SWBFUpdate1.0 beta release for modders

Started by Led, December 11, 2011, 11:51:12 AM

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Thanks! 

I will work on it.  (Time constraint kept me from digging into this sooner.)
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

January 07, 2012, 09:49:43 AM #16 Last Edit: January 07, 2012, 09:50:28 AM by Buckler
Hi SK,

I've made the changes to the ODF's below and added the additional items.
But now I get random crashes when using the sides.  Any thoughts?

(oops, posted under wrong account :P )

Thanks!



Quote from: SleepKiller on January 03, 2012, 02:03:52 PM
*RACES OFF TO CHECK OUT ODF FILES WHICH HE HAS NOT TOUCHED IN A MONTH*

*FINDS PROBLEMS INSTANTLY*

[GameObjectClass]

ClassLabel      = "soldier"
GeometryName        = "cis_inf_battledroid_jet2.msh"


[Properties]
FootWaterSplashEffect   = "watersplash_sm"
WaterSplashEffect   = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

ExplosionName   = "com_inf_droid_exp"
Label           = "Super Battle Droid"
UnitType        = "trooper"
IconTexture     = "cis_bdroid_icon"
MapTexture      = "troop_icon"
MapScale        = 1.4

GeometryName        = "cis_inf_battledroid_jet2"
GeometryLowRes      = "cis_inf_bdroid_low1"
SkeletonName        = "cis_inf_bdroid"
SkeletonLowRes      = "cis_inf_bdroid_lowres"
FirstPerson         = "CIS\cissbdrd;cis_1st_bdroid"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName       = "all_inf_snowtrooper"


OverrideTexture = "cis_inf_battledroid_green"



// This Jetpack is much more agressive than the REPS but slows down after a while.
JetJump = "25.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = "cis_sfx_jet_droid" // Skys effect.
JetType = "hover"
JetFuelRechargeRate = "0.1" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.2" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)


CAMERASECTION       = "STAND"

EyePointOffset      = "0.0 1.8 0.0"
TrackCenter     = "0.0 1.8 0.0
TrackOffset         = "0.0 0.0 3.5"
TiltValue       = "5.0"

CAMERASECTION       = "STANDZOOM"

EyePointOffset      = "0.0 1.8 0.0"
TrackCenter     = "0.0 1.8 0.0
TrackOffset         = "0.4 0.05 2.8"
TiltValue       = "3.5"

CAMERASECTION       = "CROUCH"

EyePointOffset      = "0.0 1.3 0.0"
TrackCenter     = "0.0 1.3 0.0
TrackOffset         = "0.0 0.15 3.5"
TiltValue       = "5.0"

CAMERASECTION       = "CROUCHZOOM"

EyePointOffset      = "0.0 1.3 0.0"
TrackCenter     = "0.0 1.3 0.0
TrackOffset         = "0.4 0.2 2.8"
TiltValue       = "3.5"

CAMERASECTION       = "PRONE"

EyePointOffset      = "0.0 0.5 0.0"
TrackCenter         = "0.0 0.5 0.0"
TrackOffset         = "0.0 0.0 3.0"
TiltValue       = "5.0"

CAMERASECTION       = "PRONEZOOM"

EyePointOffset      = "0.0 0.5 0.0"
TrackCenter         = "0.0 0.5 0.0"
TrackOffset         = "0.4 0.2 2.8"
TiltValue       = "3.5"


HealthType      = "droid"
MaxHealth       = 275.0 // 250

Acceleraton         = 70.0
MaxSpeed        = 6.5
MaxStrafeSpeed      = 4.5
MaxTurnSpeed        = 4.0

WeaponName1         = "cis_weap_inf_spyrifle" // Semi-Chain Gun
WeaponAmmo1         = 5
WeaponName2         = "cis_weap_inf_riflemissile"
WeaponAmmo2         = 4
WeaponName3         = "cis_weap_inf_radgrenade"
WeaponAmmo3         = 5
WeaponChannel3      = 1


AISizeType      = "SOLDIER"



ChunkFrequency = 0.6

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "bdroid_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "bdroid_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "bdroid_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "bdroid_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "bdroid_chunk5"
ChunkNodeName = "bone_a_spine"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

HurtSound               = "cis_inf_com_chatter_wound"
DeathSound              = "droid_death"
AcquiredTargetSound     = "cis_inf_com_chatter_acquired"
HidingSound             = "cis_inf_com_chatter_hide"
ApproachingTargetSound  = "cis_inf_com_chatter_approach"
FleeSound               = "cis_inf_com_chatter_flee"
PreparingForDamageSound = "cis_inf_com_chatter_predamage"
HeardEnemySound         = "cis_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound             = "rep_weap_jetpack_turnon"
TurnOffSound            = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0
//LowHealthThreshold      = ".25"
FoleyFXClass            = "cis_inf_sbdroid"

// squad command VO
SCFieldMoveOutSound     = "cis_inf_com_chatter_tac_moveout"
SCFieldHoldSound        = "cis_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "cis_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "cis_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound     = "cis_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound = "cis_inf_com_chatter_tac_spreadout"
SCPassengerStopSound    = "cis_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "cis_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound  = "cis_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "cis_inf_com_chatter_tac_allclear"
SCGunnerSteadySound     = "cis_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "cis_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound     = "cis_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "cis_inf_com_chatter_tac_yes"
SCResponseNosirSound    = "cis_inf_com_chatter_tac_no"

// AI Squad Command VO
AISCFieldMoveOutSound       = "ai_cis_inf_com_chatter_tac_moveout"
AISCFieldHoldSound          = "ai_cis_inf_com_chatter_tac_hold"
AISCFieldFollowSound        = "ai_cis_inf_com_chatter_tac_follow"
AISCDriverGetInSound        = "ai_cis_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound       = "ai_cis_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_cis_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_cis_inf_com_chatter_tac_stop"
AISCPassengerGetInSound     = "ai_cis_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound    = "ai_cis_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound     = "ai_cis_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound       = "ai_cis_inf_com_chatter_tac_stop"
AISCGunnerGetInSound        = "ai_cis_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound       = "ai_cis_inf_com_chatter_tac_moveout"
AISCResponseYessirSound     = "ai_cis_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_cis_inf_com_chatter_tac_no"


DropItemClass           = "com_item_powerup_ammo"
DropItemProbability     = 0.40
NextDropItem            = "-"DropItemClass           = "com_item_powerup_health100"
DropItemProbability     = 0.20
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_dual"
DropItemProbability     = 0.40


Just copy this one over your old one it fixes that.

*STARTS LOOKING FOR MORE BUGS*

Check the attachments for one named dump_these in_yor_ALL_folder do as the title says and put them in your ODF folder.

*STARTS LOOKING FOR EVEN MORE BUGS*

Copy this over your imp_weap_inf_torpedo_launcher_ord.odf

[OrdnanceClass]
ClassLabel = "missile"

[Properties]
ImpactEffectWater = "watersplash_md"

LightColor              = "64 224 64 150"
LightRadius             = "4.0"

ExplosionName = "imp_weap_inf_torpedo_launcher_exp"

GeometryName            = "com_weap_missile"
TrailEffect = "imp_sfx_roctkettrail"

OrdnanceSound = "com_weap_inf_ord_hum_rocket"

LifeSpan = "8.0"
TurnRate = "2.0"
Velocity = "55.0"
Gravity = "0.0"
Rebound = "0.0"

Damage = "900"

VehicleScale = "1.23"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.25"
AnimalScale = "1.0"


And theirs another attachment put the files in it into your IMP/Effects folder.

*KEEPS LOOKING FOR BUGS*

Okay one final fix put the files of this archive into you CIS/Effects folder

January 07, 2012, 12:45:40 PM #17 Last Edit: January 07, 2012, 01:38:41 PM by SleepKiller
I thought that was a bit odd when I saw LedTest had posted something. Random crashes aye? I'll have a bit of a poke around in SPTest.

EDIT:
Well I tested both sides, couldn't find anything.

EDIT2:

And my error log does not show any level 3 errors...

Opened logfile BFront.log  2012-01-08 1031
Message Severity: 2
.\source\FLEffect.cpp(180)
FLEffect::Read: duplicate effect class name (7ec117f1)!

Message Severity: 2
.\source\Weapon.cpp(1410)
Weapon 'weapons.cis.weap.inf_commando_pistol' is not localized for stats page

Message Severity: 2
.\source\Weapon.cpp(1410)
Weapon 'weapons.cis.weap.inf_spyrifle' is not localized for stats page

Message Severity: 2
.\source\Weapon.cpp(1410)
Weapon 'weapons.cis.weap.inf_riflemissile' is not localized for stats page

Message Severity: 2
.\source\Weapon.cpp(1410)
Weapon 'weapons.cis.weap.inf_radgrenade' is not localized for stats page

Message Severity: 2
.\graphics\pc\pcRedSegment.cpp(309)
pcShaderSegment: no shader for rendertype Reflection [0xaa1da5a4]

Message Severity: 2
.\source\Weapon.cpp(1410)
Weapon 'weapons.all.weap.inf_flamethrower' is not localized for stats page

Message Severity: 2
.\source\Weapon.cpp(1410)
Weapon 'weapons.all.weap.inf_pulsegrenade' is not localized for stats page

thanks for taking a look. 

I was only using the jetdroid unit and the rest were standard CW sides.

It is strange.  The server just crashes randomly.

I am going back to what I used last week, and adding things one at a time, to try to find the issue.

Would you like the sides that I compiled that didn't work?
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

Sure I can take a look at them if you want.

And I used all my sides I had given you.


January 07, 2012, 02:52:25 PM #20 Last Edit: January 07, 2012, 03:51:08 PM by Buckler
It must be something in the new

cis_weap_inf_riflemissile.odf
or
cis_inf_jetdroid.odf



[WeaponClass]
ClassLabel = "cannon"


[Properties]
AnimationBank = "bazooka"
GeometryName = "cis_weap_inf_launcher"
HighResGeometry         = "cis_1st_weap_inf_launcher"


//[Properties]
//AnimationBank = "bdroid"
//GeometryName = "cis_weap_inf_rifle"
//HighResGeometry         = "cis_1st_weap_inf_rifle"

//***********************************************
//************* TARGET & RANGE VALUES  **********
//***********************************************

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

MinRange = "0"
OptimalRange = "16"
MaxRange = "48"

LockOnRange             = "128.0"
LockTime = "0.01"
LockOnAngle = "1.0"

ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"

YawSpread = "0.25"
PitchSpread = "0.25"

SpreadPerShot = "0.0"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "1"
ReloadTime = "5.5"
ShotDelay = "0.2"
TriggerSingle = "0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

OrdnanceName = "cis_weap_inf_riflemissile_ord"
FirePointName = "hp_fire"

//***********************************************
//***********  HUD & CONTROLLER VALUES  *********
//***********************************************

IconTexture = "imp_blasterrifle_icon"
ModeTexture = "HUD_weap_fullauto"
ReticuleTexture = "reticule_rifle"

MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 220 220 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "large_smoke_effect"

RecoilLengthLight       = "0.1"
RecoilLengthHeavy       = "0.1"
RecoilStrengthLight     = "1.0"
RecoilStrengthHeavy     = "0.2"
RecoilDecayLight = "0.0"
RecoilDecayHeavy = "0.0"

//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound           = "cis_weap_inf_rocket_fire"
ReloadSound         = "cis_weap_inf_reload_med"
ChangeModeSound     = "com_weap_inf_launcher_modechange"
FireEmptySound      = "com_weap_inf_ammo_empty"
TrackingSound           = ""
JumpSound           = "cis_weap_inf_rocket_mvt_jump"
LandSound           = "cis_weap_inf_rocket_mvt_land"
RollSound           = "cis_weap_inf_rocket_mvt_roll"
ProneSound          = "cis_weap_inf_rocket_mvt_squat"
SquatSound          = "cis_weap_inf_rocket_mvt_lie"
StandSound          = "cis_weap_inf_rocket_mvt_getup"




[GameObjectClass]

ClassLabel      = "soldier"
GeometryName        = "cis_inf_battledroid_jet2.msh"


[Properties]
FootWaterSplashEffect   = "watersplash_sm"
WaterSplashEffect   = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

ExplosionName   = "com_inf_droid_exp"
Label           = "Super Battle Droid"
UnitType        = "trooper"
IconTexture     = "cis_bdroid_icon"
MapTexture      = "troop_icon"
MapScale        = 1.4

GeometryName        = "cis_inf_battledroid_jet2"
GeometryLowRes      = "cis_inf_bdroid_low1"
SkeletonName        = "cis_inf_bdroid"
SkeletonLowRes      = "cis_inf_bdroid_lowres"
FirstPerson         = "CIS\cissbdrd;cis_1st_bdroid"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName       = "all_inf_snowtrooper"


OverrideTexture = "cis_inf_battledroid_green"



// This Jetpack is much more agressive than the REPS but slows down after a while.
JetJump = "25.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = "cis_sfx_jet_droid" // Skys effect.
JetType = "hover"
JetFuelRechargeRate = "0.1" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.2" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)


CAMERASECTION       = "STAND"

EyePointOffset      = "0.0 1.8 0.0"
TrackCenter     = "0.0 1.8 0.0
TrackOffset         = "0.0 0.0 3.5"
TiltValue       = "5.0"

CAMERASECTION       = "STANDZOOM"

EyePointOffset      = "0.0 1.8 0.0"
TrackCenter     = "0.0 1.8 0.0
TrackOffset         = "0.4 0.05 2.8"
TiltValue       = "3.5"

CAMERASECTION       = "CROUCH"

EyePointOffset      = "0.0 1.3 0.0"
TrackCenter     = "0.0 1.3 0.0
TrackOffset         = "0.0 0.15 3.5"
TiltValue       = "5.0"

CAMERASECTION       = "CROUCHZOOM"

EyePointOffset      = "0.0 1.3 0.0"
TrackCenter     = "0.0 1.3 0.0
TrackOffset         = "0.4 0.2 2.8"
TiltValue       = "3.5"

CAMERASECTION       = "PRONE"

EyePointOffset      = "0.0 0.5 0.0"
TrackCenter         = "0.0 0.5 0.0"
TrackOffset         = "0.0 0.0 3.0"
TiltValue       = "5.0"

CAMERASECTION       = "PRONEZOOM"

EyePointOffset      = "0.0 0.5 0.0"
TrackCenter         = "0.0 0.5 0.0"
TrackOffset         = "0.4 0.2 2.8"
TiltValue       = "3.5"


HealthType      = "droid"
MaxHealth       = 275.0 // 250

Acceleraton         = 70.0
MaxSpeed        = 6.5
MaxStrafeSpeed      = 4.5
MaxTurnSpeed        = 4.0

WeaponName1         = "cis_weap_inf_spyrifle" // Semi-Chain Gun
WeaponAmmo1         = 5
WeaponName2         = "cis_weap_inf_riflemissile"
WeaponAmmo2         = 4
WeaponName3         = "cis_weap_inf_radgrenade"
WeaponAmmo3         = 5
WeaponChannel3      = 1


AISizeType      = "SOLDIER"



ChunkFrequency = 0.6

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "bdroid_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "bdroid_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "bdroid_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "bdroid_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "bdroid_chunk5"
ChunkNodeName = "bone_a_spine"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

HurtSound               = "cis_inf_com_chatter_wound"
DeathSound              = "droid_death"
AcquiredTargetSound     = "cis_inf_com_chatter_acquired"
HidingSound             = "cis_inf_com_chatter_hide"
ApproachingTargetSound  = "cis_inf_com_chatter_approach"
FleeSound               = "cis_inf_com_chatter_flee"
PreparingForDamageSound = "cis_inf_com_chatter_predamage"
HeardEnemySound         = "cis_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound             = "rep_weap_jetpack_turnon"
TurnOffSound            = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0
//LowHealthThreshold      = ".25"
FoleyFXClass            = "cis_inf_sbdroid"

// squad command VO
SCFieldMoveOutSound     = "cis_inf_com_chatter_tac_moveout"
SCFieldHoldSound        = "cis_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "cis_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "cis_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound     = "cis_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound = "cis_inf_com_chatter_tac_spreadout"
SCPassengerStopSound    = "cis_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "cis_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound  = "cis_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "cis_inf_com_chatter_tac_allclear"
SCGunnerSteadySound     = "cis_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "cis_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound     = "cis_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "cis_inf_com_chatter_tac_yes"
SCResponseNosirSound    = "cis_inf_com_chatter_tac_no"

// AI Squad Command VO
AISCFieldMoveOutSound       = "ai_cis_inf_com_chatter_tac_moveout"
AISCFieldHoldSound          = "ai_cis_inf_com_chatter_tac_hold"
AISCFieldFollowSound        = "ai_cis_inf_com_chatter_tac_follow"
AISCDriverGetInSound        = "ai_cis_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound       = "ai_cis_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_cis_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_cis_inf_com_chatter_tac_stop"
AISCPassengerGetInSound     = "ai_cis_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound    = "ai_cis_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound     = "ai_cis_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound       = "ai_cis_inf_com_chatter_tac_stop"
AISCGunnerGetInSound        = "ai_cis_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound       = "ai_cis_inf_com_chatter_tac_moveout"
AISCResponseYessirSound     = "ai_cis_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_cis_inf_com_chatter_tac_no"


DropItemClass           = "com_item_powerup_ammo"
DropItemProbability     = 0.40
NextDropItem            = "-"DropItemClass           = "com_item_powerup_health100"
DropItemProbability     = 0.20
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_dual"
DropItemProbability     = 0.40


Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet



OK, thanks for the update files, Sleepkiller.

No problems so far, I've been running it for a few hours. 

Something flakey must have crept into the sides somehow.   :shrug:

Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

Quote from: Buckler on January 08, 2012, 09:17:10 AM
OK, thanks for the update files, Sleepkiller.

No problems so far, I've been running it for a few hours. 

Something flakey must have crept into the sides somehow.   :shrug:
Well thats good to here. Regrading new game modes. I had done over every signle map but then a lot turned out to be buggy, and crashing with no errors.

So I'm gonna take three maps and do them over accordingly,

Ren Var: Harbour - CTF

The other two I leave up to you to decide, we need one that

Fits Free For All Gameplay
and one that,
Has places to split the map in basicly two for each team, for team based variants of FFA modes.

Quote from: SleepKiller on January 08, 2012, 01:06:15 PM


The other two I leave up to you to decide, we need one that

Fits Free For All Gameplay
and one that,
Has places to split the map in basicly two for each team, for team based variants of FFA modes.

for the first, ive always done cloud city for FFA type matches
for the second one, i would suggest Citadel
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet