Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - jeff11223344

#1
SWBF1 Modding / Local Vechicles
September 14, 2021, 06:58:33 PM
Hello everyone.

For Star Wars Battlefront 2004 I'm trying to swap around the Tatooine Dune Sea Map. I'm made it so the tusken raiders are playable in their default spawn points while swapping them with the rebels and the CIS as a playable faction for both eras. So far it has been successful except for one aspect. I can't get the vehicles to spawn for the rebels and CIS as they are now the "local" faction and I have no idea how to make vehicles spawn for the local factions.

I will post both my luas.

This is for the clone wars era.

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

    AddMissionObjective(REP, "orange", "level.tat1.objectives.1");
    AddMissionObjective(REP, "red", "level.tat1.objectives.2");
    AddMissionObjective(CIS, "orange", "level.tat1.objectives.1");
    AddMissionObjective(CIS, "red", "level.tat1.objectives.2");

     SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)

    ReadDataFile("sound\\tat.lvl;tat1cw");

    ReadDataFile("SIDE\\rep.lvl",
        "rep_fly_assault_dome",
        "rep_fly_jedifighter",
        "rep_hover_speederbike",
        "rep_hover_fightertank",
        "rep_inf_basic",
        "rep_inf_jet_trooper",
        "rep_inf_macewindu");
    ReadDataFile("SIDE\\cis.lvl",
        "cis_fly_droidfighter",
        "cis_hover_aat",
        "cis_hover_stap",
        "cis_inf_basic",
        "cis_inf_countdooku",
        "cis_inf_droideka");
    ReadDataFile("SIDE\\des.lvl",
        "tat_inf_tuskenhunter",
        "tat_inf_tuskenraider");

    SetAttackingTeam(ATT);

--          Republic Stats
    SetTeamName(REP, "Republic");
    SetTeamIcon(REP, "rep_icon");
    AddUnitClass(REP, "rep_inf_clone_trooper",11)
    AddUnitClass(REP, "rep_inf_arc_trooper",3)
    AddUnitClass(REP, "rep_inf_clone_pilot",4)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
    AddUnitClass(REP, "rep_inf_jet_trooper",3)
    SetHeroClass(REP, "rep_inf_macewindu")

--          CIS Stats
    SetTeamName(CIS, "locals");
    AddUnitClass(CIS, "tat_inf_tuskenraider", 5);
    AddUnitClass(CIS, "tat_inf_tuskenhunter", 2);

--  Attacker Stats
    SetUnitCount(ATT, 25)
    SetReinforcementCount(ATT, 250)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 14)
    SetReinforcementCount(DEF, 500)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--  Local Stats
    SetTeamName(3, "CIS")
    SetTeamIcon(3, "cis_icon");
    AddUnitClass(3, "cis_inf_battledroid",11)
    AddUnitClass(3, "cis_inf_assault",3)
    AddUnitClass(3, "cis_inf_pilotdroid",4)
    AddUnitClass(3, "cis_inf_assassindroid",4)
    AddUnitClass(3, "cis_inf_droideka",3)
    AddUnitClass(3, "cis_inf_countdooku",1)
    SetUnitCount(3, 26)
   SetReinforcementCount(3, 250)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 8)
    SetMemoryPoolSize("EntityHover", 16)
    SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
    SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("TAT\\tat1.lvl")
    SetDenseEnvironment("false")
    AddDeathRegion("Sarlac01")
    SetMaxFlyHeight(90)
    SetMaxPlayerFlyHeight(90)

--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatcw_music");
    OpenAudioStream("sound\\tat.lvl",  "tat1");
    OpenAudioStream("sound\\tat.lvl",  "tat1");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\tat.lvl",  "tat1_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);

    SetOutOfBoundsVoiceOver(1, "Repleaving");
    SetOutOfBoundsVoiceOver(2, "Cisleaving");

    SetAmbientMusic(REP, 1.0, "rep_tat_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_tat_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_tat_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_tat_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_tat_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_tat_amb_victory");
    SetDefeatMusic (REP, "rep_tat_amb_defeat");
    SetVictoryMusic(CIS, "cis_tat_amb_victory");
    SetDefeatMusic (CIS, "cis_tat_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

--  Camera Stats
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);

end


This one is from the gcw.

---------------------------------------------------------------------------
-- 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 = 2
    local IMP = 1
--  These variables do not change
    local ATT = 1
    local DEF = 2

    AddMissionObjective(IMP, "orange", "level.tat1.objectives.1");
    AddMissionObjective(IMP, "red", "level.tat1.objectives.2");
    AddMissionObjective(ALL, "orange", "level.tat1.objectives.1");
    AddMissionObjective(ALL, "red", "level.tat1.objectives.2");

      SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(ALL, 0.95)



    ReadDataFile("sound\\tat.lvl;tat1gcw");
    ReadDataFile("SIDE\\all.lvl",
        "all_fly_xwing",
        "all_hover_combatspeeder",
        "all_inf_basicdesert",
        "all_inf_lukeskywalker",
        "all_inf_smuggler")
    ReadDataFile("SIDE\\imp.lvl",
        "imp_fly_destroyer_dome",
        "imp_fly_tiefighter",
        "imp_hover_speederbike",       
        "imp_walk_atst",
        "imp_inf_basic_tie",
        "imp_inf_dark_trooper",
        "imp_inf_darthvader")
    ReadDataFile("SIDE\\des.lvl",
        "tat_inf_tuskenhunter",
        "tat_inf_tuskenraider")
      
ReadDataFile("Common2\\common.lvl")


    SetAttackingTeam(ATT);

--      Alliance Stats
    SetTeamName(ALL, "locals")
    AddUnitClass(ALL, "tat_inf_tuskenraider",11)
    AddUnitClass(ALL, "tat_inf_tuskenhunter",3)

--      Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_trooper",5)
    AddUnitClass(IMP, "imp_inf_shock_trooper",2)
    AddUnitClass(IMP, "imp_inf_pilottie",3)
    AddUnitClass(IMP, "imp_inf_scout_trooper",1)
    AddUnitClass(IMP, "imp_inf_dark_trooper",1)
    SetHeroClass(IMP, "imp_inf_darthvader")

--  Attacker Stats
    SetUnitCount(ATT, 25)
    SetReinforcementCount(ATT, 250)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 14)
    SetReinforcementCount(DEF, 500)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--  Local Stats
    SetTeamName(3, "Alliance")
    SetTeamIcon(3, "all_icon")
    AddUnitClass(3, "all_inf_soldierdesert",11)
    AddUnitClass(3, "all_inf_vanguard",3)
    AddUnitClass(3, "all_inf_pilot",4)
    AddUnitClass(3, "all_inf_marksman",4)
    AddUnitClass(3, "all_inf_smuggler",1)
    AddUnitClass(3, "all_inf_lukeskywalker",1)   
    SetUnitCount(3, 25)
    SetReinforcementCount(3, 250)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0)
    AddWalkerType(1, 4)
    AddWalkerType(2, 0)
    SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
    SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("TAT\\tat1.lvl")
    SetDenseEnvironment("false")
    AddDeathRegion("Sarlac01")
    SetMaxFlyHeight(90)
    SetMaxPlayerFlyHeight(90)


--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatgcw_music");
    OpenAudioStream("sound\\tat.lvl",  "tat1");
    OpenAudioStream("sound\\tat.lvl",  "tat1");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\tat.lvl",  "tat1_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(2, "Allleaving");
    SetOutOfBoundsVoiceOver(1, "Impleaving");

    SetAmbientMusic(ALL, 1.0, "all_tat_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.99, "all_tat_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_tat_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "imp_tat_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.1,"imp_tat_amb_end",    2,1);

    SetVictoryMusic(ALL, "all_tat_amb_victory");
    SetDefeatMusic (ALL, "all_tat_amb_defeat");
    SetVictoryMusic(IMP, "imp_tat_amb_victory");
    SetDefeatMusic (IMP, "imp_tat_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(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


--  Camera Stats
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);

end

If anyone knows how to make the vehicles spawn for the local factions then that would be great! I think that it may have to do with editing the map itself with zero editor but so far I am clueless.

Thank you.
#2
SWBF1 Modding / Request sound.lvl file
April 04, 2021, 07:34:41 AM
Hello, I recently made a post before that involved changing the sounds of one side that would use vocals and callouts from another side from a different era.

However I've tried everything I could think of to merge sounds of two different eras together on one map and I always get the same outcome with the units remaining completely silent.

I can get the vocals to work but then it swaps out and the sounds of everything else such has weapon sounds and etc which end up silent. Because it's cross era so they don't contain the same sounds it just depends which one I put first in the lua.

    ReadDataFile("sound\\nab.lvl;nab2cw");   1st = All sounds working but no vocals

    ReadDataFile("sound\\nab.lvl;nab2gcw");  1st = Vocals work but not all the other sounds do

I'm wondering if there is a modder out there who could help me change or recreate the sound file of Naboo Theed (the nab.lvl file) to include both cw and gcw sounds in the clone wars era. Or if that would take up too much memory just the vocals from the gcw transferred into the cw. Would be much appreciated.

Thank you
#3
I've been trying to swap the Naboo Royal Guards voice lines to the rebel voice lines because they are very quiet and I'm sick of hearing that weird noise that the naboo guards make when they die on the pc version. So far I've been able to make everything work except for their death sounds and wounded sounds.

I replaced all of the (gar) with (all) like this

HurtSound              = "all_inf_com_chatter_wound"
DeathSound              = "all_inf_com_chatter_death"
AcquiredTargetSound    = "all_inf_com_chatter_acquired"
HidingSound            = "all_inf_com_chatter_hide"
ApproachingTargetSound  = "all_inf_com_chatter_approach"
FleeSound              = "all_inf_com_chatter_flee"
PreparingForDamageSound = "all_inf_com_chatter_predamage"
HeardEnemySound        = "all_inf_com_chatter_heard"
//ShockFadeOutTime      = "0.8"
//ShockFadeInTime      = "2.0"
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound    = ""
LowHealthSound          = ""
//LowHealthThreshold      = ".25"
FoleyFXClass            = "rep_inf_soldier"

// squad command VO
SCFieldMoveOutSound  = "all_inf_com_chatter_tac_moveout"
SCFieldHoldSound  = "all_inf_com_chatter_tac_hold"
SCFieldFollowSound  = "all_inf_com_chatter_tac_follow"
SCDriverGetInSound  = "all_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound  = "all_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound  = "all_inf_com_chatter_tac_spreadout"
SCPassengerStopSound  = "all_inf_com_chatter_tac_stop"
SCPassengerGetInSound  = "all_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound  = "all_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound  = "all_inf_com_chatter_tac_allclear"
SCGunnerSteadySound  = "all_inf_com_chatter_tac_stop"
SCGunnerGetInSound  = "all_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound  = "all_inf_com_chatter_tac_moveout"
SCResponseYessirSound  = "all_inf_com_chatter_tac_yes"
SCResponseNosirSound  = "all_inf_com_chatter_tac_no"

// AIsquad command VO
AISCFieldMoveOutSound      = "ai_all_inf_com_chatter_tac_moveout"
AISCFieldHoldSound        = "ai_all_inf_com_chatter_tac_hold"
AISCFieldFollowSound      = "ai_all_inf_com_chatter_tac_follow"
AISCDriverGetInSound      = "ai_all_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound      = "ai_all_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound  = "ai_all_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_all_inf_com_chatter_tac_stop"
AISCPassengerGetInSound      = "ai_all_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound  = "ai_all_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound      = "ai_all_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound      = "ai_all_inf_com_chatter_tac_stop"
AISCGunnerGetInSound      = "ai_all_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound      = "ai_all_inf_com_chatter_tac_moveout"
AISCResponseYessirSound      = "ai_all_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_all_inf_com_chatter_tac_no"

which works fine with everything except for
HurtSound              = "all_inf_com_chatter_wound"
DeathSound              = "all_inf_com_chatter_death"
As when I change it, there is no sound at all and they are completely silent

I've tried basic mission.lua editing already by adding gcw sounds to the cw map but so far nothing work.

How do I fix this so that the rebel wound and death noises will come through?

Edit: Please, avoid double-posting in the forums with the same content. Tkae it as an informal warning.

- Anyder