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Messages - Led

#5521
SWBF1 Modding / droideka and health drop
January 01, 2012, 09:50:34 PM
While looking at the droideka ODF, i noticed that it has lines for probability of dropping health and ammo:


DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.40
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.30
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.10


However, I have never seen one drop any health or ammo in multiplayer games.  Any ideas why not?


#5522
I am trying to learn more each day.  I've made a WIP tutorial for things I find out while trying to work on the SWBFupdate.  That "EMPIRE" name thing really threw me for vehicle spawns.  I suspect you can name local units "EMPIRE" and get similar results too.
#5523
ok, i will delete the quote of the tutorial. thanks for the explanantion.
#5525
Released Maps and Mods / Re: DAGOBAH: SWAMPS
January 01, 2012, 04:03:35 PM
ah, thanks for the info.  I will do so right away.

winrar also does 7zip files.
#5526
DC 1/2/12-1/4/12 69.246.184.48

Degabah:  new conversion made by Sleepkiller

see this post for map link:
http://www.swbfgamers.com/index.php?topic=4066.msg41401;topicseen#new
#5527
Released Maps and Mods / Re: DAGOBAH: SWAMPS
January 01, 2012, 03:30:21 PM
That's great!

1) do you mind if I upload this to SWBFgamers.com ?

2) I am hosting a DC for anyone that wants to try it--I will leave it up for a couple of days
69.246.184.48
#5528
This tutorial is a work in progress.  It contains items that I have found out by creating new mission files.



Existing Maps with Vehicle Spawns, assets not available:
These kinds of maps are typically downloadable content.

-In my opinion, releasing new missions in a separate release for these maps is fine.  Place a link in your documentation for the original author's map and instructions on how to install the new mission.

-some maps are set up for vehicles in one era.  The vehicles that spawn can determined by the name of the faction that controls the CP.  If you do a cross era mod, you name need to set the team name to match what is defined in the map.  For example:

-    Republic Stats
      SetTeamName(REP, "Empire");
      SetTeamIcon(REP, "rep_icon");
      AddUnitClass(REP, "rep_inf_clone_trooper",11)
      AddUnitClass(REP, "rep_inf_arc_trooper",5)
      AddUnitClass(REP, "rep_inf_clone_pilot",5)
      AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
      AddUnitClass(REP, "rep_inf_jet_trooper",3)
      SetHeroClass(REP, "rep_inf_macewindu")




#5529
Quote from: Unit 33 on December 30, 2011, 04:47:15 PM
From GameRanger it launches straight to "connecting" screen and then the map loading screen.
GR cuts out the "middle man" of that screen.

hmm, but you must be able to select a particular server somehow?

#5530
Requests / Re: space map
December 31, 2011, 09:00:00 AM
OK, here is the new mission file.  Note that due to reasons explained in the readme, it's still xwings and ties.

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=406
#5531
custom mission for Rends Hoth Escape

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=406



This is a new mission file for Hoth Escape by Rends.
Hoth Escape can be downloaded here:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=405





Basic mission script mod and stock map mod made by "{PLA} Led".

This mod uses the custom map Hoth Escape modified for CW era units with GCW era vehicle spawns.


How to use this mod:
The mission file is located here:
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\AddOn\hoth6\Data\_lvl_pc

or in the appropriate location for MAC users.

Backup the original file first.  Place the mission.lvl file in this release in its place.



What it does:

-play as CIS and REP pilots.

known issues:

-I am not an sound expert.  The choices were to have gun sounds from the clone/cis and no
sounds from the xwings, or have xwing sounds and no gun sounds.  I chose the xwing sounds.
While not impossible to do, it would require more downloads to get all sounds working.


-The flyers are still GCW era units (x-wing, tie, etc).  In the end, I suppose this make the map essentially
the same as the original GCW era by rends.  Rends did not define flyers for the CW era in his map.
To put CW era flyers in the map would require the release of his map assets (which are not known
by me to be available) or it would require a hex edit of his map or a side recompilation, both of which
would take a more extensive involvement.


Some discussions of the development of this map lua (also included) are at
http://www.swbfgamers.com/index.php?topic=4060.msg41372#msg41372





Released on 12/31/2011.




Thanks to Lucasarts/Pandemic for SWBF and the mod tools.
Thanks to the visitors of SWBFgamers.com for keeping SWBF modding alive.
Thanks to BattleBelk for making and releasing his mod tools.
Thanks to the players that are stilling playing this game.


Visit SWBFgamers.com!
#5533
OK, I got it.

It turns out that the vehicle spawns actually look at the NAME of the faction "Alliance" or "Empire" to spawn vehicles.


like this:

--    Republic Stats
      SetTeamName(REP, "Empire");
      SetTeamIcon(REP, "rep_icon");
      AddUnitClass(REP, "rep_inf_clone_trooper",11)
      AddUnitClass(REP, "rep_inf_arc_trooper",5)
      AddUnitClass(REP, "rep_inf_clone_pilot",5)
      AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
      AddUnitClass(REP, "rep_inf_jet_trooper",3)
      SetHeroClass(REP, "rep_inf_macewindu")







Below is the working mission file.




---------------------------------------------------------------------------
-- 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


   local ALL = 1
   local IMP = 2



      local REP = 2
      local CIS = 1




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


AddMissionObjective(IMP,"red", "level.hoth6.objectives.1");
AddMissionObjective(IMP,"orange", "level.hoth6.objectives.2");

AddMissionObjective(ALL,"red", "level.hoth6.objectives.1");
AddMissionObjective(ALL,"orange", "level.hoth6.objectives.2");


    SetTeamAggressiveness(ALL, 1.0)
    SetTeamAggressiveness(IMP, 1.0)

      ReadDataFile("sound\\bes.lvl;bes1cw");



    ReadDataFile("SIDE\\cis.lvl",       
        "cis_inf_basic",
        "cis_inf_countdooku",
        "cis_inf_droideka");
    ReadDataFile("SIDE\\rep.lvl",
        "rep_inf_basic",
        "rep_inf_jet_trooper",
        "rep_inf_macewindu");



    ReadDataFile("SIDE\\all.lvl",
        "all_fly_xwing",
        "all_fly_ywing");
    ReadDataFile("SIDE\\imp.lvl",
        "imp_fly_tiebomber",
        "imp_fly_tiefighter",
        "imp_inf_basic_tie");

 

--    Republic Stats
      SetTeamName(REP, "Empire");
      SetTeamIcon(REP, "rep_icon");
      AddUnitClass(REP, "rep_inf_clone_trooper",11)
      AddUnitClass(REP, "rep_inf_arc_trooper",5)
      AddUnitClass(REP, "rep_inf_clone_pilot",5)
      AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
      AddUnitClass(REP, "rep_inf_jet_trooper",3)
      SetHeroClass(REP, "rep_inf_macewindu")



--  CIS Stats
      SetTeamName(CIS, "Alliance");
      SetTeamIcon(CIS, "cis_icon");
     AddUnitClass(CIS, "cis_inf_battledroid",11)
      AddUnitClass(CIS, "cis_inf_assault",5)
      AddUnitClass(CIS, "cis_inf_pilotdroid",5)
      AddUnitClass(CIS, "cis_inf_assassindroid",4)
      AddUnitClass(CIS, "cis_inf_droideka",3)
      SetHeroClass(CIS, "cis_inf_countdooku")





--  Attacker Stats
    SetUnitCount(ATT, 28)
    SetReinforcementCount(ATT, 100)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 28)
    SetReinforcementCount(DEF, 100)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--  Level Stats
    ClearWalkers()
    SetMemoryPoolSize ("EntityWalker",0)
    AddWalkerType(0, 8) -- 8 droidekas (special case: 0 leg pairs)
    AddWalkerType(1, 0) --
    AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each

    SetMemoryPoolSize ("CommandWalker",0)
    SetMemoryPoolSize("EntityFlyer", 64)
    SetMemoryPoolSize("FlyGotoHelper", 64)
    SetMemoryPoolSize("EntityHover", 0)
    SetMemoryPoolSize("EntityCarrier", 0)
    SetMemoryPoolSize("MountedTurret", 36)
    SetMemoryPoolSize("EntityBuildingArmedDynamic", 0)
    SetMemoryPoolSize("PowerupItem", 40)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 250)
    SetMemoryPoolSize("Obstacle", 550)

    SetSpawnDelay(5.0, 0.25)
--    ReadDataFile("bes\\bes1.lvl")
    ReadDataFile("dc:hoth6\\hoth6.lvl")
    SetDenseEnvironment("false")

    SetMinFlyHeight(120)
    SetMaxFlyHeight(520)
    SetMinPlayerFlyHeight(0)
    SetMaxPlayerFlyHeight(520)

    SetAIVehicleNotifyRadius(64)
    SetStayInTurrets(1)

--  Birdies
    SetNumBirdTypes(1);
    SetBirdType(0,1.0,"bird");

--  Sound
    OpenAudioStream("sound\\bes.lvl",  "bes1cw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("Sound\\cw.lvl", "cw_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(1, "repleaving");
    SetOutOfBoundsVoiceOver(2, "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(0.793105, -0.062986, -0.603918, -0.047962, -170.583618, 118.981544, -150.443253);
--Control Room
AddCameraShot(0.189716, 0.000944, -0.981826, 0.004887, -27.594292, 100.583740, -176.478012);
--Extractor
AddCameraShot(0.492401, 0.010387, -0.870113, 0.018354, 19.590666, 100.493599, -47.846901);

end





note:  the released mission changed a few options from above

here is a video


http://www.xfire.com/video/524d61/

#5534
SWBF1 Modding / Re: Star Wars: Battlefront Expansion
December 31, 2011, 06:14:07 AM
Battlebelk wrote one that lives on gametoast.  Sleepkiller has mentioned that it is not perfect.
#5535
OK, I will try the combinations and edit this post until I get it right.

edit:  nothing worked.  My understanding of loading multiple stock sides is lacking.  Any other ideas?





this one did not work:

  local ALL = 2
   local IMP = 1
      local REP = 2
      local CIS = 1


this one did not work:

   local ALL = 1
   local IMP = 2
      local REP = 2
      local CIS = 1

this one did not work:

   local ALL = 1
   local IMP = 2
      local REP = 1
      local CIS = 2


and the last one did not work:


   local ALL = 2
   local IMP = 1
      local REP = 1
      local CIS = 2
---------------------------------
OK, so none of those things worked.

The interesting thing is that in the GCW era

   local ALL = 1
    local IMP = 2

works, but

   local ALL = 2
    local IMP = 1

doesn't, so I would have thought that either option 2 or 3 would have worked.  I will next try switching
  local ATT = 1
    local DEF = 2
for options 2 and 3

----------------------
this did not work:

   local ALL = 1
   local IMP = 2
      local REP = 1
      local CIS = 2

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

and this did not work:
  local ALL = 1
   local IMP = 2
      local REP = 2
      local CIS = 1

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






---------------------------------------------------------------------------
-- 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


   local ALL = 2
   local IMP = 1



      local REP = 2
      local CIS = 1




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


AddMissionObjective(IMP,"red", "level.hoth6.objectives.1");
AddMissionObjective(IMP,"orange", "level.hoth6.objectives.2");

AddMissionObjective(ALL,"red", "level.hoth6.objectives.1");
AddMissionObjective(ALL,"orange", "level.hoth6.objectives.2");


    SetTeamAggressiveness(ALL, 1.0)
    SetTeamAggressiveness(IMP, 1.0)

      ReadDataFile("sound\\bes.lvl;bes1cw");



    ReadDataFile("SIDE\\cis.lvl",       
        "cis_inf_basic",
        "cis_inf_countdooku",
        "cis_inf_droideka");
    ReadDataFile("SIDE\\rep.lvl",
        "rep_inf_basic",
        "rep_inf_jet_trooper",
        "rep_inf_macewindu");



    ReadDataFile("SIDE\\all.lvl",
        "all_fly_xwing",
        "all_fly_ywing");
    ReadDataFile("SIDE\\imp.lvl",
        "imp_fly_tiebomber",
        "imp_fly_tiefighter",
        "imp_inf_basic_tie");

 

--    Republic Stats
      SetTeamName(REP, "Republic");
      SetTeamIcon(REP, "rep_icon");
      AddUnitClass(REP, "rep_inf_clone_trooper",11)
      AddUnitClass(REP, "rep_inf_arc_trooper",5)
      AddUnitClass(REP, "rep_inf_clone_pilot",5)
      AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
      AddUnitClass(REP, "rep_inf_jet_trooper",3)
      SetHeroClass(REP, "rep_inf_macewindu")



--  CIS Stats
      SetTeamName(CIS, "CIS");
      SetTeamIcon(CIS, "cis_icon");
     AddUnitClass(CIS, "cis_inf_battledroid",11)
      AddUnitClass(CIS, "cis_inf_assault",5)
      AddUnitClass(CIS, "cis_inf_pilotdroid",5)
      AddUnitClass(CIS, "cis_inf_assassindroid",4)
      AddUnitClass(CIS, "cis_inf_droideka",3)
      SetHeroClass(CIS, "cis_inf_countdooku")





--  Attacker Stats
    SetUnitCount(ATT, 28)
    SetReinforcementCount(ATT, 100)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 28)
    SetReinforcementCount(DEF, 100)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--  Level Stats
    ClearWalkers()
    SetMemoryPoolSize ("EntityWalker",0)
    AddWalkerType(0, 8) -- 8 droidekas (special case: 0 leg pairs)
    AddWalkerType(1, 0) --
    AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each

    SetMemoryPoolSize ("CommandWalker",0)
    SetMemoryPoolSize("EntityFlyer", 64)
    SetMemoryPoolSize("FlyGotoHelper", 64)
    SetMemoryPoolSize("EntityHover", 0)
    SetMemoryPoolSize("EntityCarrier", 0)
    SetMemoryPoolSize("MountedTurret", 36)
    SetMemoryPoolSize("EntityBuildingArmedDynamic", 0)
    SetMemoryPoolSize("PowerupItem", 40)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 250)
    SetMemoryPoolSize("Obstacle", 550)

    SetSpawnDelay(5.0, 0.25)
--    ReadDataFile("bes\\bes1.lvl")
    ReadDataFile("dc:hoth6\\hoth6.lvl")
    SetDenseEnvironment("false")

    SetMinFlyHeight(120)
    SetMaxFlyHeight(520)
    SetMinPlayerFlyHeight(0)
    SetMaxPlayerFlyHeight(520)

    SetAIVehicleNotifyRadius(64)
    SetStayInTurrets(1)

--  Birdies
    SetNumBirdTypes(1);
    SetBirdType(0,1.0,"bird");

--  Sound
    OpenAudioStream("sound\\bes.lvl",  "bes1cw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("Sound\\cw.lvl", "cw_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(1, "repleaving");
    SetOutOfBoundsVoiceOver(2, "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(0.793105, -0.062986, -0.603918, -0.047962, -170.583618, 118.981544, -150.443253);
--Control Room
AddCameraShot(0.189716, 0.000944, -0.981826, 0.004887, -27.594292, 100.583740, -176.478012);
--Extractor
AddCameraShot(0.492401, 0.010387, -0.870113, 0.018354, 19.590666, 100.493599, -47.846901);

end