I am really losing my head on this. What's going on? I can hear everything but the custom weapons sounds
That's my 025.lua script
[spoiler]--
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- CIS Attacking (attacker is always #1)
CIS = 1;
REP = 2;
-- These variables do not change
ATT = CIS;
DEF = REP;
function ScriptPostLoad()
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp4"}
cp4 = CommandPost:New{name = "cp5"}
cp5 = CommandPost:New{name = "cp6"}
cp6 = CommandPost:New{name = "cp7"}
cp7 = CommandPost:New{name = "cp8"}
cp8 = CommandPost:New{name = "cp9"}
cp9 = CommandPost:New{name = "cp10"}
cp10 = CommandPost:New{name = "cp12"}
--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:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:Start()
onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
SetProperty(GetCharacterUnit(character), "AddHealth", 50)
end
end)
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("dc:Load\\common.lvl")
SetUberMode(1);
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(186)
SetMaxPlayerFlyHeight(186)
SetMemoryPoolSize ("Combo",200) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",500) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",500) -- should be ~1x #combo
SetMemoryPoolSize ("ClothData",200)
SetMemoryPoolSize ("EntityCloth",200)
SetMemoryPoolSize ("Music", 200)
ReadDataFile("sound\\kas.lvl;kas2cw")
ReadDataFile("dc:sound\\025.lvl;025cw")
ReadDataFile("dc:sound\\bot.lvl")
OpenAudioStream("dc:sound\\bot.lvl", "BOT_Unit_VO_S")
ReadDataFile("dc:sound\\bot.lvl;BOTcw")
ReadDataFile("dc:SIDE\\Krell.lvl",
"rep_hero_krell")
ReadDataFile("dc:SIDE\\501.lvl",
"501_inf_ep3_rifleman",
"501_inf_ep3_rocketeer",
"501_inf_ep3_engineer",
"501_inf_ep3_sniper",
"501_inf_ep3_medic",
"501_inf_ep3_arf",
"rep_inf_hardcase",
"rep_inf_dogma",
"rep_inf_fives",
"rep_inf_rex",
"rep_walk_oneman_atst",
"rep_walk_atte",
"rep_fly_gunship",
"rep_fly_gunship2",
"rep_fly_gunship3",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"umb_inf_Umbaran_01",
"umb_inf_Umbaran_02",
"umb_inf_Umbaran_03",
"cis_inf_engineer",
"cis_inf_commander",
"umb_inf_Umbaran_08",
"cis_inf_tactical",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_fly_ufighter",
"cis_hover_utank",
"umb_walk_spider",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 203,
reinforcements = 750,
soldier = { "501_inf_ep3_rifleman",85, 100},
assault = { "501_inf_ep3_rocketeer",75, 100},
engineer = { "501_inf_ep3_engineer",10, 40},
sniper = { "501_inf_ep3_sniper",9, 25},
officer = {"501_inf_ep3_medic",1, 4},
special = { "501_inf_ep3_arf",20, 25},
},
cis = {
team = CIS,
units = 203,
reinforcements = 750,
soldier = { "umb_inf_Umbaran_01",75, 100},
assault = { "umb_inf_Umbaran_02",55, 100},
engineer = { "cis_inf_engineer",10, 40},
sniper = { "umb_inf_Umbaran_03",10, 40},
officer = {"cis_inf_officer",30, 40},
special = { "cis_inf_droideka",10, 40},
}
}
AddUnitClass(CIS, "cis_inf_commander",1,2)
AddUnitClass(CIS, "umb_inf_Umbaran_08",1,2)
AddUnitClass(CIS, "cis_inf_tactical",1,1)
AddUnitClass(REP, "rep_inf_dogma",1,1)
AddUnitClass(REP, "rep_inf_fives",1,1)
AddUnitClass(REP, "rep_inf_rex",1,1)
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_krell")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4)-- special -> droidekas
AddWalkerType(1, 4)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("WalkerLegPair", 12)
--SetMemoryPoolSize("TreeGridStack", 960)
SetMemoryPoolSize("TreeGridStack", 999)
SetMemoryPoolSize("EntityHover", 14)
SetMemoryPoolSize("EntityWalker", 4)
SetMemoryPoolSize("CommandWalker", 4)
SetMemoryPoolSize("EntityFlyer", 8)
SetMemoryPoolSize("Aimer", 500)
SetMemoryPoolSize("EntityLight", 500)
SetMemoryPoolSize("Obstacle", 999)
SetMemoryPoolSize("WalkerBlendUnit", 60)
-- Attacker Stats
--SetTeamAsFriend(ATT, 3)
-- Defender Stats
--SetTeamAsEnemy(DEF, 3)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:025\\025.lvl", "025_conquest")
ReadDataFile("dc:025\\025.lvl", "025_conquest")
SetDenseEnvironment("false")
AddDeathRegion("Death1");
AddDeathRegion("Death2");
AddDeathRegion("Death3");
AddDeathRegion("Death4");
AddDeathRegion("Death5");
AddDeathRegion("Death6");
AddDeathRegion("Death7");
AddDeathRegion("Death8");
AddDeathRegion("Death9");
AddDeathRegion("Death10");
AddDeathRegion("Death11");
AddDeathRegion("Death12");
AddDeathRegion("Death13");
AddDeathRegion("Death14");
AddDeathRegion("Death15");
AddDeathRegion("Death16");
AddDeathRegion("Death17");
AddDeathRegion("Death18");
AddDeathRegion("Death19");
AddDeathRegion("Death20");
AddDeathRegion("Death21");
AddDeathRegion("Death22");
AddDeathRegion("Death23");
AddDeathRegion("Death24");
-- Birdies
SetNumBirdTypes(2);
SetBirdType(0,1.0,"bird3");
SetBirdType(1,1.5,"bird4");
-- Sound
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("dc:sound\\025.lvl", "025gcw_music")
OpenAudioStream("dc:sound\\025.lvl", "025gcw")
OpenAudioStream("sound\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kas")
OpenAudioStream("dc:sound\\025.lvl", "025")
OpenAudioStream("dc:sound\\025.lvl", "025")
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)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetAmbientMusic(REP, 1.0, "imp_umb_amb_start", 0,1)
SetAmbientMusic(REP, 0.9, "imp_umb_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1, "imp_umb_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "all_umb_amb_start", 0,1)
SetAmbientMusic(CIS, 0.9, "all_umb_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1, "all_umb_amb_end", 2,1)
SetVictoryMusic(REP, "rep_kas_amb_victory")
SetDefeatMusic (REP, "rep_kas_amb_defeat")
SetVictoryMusic(CIS, "cis_kas_amb_victory")
SetDefeatMusic (CIS, "cis_kas_amb_defeat")
SetOutOfBoundsVoiceOver(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")
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")
--start camerashots
--highway
AddCameraShot(0.866429, 0.000000, 0.497798, 0.000000, 218.657883, 15.766537, 142.812714);
--tentacules
AddCameraShot(-0.318809, 0.000000, -0.946403, 0.000000, 27.424097, 29.265772, -521.292725);
--bridge
AddCameraShot(0.703257, 0.000000, -0.710362, 0.000000, 119.500610, 42.950558, 208.319794);
--end camerashots
end
[/spoiler]
Maybe the problem is in your sounds folder.I am having a sound tutorial.DId you tryed it.You made the sound.lvl by yourself right?
Actually I made the bot .lvl sound file. I let i2Bros use the bot.lvl file. As far as I know the sound file works, so all the coding is right.
Now I have zero idea why non vanilla maps reject the bot .lvl file. i2Bros try loading my sound .lvl file before the other sound .lvl files maybe this will fix the issue.
ReadDataFile("dc:sound\\bot.lvl")
OpenAudioStream("dc:sound\\bot.lvl", "BOT_Unit_VO_S")
ReadDataFile("dc:sound\\bot.lvl;BOTcw")
if I do, only 025.lvl works, but kas.lvl doesn't.
EDIT: changing kas.lvl with yav1.lvl everything works fine.