how do i fix custom sounds not munging sometimes namely serejas music added to my own custom sound sometimes munges sometimes doesent. also my own music at 44100 16 bit stereo seems to not munge either and everything is referenced in the stm file as it should be. how do i fix this is there a new sound munge bat or tool i can download ?
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#587
Requests / does anyone have endor music in wav format ready to munge ?
July 30, 2019, 05:15:48 AM
if anyone has endor music or any music that is ready to munge for swbf 1 or swbf2 could they please post it here ? i cant figure out how to make it in audicity.
#588
SWBF1 Modding / are custom footsteps possible without calling on a stock lvl ?
July 27, 2019, 10:38:12 AM
is it possible to make custom footsteps work in my custom sounds i need custom footsteps due to cross era with rebels vs droids. mungle log attached below .
i only get this error just at the last second before it finishes munging the sound. soundflmunge.exe : Warning : Unknown switch -
- while munging
i only get this error just at the last second before it finishes munging the sound. soundflmunge.exe : Warning : Unknown switch -
- while munging
#589
Star Wars Battlefront (2004 Original) / where to get swbf1 music wavs ?
July 26, 2019, 12:56:54 PM
where would i download the music from the game ?
#590
SWBF1 Modding / why does the allieance hovernaut crash when entered ingame but not in sptest ?
July 26, 2019, 10:41:50 AM
also no matter what i change the values here i still die when i exit it. no matter which hovernaut i use it doesent work.
SpawnPointLocation = "9.0 0.0 0.0 5"
SpawnPointLocation = "9.0 0.0 4.0 5"
SpawnPointLocation = "9.0 0.0 -4.0 5"
SpawnPointLocation = "9.0 0.0 4.0 5"
SpawnPointLocation = "9.0 0.0 4.0 5"
SpawnPointLocation = "9.0 0.0 4.0 5"
SpawnPointLocation = "9.0 0.0 0.0 5"
SpawnPointLocation = "9.0 0.0 4.0 5"
SpawnPointLocation = "9.0 0.0 -4.0 5"
SpawnPointLocation = "9.0 0.0 4.0 5"
SpawnPointLocation = "9.0 0.0 4.0 5"
SpawnPointLocation = "9.0 0.0 4.0 5"
#591
SWBF1 Modding / Re: how to get stock alliance hovernaut to not kill me when i exit ?
July 26, 2019, 03:20:42 AM
thanks gift heck how do i get physofreds hover naut into third person it doesent allow me to change by default .
it crashes ingame but not in sptest why is that ?
it crashes ingame but not in sptest why is that ?
#592
SWBF1 Modding / how to get stock alliance hovernaut to not kill me when i exit ?
July 25, 2019, 01:41:20 PM
ok so i unmunged the stock all.lvl and got the odf of the hover naut from it but which line of code tells it to where to spawn me ? odf will be attached below.
#593
SWBF1 Modding / how to get custom foley ffx to work on my map ?
July 24, 2019, 09:55:21 AM
hi how do i get custom ffx to work so i have footstep sounds on my map ?
#594
SWBF1 Modding / how to make a new era just for my map ?
July 23, 2019, 10:52:06 AM
how would i make a 2 new eras for my map with the interface tool ? i made it but had to replace the stock shell and then every map has the option of these 2 eras,but is it possible to make it show only those new eras on my map ?
#595
SWBF1 Modding / how do i get the all_hover_hovernaut to not crash the game ?
July 23, 2019, 06:12:40 AM
how do i get the all_hover_hovernaut to not crash the game ? and does it have sounds? or is it unused like the mtt?
if it has sounds what level are they in ?
if it has sounds what level are they in ?
#596
Star Wars Battlefront (2004 Original) / Re: korriban released get it right here
July 22, 2019, 08:18:28 AM
fixed. feel free to give it a go and rate it. feedback apperaciated.
#597
Star Wars Battlefront (2004 Original) / Re: korriban released get it right here
July 22, 2019, 02:24:40 AM
thanks for letting me know fixed it
#598
Star Wars Battlefront (2004 Original) / korriban released get it right here
July 21, 2019, 09:36:51 AM
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1501
This is my map korriban it isnt based on the actual korriban in the clone wars or anywhere in star wars but rather its a new planet all together. i have been working on this map and the custom sounds for 3 weeks now.I hope you enjoy it and as always feedback and constructive criticisms is welcome. if enough people enjoy this map i will port it to battlefront 2.
This map feature empire vs republic with a 3rd faction of rebels and a 4th faction of droids.
In the galactic civil war the map features droids vs empire and a 3rd faction of rebels and a 4th faction of clones, the two local factions in both eras are set as friends to each other.
This is my map korriban it isnt based on the actual korriban in the clone wars or anywhere in star wars but rather its a new planet all together. i have been working on this map and the custom sounds for 3 weeks now.I hope you enjoy it and as always feedback and constructive criticisms is welcome. if enough people enjoy this map i will port it to battlefront 2.
This map feature empire vs republic with a 3rd faction of rebels and a 4th faction of droids.
In the galactic civil war the map features droids vs empire and a 3rd faction of rebels and a 4th faction of clones, the two local factions in both eras are set as friends to each other.
#599
SWBF1 Modding / how do i make a stand alone water sound with droids and empire ?
July 21, 2019, 06:16:00 AM
how to make a standalone water sound ?
#600
SWBF2 Modding / locals not spawning ingame what am i missing in my lua ?
July 20, 2019, 11:51:23 AM
--
-- 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 = 2;
imp = 1;
-- These variables do not change
ATT = REP;
DEF = imp;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
--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:Start()
SetUberMode(1);
SetPlayerTeamDifficultyHard(20)
SetEnemyTeamDifficultyHard(20)
SetTeamAggressiveness(rep, 3.7)
SetTeamAggressiveness(IMP, 3.7)
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:ingame.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(130)
SetMaxPlayerFlyHeight (130)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\bf2.lvl;geo1cross")
ReadDataFile("dc:sound\\\df3.lvl;df2cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper_training",
"rep_hover_barcspeeder",
"rep_walk_oneman_atst",
"rep_hover_fightertank",
"rep_hero_obiwan",
"rep_walk_atte")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer_hunt",
"imp_inf_dark_trooper_hunt",
"imp_hover_speederbike",
"imp_walk_atst",
"imp_hero_darthvader",
"imp_hover_fightertank",
"imp_walk_atat")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 65,
reinforcements = 600,
soldier = { "rep_inf_ep3_rifleman",120, 220},
assault = { "rep_inf_ep3_rocketeer",5, 6},
engineer = { "rep_inf_ep2_engineer",5, 6},
sniper = { "rep_inf_ep2_sniper",5, 12},
officer = {"rep_inf_ep2_rocketeer_chaingun",5, 6},
special = { "rep_inf_ep2_jettrooper_training",5, 6},
},
imp = {
team = imp,
units = 65,
reinforcements = 600,
soldier = { "imp_inf_rifleman",120, 220},
assault = { "imp_inf_rocketeer",5, 6},
engineer = { "imp_inf_engineer",5, 6},
sniper = { "imp_inf_sniper",5, 6},
officer = {"imp_inf_officer_hunt",5, 6},
special = { "imp_inf_dark_trooper_hunt",5, 6},
}
}
SetHeroClass(imp, "imp_hero_darthvader")
SetHeroClass(REP, "rep_hero_obiwan")
-- Local Stats
SetTeamName(3, "all")
SetUnitCount(3, 7)
AddUnitClass(3, "all_inf_soldier", 7)
SetTeamAsEnemy(3, DEF)
SetTeamName(4, "rebels")
AddUnitClass(4, "cis_inf_rifleman",10)
AddUnitClass(4, "cis_inf_rocketeer",1)
AddUnitClass(4, "cis_inf_sniper",1)
SetUnitCount(4, 12)
SetTeamAsEnemy(4, ATT)
--temp until you rescript this mission
AddAIGoal(1,"Conquest",100);
AddAIGoal(2,"Conquest",100);
AddAIGoal(3,"Conquest",100);
--temp until you rescript this mission
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 4) -- 1x2 (1 pair of legs)
AddWalkerType(2, 1) -- 1 atats with 2 leg pairs each
AddWalkerType(3, 3) -- 3 attes with 3 leg pairs each
AddWalkerType(1, -- ATSTs
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 4)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
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", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:KOR\\KOR.lvl", "KOR_conquest")
ReadDataFile("dc:KOR\\KOR.lvl", "KOR_conquest")
SetDenseEnvironment("false")
SetDefenderSnipeRange(500)
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\geo.lvl", "geo1")
OpenAudioStream("sound\\geo.lvl", "geo1")
OpenAudioStream("sound\\geo.lvl", "geo1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, imp, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(imp, REP, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(imp, imp, "imp_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "impleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(all, 1.0, "all_geo_amb_start", 0,1)
SetAmbientMusic(all, 0.8, "all_geo_amb_middle", 1,1)
SetAmbientMusic(all, 0.2, "all_geo_amb_end", 2,1)
SetAmbientMusic(imp, 1.0, "imp_geo_amb_start", 0,1)
SetAmbientMusic(imp, 0.8, "imp_geo_amb_middle", 1,1)
SetAmbientMusic(imp, 0.2, "imp_geo_amb_end", 2,1)
SetVictoryMusic(all, "all_geo_amb_victory")
SetDefeatMusic (all, "all_geo_amb_defeat")
SetVictoryMusic(imp, "imp_geo_amb_victory")
SetDefeatMusic (imp, "imp_geos_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(0.613493, -0.007088, 0.789616, 0.009122, -203.110870, 2.347373, 227.966812);
AddCameraShot(0.731491, -0.195120, -0.631264, -0.168385, 93.467842, 21.624365, 146.393112);
AddCameraShot(-0.175554, 0.013309, -0.981563, -0.074414, 31.551453, 14.149174, 253.044556);
end
-- 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 = 2;
imp = 1;
-- These variables do not change
ATT = REP;
DEF = imp;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
--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:Start()
SetUberMode(1);
SetPlayerTeamDifficultyHard(20)
SetEnemyTeamDifficultyHard(20)
SetTeamAggressiveness(rep, 3.7)
SetTeamAggressiveness(IMP, 3.7)
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:ingame.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(130)
SetMaxPlayerFlyHeight (130)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\bf2.lvl;geo1cross")
ReadDataFile("dc:sound\\\df3.lvl;df2cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper_training",
"rep_hover_barcspeeder",
"rep_walk_oneman_atst",
"rep_hover_fightertank",
"rep_hero_obiwan",
"rep_walk_atte")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer_hunt",
"imp_inf_dark_trooper_hunt",
"imp_hover_speederbike",
"imp_walk_atst",
"imp_hero_darthvader",
"imp_hover_fightertank",
"imp_walk_atat")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 65,
reinforcements = 600,
soldier = { "rep_inf_ep3_rifleman",120, 220},
assault = { "rep_inf_ep3_rocketeer",5, 6},
engineer = { "rep_inf_ep2_engineer",5, 6},
sniper = { "rep_inf_ep2_sniper",5, 12},
officer = {"rep_inf_ep2_rocketeer_chaingun",5, 6},
special = { "rep_inf_ep2_jettrooper_training",5, 6},
},
imp = {
team = imp,
units = 65,
reinforcements = 600,
soldier = { "imp_inf_rifleman",120, 220},
assault = { "imp_inf_rocketeer",5, 6},
engineer = { "imp_inf_engineer",5, 6},
sniper = { "imp_inf_sniper",5, 6},
officer = {"imp_inf_officer_hunt",5, 6},
special = { "imp_inf_dark_trooper_hunt",5, 6},
}
}
SetHeroClass(imp, "imp_hero_darthvader")
SetHeroClass(REP, "rep_hero_obiwan")
-- Local Stats
SetTeamName(3, "all")
SetUnitCount(3, 7)
AddUnitClass(3, "all_inf_soldier", 7)
SetTeamAsEnemy(3, DEF)
SetTeamName(4, "rebels")
AddUnitClass(4, "cis_inf_rifleman",10)
AddUnitClass(4, "cis_inf_rocketeer",1)
AddUnitClass(4, "cis_inf_sniper",1)
SetUnitCount(4, 12)
SetTeamAsEnemy(4, ATT)
--temp until you rescript this mission
AddAIGoal(1,"Conquest",100);
AddAIGoal(2,"Conquest",100);
AddAIGoal(3,"Conquest",100);
--temp until you rescript this mission
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 4) -- 1x2 (1 pair of legs)
AddWalkerType(2, 1) -- 1 atats with 2 leg pairs each
AddWalkerType(3, 3) -- 3 attes with 3 leg pairs each
AddWalkerType(1, -- ATSTs
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 4)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
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", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:KOR\\KOR.lvl", "KOR_conquest")
ReadDataFile("dc:KOR\\KOR.lvl", "KOR_conquest")
SetDenseEnvironment("false")
SetDefenderSnipeRange(500)
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\geo.lvl", "geo1")
OpenAudioStream("sound\\geo.lvl", "geo1")
OpenAudioStream("sound\\geo.lvl", "geo1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, imp, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(imp, REP, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(imp, imp, "imp_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "impleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(all, 1.0, "all_geo_amb_start", 0,1)
SetAmbientMusic(all, 0.8, "all_geo_amb_middle", 1,1)
SetAmbientMusic(all, 0.2, "all_geo_amb_end", 2,1)
SetAmbientMusic(imp, 1.0, "imp_geo_amb_start", 0,1)
SetAmbientMusic(imp, 0.8, "imp_geo_amb_middle", 1,1)
SetAmbientMusic(imp, 0.2, "imp_geo_amb_end", 2,1)
SetVictoryMusic(all, "all_geo_amb_victory")
SetDefeatMusic (all, "all_geo_amb_defeat")
SetVictoryMusic(imp, "imp_geo_amb_victory")
SetDefeatMusic (imp, "imp_geos_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(0.613493, -0.007088, 0.789616, 0.009122, -203.110870, 2.347373, 227.966812);
AddCameraShot(0.731491, -0.195120, -0.631264, -0.168385, 93.467842, 21.624365, 146.393112);
AddCameraShot(-0.175554, 0.013309, -0.981563, -0.074414, 31.551453, 14.149174, 253.044556);
end