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?
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]
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.
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?
@Cpt Rex look at Gametoast or in Dev's thread here.
@LitFam why are you writing everything in bold? :wacko: