Quote from: wsa30h on May 19, 2020, 02:03:04 AMquick question does the empire icon work when you have them set as team 3 ?
It does, yes.
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Show posts MenuQuote from: wsa30h on May 19, 2020, 02:03:04 AMquick question does the empire icon work when you have them set as team 3 ?
---------------------------------------------------------------------------
-- 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 IMP = 1
--local ALL = 2
local CIS = 1
local ALL = 2
local Empire = 3
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(CIS, "red", "level.SepV.objectives.1");
-- AddMissionObjective(CIS, "orange", "level.SepV.objectives.2");
AddMissionObjective(CIS, "orange", "level.SepV.objectives.3");
-- AddMissionObjective(ALL, "red", "level.SepV.objectives.1");
AddMissionObjective(ALL, "orange", "level.SepV.objectives.2");
AddMissionObjective(ALL, "orange", "level.SepV.objectives.3");
ReadDataFile("sound\\bes.lvl;bes1gcw");
ReadDataFile("dc:sound\\SepV.lvl;SepanVgcw");
--ReadDataFile("dc:COMMON\\common.lvl")
--ReadDataFile("GameData\\AddOn\\SepV\\Data\\_lvl_pc\\COMMON\\common.lvl")
--ReadDataFile("AddOn\\SepV\\Data\\_lvl_pc\\COMMON\\common.lvl")
ReadDataFile("common\\common-sepv.lvl");
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler");
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_basic_tie",
"imp_inf_darthvader",
"imp_inf_dark_trooper",
"imp_fly_tiebomber",
"imp_fly_tiefighter");
ReadDataFile("dc:SIDE\\sep.lvl",
"sep_fly_fighters",
"sep_fly_gunship",
"rip_inf_basic",
"dim_inf_basic",
"imp_inf_pilot");
ReadDataFile("common\\common-sepv.lvl");
SetAttackingTeam(ATT);
-- Alliance Stats
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "rip_inf_pilot",10)
AddUnitClass(ALL, "rip_inf_mechanic",5)
AddUnitClass(ALL, "rip_inf_trooper",5)
SetHeroClass(ALL, "all_inf_lukeskywalker")
-- Imperial Stats
--SetTeamName(IMP, "Empire")
--SetTeamIcon(IMP, "imp_icon")
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "CIS_icon")
AddUnitClass(CIS, "dim_inf_pilot",10)
AddUnitClass(CIS, "dim_inf_mechanic",5)
AddUnitClass(CIS, "dim_inf_trooper",5)
SetHeroClass(CIS, "imp_inf_darthvader")
-- Attacker Stats
SetUnitCount(ATT, 20)
SetReinforcementCount(ATT, 200)
-- AddBleedThreshold(ATT, 31, 0.0)
-- AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 0.75)
AddBleedThreshold(ATT, 10, 1.5)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 20)
SetReinforcementCount(DEF, 200)
-- AddBleedThreshold(DEF, 31, 0.0)
-- AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 0.75)
AddBleedThreshold(DEF, 10, 1.5)
AddBleedThreshold(DEF, 1, 3.0)
SetTeamName(3, "Empire")
SetTeamIcon(3, "imp_icon")
AddUnitClass(3, "imp_inf_pilot",8)
AddUnitClass(3, "imp_inf_gunner",8)
SetUnitCount(3, 16)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4) -- Droidekas
AddWalkerType(1, 4) -- number of leg pairs, count
AddWalkerType(2, 0)
--SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("EntityFlyer", 55)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
-- SetMemoryPoolSize("SoundSpaceRegion", 85)
SetMemoryPoolSize("EntityMine", 40)
--SetMemoryPoolSize("Aimer", 200)
-- SetMemoryPoolSize("Obstacle", 725)
--SetMemoryPoolSize("EntityLight", 150)
SetAllowBlindJetJumps(0)
SetMemoryPoolSize("Aimer", 999)
SetAttackerSnipeRange(500)
SetDefenderSnipeRange(500)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:SepV\\SepV.lvl")
ReadDataFile("dc:COMMON\\common.lvl")
SetDenseEnvironment("false")
SetMinFlyHeight(20)
SetMinPlayerFlyHeight(-50)
SetMaxFlyHeight(150) --250
SetMaxPlayerFlyHeight(150) --250
SetAIVehicleNotifyRadius(400) --64
SetStayInTurrets(1)
AddDeathRegion("fall1")
AddDeathRegion("death")
-- Sound Stats
OpenAudioStream("sound\\bes.lvl", "bes1gcw_music");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
OpenAudioStream("sound\\bes.lvl", "bes1");
OpenAudioStream("sound\\bes.lvl", "bes1");
OpenAudioStream("dc:sound\\SepV.lvl", "SepanV");
OpenAudioStream("dc:sound\\SepV.lvl", "SepanV");
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(ALL, CIS, "all_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, ALL, "imp_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, CIS, "imp_off_com_report_us_overwhelmed", 1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(ALL, CIS, "all_off_victory_im", .1, 1);
SetLowReinforcementsVoiceOver(CIS, CIS, "imp_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(CIS, ALL, "imp_off_victory_im", .1, 1);
SetOutOfBoundsVoiceOver(1, "Allleaving");
SetOutOfBoundsVoiceOver(2, "Impleaving");
SetAmbientMusic(ALL, 1.0, "all_bes_amb_start",0,1);
SetAmbientMusic(ALL, 0.99, "all_bes_amb_middle",1,1);
SetAmbientMusic(ALL, 0.1,"all_bes_amb_end",2,1);
SetAmbientMusic(CIS, 1.0, "imp_bes_amb_start",0,1);
SetAmbientMusic(CIS, 0.99, "imp_bes_amb_middle",1,1);
SetAmbientMusic(CIS, 0.1,"imp_bes_amb_end",2,1);
-- SetAmbientMusic(IMP, 1.0, "imp_bes_amb_start",0,1);
-- SetAmbientMusic(IMP, 0.99, "imp_bes_amb_middle",1,1);
-- SetAmbientMusic(IMP, 0.1,"imp_bes_amb_end",2,1);
SetVictoryMusic(ALL, "all_bes_amb_victory");
SetDefeatMusic (ALL, "all_bes_amb_defeat");
SetVictoryMusic(CIS, "imp_bes_amb_victory");
SetDefeatMusic (CIS, "imp_bes_amb_defeat");
-- SetVictoryMusic(IMP, "imp_bes_amb_victory");
-- SetDefeatMusic (IMP, "imp_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, 3, "imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(CIS, ALL, 3, "imp_bonus_all_hero");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL, CIS, 3, "all_bonus_imp_hero");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
-- Camera Stats
--Tat 3 - Jabbas' Palace
AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);
AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551);
AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990);
AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519);
AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025);
AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255);
AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096);
AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620);
AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437);
AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003);
AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054);
AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029);
AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563);
end
Quote from: Dark_Phantom on May 18, 2020, 11:13:50 AM
From what I remember, loading in a custom common is finicky, but Sereja has successfully done it for a long time. His directory structure is:
Addon\004\Data\_lvl_pc\COMMON\common.lvl
then he seems to call it in the same way you do - what I remember from the discussion is that it's before sides but after sounds (which is where yours is, so that's good).
However, I would try something - please backup the stock common.lvl and try to load in the new common.lvl instead. If it is crashing then, it is a problem with your common, if not, we need to dig deeper into why this isn't loading in and what you are trying to load in.
Quote from: Led on May 18, 2020, 11:17:19 AM
dont use the DC
hard code the folder structure from gamedata
I should have a tutorial in the tutorials section
Quote from: wsa30h on May 18, 2020, 10:51:02 AM
try just loading one of the common lvl's in the lua
---------------------------------------------------------------------------
-- 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 IMP = 1
--local ALL = 2
local CIS = 1
local ALL = 2
local Empire = 3
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(CIS, "red", "level.SepV.objectives.1");
-- AddMissionObjective(CIS, "orange", "level.SepV.objectives.2");
AddMissionObjective(CIS, "orange", "level.SepV.objectives.3");
-- AddMissionObjective(ALL, "red", "level.SepV.objectives.1");
AddMissionObjective(ALL, "orange", "level.SepV.objectives.2");
AddMissionObjective(ALL, "orange", "level.SepV.objectives.3");
ReadDataFile("sound\\bes.lvl;bes1gcw");
ReadDataFile("dc:sound\\SepV.lvl;SepanVgcw")
ReadDataFile("dc:COMMON\\common.lvl")
ReadDataFile("dc:COMMON\\sepan_common.lvl")
ReadDataFile("dc:common.lvl")
ReadDataFile("dc:sepan_common.lvl")
ReadDataFile("COMMON\\sepan_common.lvl")
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler");
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_basic_tie",
"imp_inf_darthvader",
"imp_inf_dark_trooper",
"imp_fly_tiebomber",
"imp_fly_tiefighter");
ReadDataFile("dc:SIDE\\sep.lvl",
"sep_fly_fighters",
"sep_fly_gunship",
"rip_inf_basic",
"dim_inf_basic",
"imp_inf_pilot");
SetAttackingTeam(ATT);
-- Alliance Stats
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "rip_inf_pilot",10)
AddUnitClass(ALL, "rip_inf_mechanic",5)
AddUnitClass(ALL, "rip_inf_trooper",5)
SetHeroClass(ALL, "all_inf_lukeskywalker")
-- Imperial Stats
--SetTeamName(IMP, "Empire")
--SetTeamIcon(IMP, "imp_icon")
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "CIS_icon")
AddUnitClass(CIS, "dim_inf_pilot",10)
AddUnitClass(CIS, "dim_inf_mechanic",5)
AddUnitClass(CIS, "dim_inf_trooper",5)
SetHeroClass(CIS, "imp_inf_darthvader")
-- Attacker Stats
SetUnitCount(ATT, 20)
SetReinforcementCount(ATT, 200)
-- AddBleedThreshold(ATT, 31, 0.0)
-- AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 0.75)
AddBleedThreshold(ATT, 10, 1.5)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 20)
SetReinforcementCount(DEF, 200)
-- AddBleedThreshold(DEF, 31, 0.0)
-- AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 0.75)
AddBleedThreshold(DEF, 10, 1.5)
AddBleedThreshold(DEF, 1, 3.0)
SetTeamName(3, "Empire")
SetTeamIcon(3, "imp_icon")
AddUnitClass(3, "imp_inf_pilot",8)
AddUnitClass(3, "imp_inf_gunner",8)
SetUnitCount(3, 16)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4) -- Droidekas
AddWalkerType(1, 4) -- number of leg pairs, count
AddWalkerType(2, 0)
--SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("EntityFlyer", 55)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
-- SetMemoryPoolSize("SoundSpaceRegion", 85)
SetMemoryPoolSize("EntityMine", 40)
--SetMemoryPoolSize("Aimer", 200)
-- SetMemoryPoolSize("Obstacle", 725)
--SetMemoryPoolSize("EntityLight", 150)
SetAllowBlindJetJumps(0)
SetMemoryPoolSize("Aimer", 999)
SetAttackerSnipeRange(500)
SetDefenderSnipeRange(500)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:SepV\\SepV.lvl")
ReadDataFile("dc:COMMON\\common.lvl")
SetDenseEnvironment("false")
SetMinFlyHeight(20)
SetMinPlayerFlyHeight(-50)
SetMaxFlyHeight(150) --250
SetMaxPlayerFlyHeight(150) --250
SetAIVehicleNotifyRadius(400) --64
SetStayInTurrets(1)
AddDeathRegion("fall1")
AddDeathRegion("death")
-- Sound Stats
OpenAudioStream("sound\\bes.lvl", "bes1gcw_music");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
OpenAudioStream("sound\\bes.lvl", "bes1");
OpenAudioStream("sound\\bes.lvl", "bes1");
OpenAudioStream("dc:sound\\SepV.lvl", "SepanV");
OpenAudioStream("dc:sound\\SepV.lvl", "SepanV");
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(ALL, CIS, "all_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, ALL, "imp_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, CIS, "imp_off_com_report_us_overwhelmed", 1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(ALL, CIS, "all_off_victory_im", .1, 1);
SetLowReinforcementsVoiceOver(CIS, CIS, "imp_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(CIS, ALL, "imp_off_victory_im", .1, 1);
SetOutOfBoundsVoiceOver(1, "Allleaving");
SetOutOfBoundsVoiceOver(2, "Impleaving");
SetAmbientMusic(ALL, 1.0, "all_bes_amb_start",0,1);
SetAmbientMusic(ALL, 0.99, "all_bes_amb_middle",1,1);
SetAmbientMusic(ALL, 0.1,"all_bes_amb_end",2,1);
SetAmbientMusic(CIS, 1.0, "imp_bes_amb_start",0,1);
SetAmbientMusic(CIS, 0.99, "imp_bes_amb_middle",1,1);
SetAmbientMusic(CIS, 0.1,"imp_bes_amb_end",2,1);
-- SetAmbientMusic(IMP, 1.0, "imp_bes_amb_start",0,1);
-- SetAmbientMusic(IMP, 0.99, "imp_bes_amb_middle",1,1);
-- SetAmbientMusic(IMP, 0.1,"imp_bes_amb_end",2,1);
SetVictoryMusic(ALL, "all_bes_amb_victory");
SetDefeatMusic (ALL, "all_bes_amb_defeat");
SetVictoryMusic(CIS, "imp_bes_amb_victory");
SetDefeatMusic (CIS, "imp_bes_amb_defeat");
-- SetVictoryMusic(IMP, "imp_bes_amb_victory");
-- SetDefeatMusic (IMP, "imp_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, 3, "imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(CIS, ALL, 3, "imp_bonus_all_hero");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL, CIS, 3, "all_bonus_imp_hero");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
-- Camera Stats
--Tat 3 - Jabbas' Palace
AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);
AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551);
AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990);
AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519);
AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025);
AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255);
AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096);
AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620);
AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437);
AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003);
AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054);
AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029);
AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563);
end
Quote from: Dark_Phantom on May 04, 2020, 12:09:39 PM
I have heard you can still swap out with our SWBFspy exe and freecam should still work, just no online then.
The statistics should be the same. I can confirm that Fake Console works the same as before, but freecam being broken sucks.
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaScript.cpp(1951)
error: attempt to call global `ScriptCB_GetStringWidth' (a nil value)
stack traceback:
1: function `CreateNegativeButton' [(none)]
2: function `NewIFShellScreen_common' [(none)]
3: function `NewIFShellScreen' [(none)]
4: main of (none)
5: function `ScriptCB_DoFile' [C]
6: main of (none)
Quote from: wsa30h on March 12, 2020, 03:38:10 AM
it has all ground vehicles but am not sure you will be able to use all the sounds in the game in a single sound file because of the 32 mb limit
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