Death Watch

Started by LitFam, February 06, 2017, 12:36:42 AM

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February 06, 2017, 12:36:42 AM Last Edit: February 06, 2017, 02:22:57 AM by LitFam
Does anyone know how to install unit (dwt_inf_soldier_3) from  DEVISS Death Watch Pack 1.0, Also  here is my lua. For some reason I can only add two of the death watch units (dwt_inf_soldier_2) and (dwt_inf_soldier_4).


[spoiler]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
   
   --  REP Attacking (attacker is always #1)
    REP = 1;
    CIS = 2;
    --  These variables do not change
    ATT = REP;
    DEF = CIS;


function ScriptPostLoad()      
   
   ReadDataFile("dc:Load\\common.lvl")
   
    --This defines the CPs.  These need to happen first
    cp1 = CommandPost:New{name = "cp1"}
    cp2 = CommandPost:New{name = "cp2"}
   
     --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:Start()
    SetUberMode(1);
   
    EnableSPHeroRules()
   
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()
   
    ReadDataFile("ingame.lvl")
   
   
    SetMaxFlyHeight(800)
    SetMaxPlayerFlyHeight (800)
   
    SetMemoryPoolSize ("ClothData",40)
    SetMemoryPoolSize ("Combo",100)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",1300)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",1300) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",1300)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",1100)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",1200)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",200)     -- should be ~1x #combo 
   
   
    ReadDataFile("sound\\yav.lvl;yav1cw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                      "dwt_inf_soldier_1",
                      "dwt_inf_soldier_4",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_anakin",
                             "rep_hover_barcspeeder",
                      "rep_walk_atte")
    ReadDataFile("SIDE\\cis.lvl",
                            "cis_inf_crabdroid",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul",
                             "cis_hover_aat")
      

  ReadDataFile("dc:SIDE\\cis.lvl",
      "cis_inf_crabdroid")
      
      ReadDataFile("dc:SIDE\\rep.lvl",
      "dwt_inf_soldier_2",
      "dwt_inf_soldier_4")
                 
                             
                                       
                             
   SetupTeams{
      rep = {
         team = REP,
         units = 200,
         reinforcements = 7500,
         soldier  = { "rep_inf_ep3_rifleman",9, 50},
         assault  = { "rep_inf_ep3_rocketeer",1, 10},
         engineer = { "rep_inf_ep3_engineer",1, 10},
         sniper   = { "rep_inf_ep3_sniper",1, 10},
         officer = {"rep_inf_ep3_officer",1, 10},
         special = { "rep_inf_ep3_jettrooper",1, 10},
          
      },
      cis = {
         team = CIS,
         units = 200,
         reinforcements = 7500,
         soldier  = { "cis_inf_rifleman",9, 50},
         assault  = { "cis_inf_rocketeer",1, 10},
         engineer = { "cis_inf_engineer",1, 10},
         sniper   = { "cis_inf_sniper",1, 10},
         officer = {"cis_inf_officer",1, 5},
         special = { "cis_inf_droideka",1, 5},
      }
   }
   
   AddUnitClass(CIS, "cis_inf_crabdroid",1,5)
   AddUnitClass(REP, "dwt_inf_soldier_2",1,5)
    AddUnitClass(REP, "dwt_inf_soldier_4",1,5)
   
   --  Level Stats
    --  ClearWalkers()
   AddWalkerType(0, 5) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
   AddWalkerType(2, 10) -- 3 acklay with 2 leg pairs each
    AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)
    local weaponCnt = 1024
    SetMemoryPoolSize("AcklayData", 5)
    SetMemoryPoolSize("Aimer", 155)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
   SetMemoryPoolSize("CommandWalker", 2)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
   SetMemoryPoolSize("EntityCloth", 532)
   SetMemoryPoolSize("EntityFlyer", 540)
    SetMemoryPoolSize("EntityHover", 440)
    SetMemoryPoolSize("EntityLight", 505)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 32)
    SetMemoryPoolSize("MountedTurret", 32)
   SetMemoryPoolSize("Navigator", 128)
    SetMemoryPoolSize("Obstacle", 1024)
   SetMemoryPoolSize("PathNode", 1024)
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("TreeGridStack", 1024)
   SetMemoryPoolSize("UnitAgent", 564)
   SetMemoryPoolSize("UnitController", 456)
   SetMemoryPoolSize("Weapon", weaponCnt)
   
    SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:UW1\\UW1.lvl", "UW1_conquest")
    ReadDataFile("dc:UW1\\UW1.lvl", "UW1_conquest")
    SetDenseEnvironment("false")




    --  Sound
   
    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

    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\\yav.lvl",  "yav1")
    OpenAudioStream("sound\\yav.lvl",  "yav1")
    OpenAudioStream("sound\\yav.lvl",  "yav1_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(2, "cisleaving")
    SetOutOfBoundsVoiceOver(1, "repleaving")

    SetAmbientMusic(REP, 1.0, "rep_yav_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_yav_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_yav_amb_victory")
    SetDefeatMusic (REP, "rep_yav_amb_defeat")
    SetVictoryMusic(CIS, "cis_yav_amb_victory")
    SetDefeatMusic (CIS, "cis_yav_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",      "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut",     "binocularzoomout")
    --SetSoundEffect("BirdScatter",             "birdsFlySeq1")
    --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")


--OpeningSateliteShot
    AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

    AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
    AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
    AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
    AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
    AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
    AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
    AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
    AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
    AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

[/spoiler]

Shouldn't they be on the CIS side?

Anyway, I don't see anything wrong with your lua so can you post your units' ODFs?

February 06, 2017, 02:08:39 AM #2 Last Edit: February 06, 2017, 02:22:34 AM by LitFam
ODF for (dwt_inf_default)

[spoiler][GameObjectClass]
// Base class for all rep soldiers, inherits from com_inf_default
ClassParent                = "com_inf_default"
GeometryName              = "rep_inf_trooper.msh"

[Properties]

UnitType            = "trooper"

ScanningRange          = 50.0
TransmitRange          = 500.0

AISizeType          = "HOVER"

ControlSpeed        = "jet    1.50 1.25 1.25"

JetJump             = "5.0" //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)
JetAcceleration     = "30.0" //Acceleration while hovering.
JetEffect           = "rep_sfx_jetpack"
JetType             = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.16" //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           = "7.5"

//These probably need to be set
//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           = "7.5"

//These probably need to be set
//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"

CollisionScale      = "0.0 0.0 0.0"

EngineSound         = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound         = "rep_weap_jetpack_turnon"
TurnOffSound        = "rep_weap_jetpack_turnoff"
TurnOffTime         = 0.0


// Mostly sound and general VO in this file
EnergyBar               = 200.0     // Max energy
EnergyRestore           = 20.0      // energy regained per second if moving
EnergyRestoreIdle       = 20.0      // energy regained per second if not
EnergyDrainSprint       = 0.0      // energy spent per second of sprinting
EnergyMinSprint         = 0.0      // min energy to start sprinting
EnergyCostJump          = 0.0      // energy cost to jump
EnergyCostRoll          = 0.0      // energy cost to roll

HurtSound               = "jango_inf_com_chatter_wound"
DeathSound              = "jango_inf_com_chatter_death"
DamageRegionSound          = "repmalechoke"
AcquiredTargetSound        = "rep_inf_com_chatter_acquired"
HidingSound                = "rep_inf_com_chatter_hide"
ApproachingTargetSound     = "rep_inf_com_chatter_approach"
FleeSound                  = "rep_inf_com_chatter_flee"
PreparingForDamageSound    = "rep1_inf_chatter_PreparingForDamageSound"
Charge                          = "rep1_inf_chatter_Charge"
HeardEnemySound            = "rep_inf_com_chatter_heard"
//ShockFadeOutTime         = "0.8"
//ShockFadeInTime          = "2.0"
ShockFadeOutGain           = ""
ShockSound                 = ""
ClothingRustleSound        = ""
LowHealthSound             = ""
//LowHealthThreshold       = ".25"
FoleyFXClass               = "rep_inf_trooper"

VOSound = "cis_off_response_hero_command      SC_Follow"
VOSound = "cis_off_response_hero_command      SC_StopFollow"
VOSound = "cis_off_response_hero_command     SC_VehicleWaitUp"
VOSound = "cis_off_response_hero_command     SC_GetIn"
VOSound = "cis_off_response_hero_command      SC_GetOut"

VOSound                 = "hero_jango_AcquiredTarget      AcquiredTarget"
VOSound                 = "hero_jango_KillingSpree4      KillingSpree4"
VOUnitType              = 197
SoldierMusic            = "cis_hero_Jango_lp"

VOSound = "boba_hero_pc_com_hostile         SpottedVO"
VOSound = "boba_hero_pc_com_mechanic        NeedRepairVO"
VOSound = "boba_hero_pc_com_transport       NeedPickupVO"
VOSound = "boba_hero_pc_com_backup          NeedBackupVO"
VOSound = "boba_hero_pc_com_clear_area      AttackPositionVO"
VOSound = "boba_hero_pc_com_defend          DefendPositionVO"
           
VOSound = "boba_hero_pc_com_hostile_inVehicle         SpottedVO +InVehicle"
VOSound = "boba_hero_pc_com_mechanic_inVehicle        NeedRepairVO +InVehicle"
VOSound = "boba_hero_pc_com_transport_inVehicle       NeedPickupVO +InVehicle"
VOSound = "boba_hero_pc_com_backup_inVehicle          NeedBackupVO +InVehicle"
VOSound = "boba_hero_pc_com_clear_area_inVehicle      AttackPositionVO +InVehicle"
VOSound = "boba_hero_pc_com_defend_inVehicle          DefendPositionVO +InVehicle"
[/spoiler]

February 06, 2017, 02:11:05 AM #3 Last Edit: February 06, 2017, 11:19:38 AM by Anyder
Okay, try systematically replacing their weapons with stock ones to make sure they aren't the problem.

EDIT: Sorry for deleting your posts, I tried to merge them but I screwed up. In the future, please don't double post and also please put walls of text in spoilers.

Edit by Anyder: Double-post removed. Maybe ur inet didn't load properly, i dont know.

February 06, 2017, 02:15:54 AM #4 Last Edit: February 06, 2017, 11:20:14 AM by Anyder
Ok One Sec

Ok the weapons are not the probelm

[spoiler][GameObjectClass]
ClassParent         = "dwt_inf_default"

[Properties]
WEAPONSECTION = 1
WeaponName         = "rep_weap_inf_rifle"
WeaponAmmo         = 4

WEAPONSECTION = 2
WeaponName         = "rep_weap_inf_pistol"
WeaponAmmo         = 0

WEAPONSECTION = 3
WeaponName         = "rep_weap_inf_thermaldetonator"
WeaponAmmo         = 4
WeaponChannel      = 1

WEAPONSECTION = 4
WeaponName         = "rep_weap_award_rifle"
WeaponAmmo         = 4

WEAPONSECTION = 5
WeaponName         = "rep_weap_award_pistol"
WeaponAmmo         = 6

VOUnitType           = 121
[/spoiler]

Ok, So the unit loaded does this mean it is the weapons Commander Awesome?

NEW LUA


[spoiler]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
   
   --  REP Attacking (attacker is always #1)
    REP = 1;
    CIS = 2;
    --  These variables do not change
    ATT = REP;
    DEF = CIS;


function ScriptPostLoad()      
   
   ReadDataFile("dc:Load\\common.lvl")
   
    --This defines the CPs.  These need to happen first
    cp1 = CommandPost:New{name = "cp1"}
    cp2 = CommandPost:New{name = "cp2"}
   
     --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:Start()
    SetUberMode(1);
   
    EnableSPHeroRules()
   
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()
   
    ReadDataFile("ingame.lvl")
   
   
    SetMaxFlyHeight(800)
    SetMaxPlayerFlyHeight (800)
   
    SetMemoryPoolSize ("ClothData",40)
    SetMemoryPoolSize ("Combo",100)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",1300)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",1300) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",1300)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",1100)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",1200)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",200)     -- should be ~1x #combo 
   
   
    ReadDataFile("sound\\yav.lvl;yav1cw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                      "dwt_inf_soldier_1",
                      "dwt_inf_soldier_4",
                                                          "dwt_inf_soldier_3",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_anakin",
                             "rep_hover_barcspeeder",
                      "rep_walk_atte")
    ReadDataFile("SIDE\\cis.lvl",
                            "cis_inf_crabdroid",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul",
                             "cis_hover_aat")
      

  ReadDataFile("dc:SIDE\\cis.lvl",
      "cis_inf_crabdroid")
      
      ReadDataFile("dc:SIDE\\rep.lvl",
      "dwt_inf_soldier_2",
      "dwt_inf_soldier_4",
      "dwt_inf_soldier_3")
                 
                             
                                       
                             
   SetupTeams{
      rep = {
         team = REP,
         units = 200,
         reinforcements = 7500,
         soldier  = { "rep_inf_ep3_rifleman",9, 50},
         assault  = { "rep_inf_ep3_rocketeer",1, 10},
         engineer = { "rep_inf_ep3_engineer",1, 10},
         sniper   = { "rep_inf_ep3_sniper",1, 10},
         officer = {"rep_inf_ep3_officer",1, 10},
         special = { "rep_inf_ep3_jettrooper",1, 10},
          
      },
      cis = {
         team = CIS,
         units = 200,
         reinforcements = 7500,
         soldier  = { "cis_inf_rifleman",9, 50},
         assault  = { "cis_inf_rocketeer",1, 10},
         engineer = { "cis_inf_engineer",1, 10},
         sniper   = { "cis_inf_sniper",1, 10},
         officer = {"cis_inf_officer",1, 5},
         special = { "cis_inf_droideka",1, 5},
      }
   }
   
   AddUnitClass(CIS, "cis_inf_crabdroid",1,5)
   AddUnitClass(REP, "dwt_inf_soldier_2",1,5)
    AddUnitClass(REP, "dwt_inf_soldier_4",1,5)
   AddUnitClass(REP, "dwt_inf_soldier_3",1,5)
   
   --  Level Stats
    --  ClearWalkers()
   AddWalkerType(0, 5) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
   AddWalkerType(2, 10) -- 3 acklay with 2 leg pairs each
    AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)
    local weaponCnt = 1024
    SetMemoryPoolSize("AcklayData", 5)
    SetMemoryPoolSize("Aimer", 155)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
   SetMemoryPoolSize("CommandWalker", 2)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
   SetMemoryPoolSize("EntityCloth", 532)
   SetMemoryPoolSize("EntityFlyer", 540)
    SetMemoryPoolSize("EntityHover", 440)
    SetMemoryPoolSize("EntityLight", 505)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 32)
    SetMemoryPoolSize("MountedTurret", 32)
   SetMemoryPoolSize("Navigator", 128)
    SetMemoryPoolSize("Obstacle", 1024)
   SetMemoryPoolSize("PathNode", 1024)
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("TreeGridStack", 1024)
   SetMemoryPoolSize("UnitAgent", 564)
   SetMemoryPoolSize("UnitController", 456)
   SetMemoryPoolSize("Weapon", weaponCnt)
   
    SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:UW1\\UW1.lvl", "UW1_conquest")
    ReadDataFile("dc:UW1\\UW1.lvl", "UW1_conquest")
    SetDenseEnvironment("false")




    --  Sound
   
    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

    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\\yav.lvl",  "yav1")
    OpenAudioStream("sound\\yav.lvl",  "yav1")
    OpenAudioStream("sound\\yav.lvl",  "yav1_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(2, "cisleaving")
    SetOutOfBoundsVoiceOver(1, "repleaving")

    SetAmbientMusic(REP, 1.0, "rep_yav_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_yav_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_yav_amb_victory")
    SetDefeatMusic (REP, "rep_yav_amb_defeat")
    SetVictoryMusic(CIS, "cis_yav_amb_victory")
    SetDefeatMusic (CIS, "cis_yav_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",      "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut",     "binocularzoomout")
    --SetSoundEffect("BirdScatter",             "birdsFlySeq1")
    --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")


--OpeningSateliteShot
    AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

    AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
    AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
    AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
    AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
    AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
    AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
    AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
    AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
    AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

[/spoiler]



Edit by Anyder: Do not double post.

Where did these mandolorians come from? And you give me the link so I can add to a side?
KadeEclipse

@Cpt Rex look at Gametoast or in Dev's thread here.

@LitFam why are you writing everything in bold?  :wacko:
"When will you fools learn? No one escapes Commander Fox"
—Fox, after apprehending another criminal

https://media.giphy.com/media/2GjgvS5vA6y08/giphy.gif