharpshooter", 1);
    AddUnitClass(4, "rep_inf_jet_trooper", 2)
    SetUnitCount(4, 30)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsEnemy(3, DEF)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 6) -- Droidekas
    AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each
    AddWalkerType(1, 8) -- 6 atsts with 1 leg pairs each
    AddWalkerType(2, 8) -- 2 spider walkers with 2 leg pairs each
    SetMemoryPoolSize("CommandWalker", 3)
     SetMemoryPoolSize ("CommandHover", 2)
    SetMemoryPoolSize("EntityHover", 34)
    SetMemoryPoolSize("EntityFlyer", 12)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
  SetMemoryPoolSize("MountedTurret", 48)
-- SetMemoryPoolSize("SoundSpaceRegion", 81)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 600)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:dactyl\\dactyl.lvl")
    SetDenseEnvironment("false")

    SetMinFlyHeight(30)
    SetMaxFlyHeight(180)
    SetMinPlayerFlyHeight(-1)
    SetMaxPlayerFlyHeight(180)

    SetAIVehicleNotifyRadius(64)
    SetStayInTurrets(1)






--  Sound
    OpenAudioStream("dc:sound\\bes.lvl",  "bes1cw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("Sound\\cw.lvl", "cw_vo");
     OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\bes.lvl",  "bes1");
    OpenAudioStream("sound\\bes.lvl",  "bes1");

    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, "impleaving");
    SetOutOfBoundsVoiceOver(1, "cisleaving");

    SetAmbientMusic(REP, 1.0, "rep_bes_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_bes_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_bes_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_bes_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_bes_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_bes_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_bes_amb_victory");
    SetDefeatMusic (REP, "rep_bes_amb_defeat");
    SetVictoryMusic(CIS, "cis_bes_amb_victory");
    SetDefeatMusic (CIS, "cis_bes_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");

    SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "CIS_bonus_CIS_medical");
    SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
    SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors");
    SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves");
    SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
    SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training");--advanced training
    SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training");--advanced training

    SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical");
    SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors");
    SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves");
    SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage");
    SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
    SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_training");--advanced training

    SetAttackingTeam(ATT);

--  Camera Stats
--Bes1 Platforms
--Platform Sky
   AddCameraShot(-0.335710, 0.019859, -0.940113, -0.055613, -474.438416, 6.767492, 8.151608);
   AddCameraShot(0.903983, -0.012203, -0.427356, -0.005769, -234.021759, 6.767492, -106.667580);
   AddCameraShot(0.179264, -0.019236, -0.977998, -0.104947, 21.909725, 6.767492, 858.148071);

end

mods and maps in progress:<br />--Bf1 expanded edition 3.0 version
-- bf1 tcw battles
-- bf1 seasons mod season 1
-- bf2 expanded edition tbh