REQ File:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"pcf"
}
REQN
{
"lvl"
"pcfgcw"
"pcfcw"
}
}[/code]
{
REQN
{
"str"
"align=2048"
"pcf"
}
REQN
{
"lvl"
"pcfgcw"
"pcfcw"
}
}[/code]
Hidden/Spoiler:
[code]effects\wpn_all_a280_blaster_fire.wav -resample xbox 22050 pc 22050
effects\wpn_all_elg3a_fire.wav -resample xbox 22050 pc 22050
effects\wpn_imp_dlt20a_fire.wav -resample xbox 22050 pc 22050
effects\wpn_imp_se14c_fire.wav -resample xbox 22050 pc 22050
effects\wpn_all_fettrifle_fire.wav -resample xbox 22050 pc 22050[/code]
effects\wpn_all_elg3a_fire.wav -resample xbox 22050 pc 22050
effects\wpn_imp_dlt20a_fire.wav -resample xbox 22050 pc 22050
effects\wpn_imp_se14c_fire.wav -resample xbox 22050 pc 22050
effects\wpn_all_fettrifle_fire.wav -resample xbox 22050 pc 22050[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"pcfgcw"
}
REQN
{
"config"
"global_world"
"exp_obj"
"pcf"
"pcfgcw"
}
}[/code]
{
REQN
{
"bnk"
"align=2048"
"pcfgcw"
}
REQN
{
"config"
"global_world"
"exp_obj"
"pcf"
"pcfgcw"
}
}[/code]
Hidden/Spoiler:
[code]// ----- A280 Rifle Start -----------------------------------------
SoundProperties()
{
Name("all_weap_a280_fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("wpn_all_a280_blaster_fire", 1.0);
}
}
// ----- A280 Rifle End -------------------------------------------
// ----- Naboo Sniper Rifle Start -----------------------------------------
SoundProperties()
{
Name("nab_weap_sniper_rifle_fire");
Group("weapons");
Inherit("weapon_template");
Pitch(1.0);
PitchDev(0.05);
SampleList()
{
Sample("wpn_all_fettrifle_fire", 1.0);
}
}
// ----- Naboo Sniper Rifle End -------------------------------------------
// ----- ELG-3A Pistol Start -----------------------------------------
SoundProperties()
{
Name("all_weap_elg3a_fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("wpn_all_elg3a_fire", 1.0);
}
}
// ----- ELG-3A Pistol End -------------------------------------------
// ----- DLT-20A Sniper Rifle Start -----------------------------------------
SoundProperties()
{
Name("all_weap_dlt20a_fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("wpn_imp_dlt20a_fire", 1.0);
}
}
// ----- DLT-20A Sniper Rifle End -------------------------------------------
// ----- CR-2 Carbine Start -----------------------------------------
SoundProperties()
{
Name("all_weap_cr2_fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("wpn_imp_se14c_fire", 1.0);
}
}
// ----- CR-2 Carbine End -------------------------------------------[/code]
SoundProperties()
{
Name("all_weap_a280_fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("wpn_all_a280_blaster_fire", 1.0);
}
}
// ----- A280 Rifle End -------------------------------------------
// ----- Naboo Sniper Rifle Start -----------------------------------------
SoundProperties()
{
Name("nab_weap_sniper_rifle_fire");
Group("weapons");
Inherit("weapon_template");
Pitch(1.0);
PitchDev(0.05);
SampleList()
{
Sample("wpn_all_fettrifle_fire", 1.0);
}
}
// ----- Naboo Sniper Rifle End -------------------------------------------
// ----- ELG-3A Pistol Start -----------------------------------------
SoundProperties()
{
Name("all_weap_elg3a_fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("wpn_all_elg3a_fire", 1.0);
}
}
// ----- ELG-3A Pistol End -------------------------------------------
// ----- DLT-20A Sniper Rifle Start -----------------------------------------
SoundProperties()
{
Name("all_weap_dlt20a_fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("wpn_imp_dlt20a_fire", 1.0);
}
}
// ----- DLT-20A Sniper Rifle End -------------------------------------------
// ----- CR-2 Carbine Start -----------------------------------------
SoundProperties()
{
Name("all_weap_cr2_fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("wpn_imp_se14c_fire", 1.0);
}
}
// ----- CR-2 Carbine End -------------------------------------------[/code]
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- Empire Attacking (attacker is always #1)
ALL = 2
IMP = 1
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
DisableBarriers("camveh")
DisableBarriers("turbar1")
DisableBarriers("turbar2")
DisableBarriers("turbar3")
DisableBarriers("cambar1")
DisableBarriers("cambar2")
DisableBarriers("cambar3")
SetMapNorthAngle(180, 1)
--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"}
--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,
defaultBleedRate = 0.1}
--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:Start()
EnableSPHeroRules()
end
function ScriptInit()
StealArtistHeap(1800*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(2097152 + 65536 * 10)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\nab.lvl;nab2gcw")
ReadDataFile("dc:sound\\pcf.lvl;pcfgcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_urban",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_hover_fightertank")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")
ReadDataFile("dc:SIDE\\thd.lvl",
"thd_inf_rifleman",
"thd_inf_rocketeer",
"thd_inf_engineer",
"thd_inf_sniper",
"thd_inf_officer",
"thd_hero_queen",
"all_hover_combatspeeder")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_guard")
-- set up teams
SetupTeams{
imp = {
team = IMP,
units = 32,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1, 4},
engineer = { "imp_inf_engineer",1, 4},
sniper = { "imp_inf_sniper",1, 4},
officer = {"imp_inf_officer",1, 4},
special = { "imp_inf_dark_trooper",1, 4},
}
}
SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = 150,
soldier = { "thd_inf_rifleman",9, 25},
assault = { "thd_inf_rocketeer",1, 4},
engineer = { "thd_inf_engineer",1, 4},
sniper = { "thd_inf_sniper",1, 4},
officer = {"thd_inf_officer",1, 4},
special = { "jed_guard",1, 2},
}
}
SetHeroClass(ALL, "thd_hero_queen")
SetHeroClass(IMP, "imp_hero_darthvader")
-- Level Stats
ClearWalkers()
AddWalkerType(1, 0) -- 0 atsts with 1 leg pairs each
local weaponCnt = 240
SetMemoryPoolSize("ClothData",50)
SetMemoryPoolSize("Aimer", 35)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 128)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 52)
SetMemoryPoolSize("EntityHover", 4)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("MountedTurret", 17)
SetMemoryPoolSize("Navigator", 55)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator",
SetMemoryPoolSize("TreeGridStack", 325)
SetMemoryPoolSize("UnitAgent", 55)
SetMemoryPoolSize("UnitController", 55)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("NAB\\nab2.lvl","naboo2_Conquest")
SetDenseEnvironment("true")
--AddDeathRegion("Water")
AddDeathRegion("Waterfall")
--SetMaxFlyHeight(20)
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_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", "all_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\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2_emt")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "allleaving")
SetOutOfBoundsVoiceOver(1, "impleaving")
SetAmbientMusic(ALL, 1.0, "all_nab_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_nab_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_nab_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_nab_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_nab_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_nab_amb_end", 2,1)
SetVictoryMusic(ALL, "all_nab_amb_victory")
SetDefeatMusic (ALL, "all_nab_amb_defeat")
SetVictoryMusic(IMP, "imp_nab_amb_victory")
SetDefeatMusic (IMP, "imp_nab_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")
-- Camera Stats
--Nab2 Theed
--Palace
AddCameraShot(0.038177, -0.005598, -0.988683, -0.144973, -0.985535, 18.617458, -123.316505);
AddCameraShot(0.993106, -0.109389, 0.041873, 0.004612, 6.576932, 24.040697, -25.576218);
AddCameraShot(0.851509, -0.170480, 0.486202, 0.097342, 158.767715, 22.913860, -0.438658);
AddCameraShot(0.957371, -0.129655, -0.255793, -0.034641, 136.933548, 20.207420, 99.608246);
AddCameraShot(0.930364, -0.206197, 0.295979, 0.065598, 102.191856, 22.665434, 92.389435);
AddCameraShot(0.997665, -0.068271, 0.002086, 0.000143, 88.042351, 13.869274, 93.643898);
AddCameraShot(0.968900, -0.100622, 0.224862, 0.023352, 4.245263, 13.869274, 97.208542);
AddCameraShot(0.007091, -0.000363, -0.998669, -0.051089, -1.309990, 16.247049, 15.925866);
AddCameraShot(-0.274816, 0.042768, -0.949121, -0.147705, -55.505108, 25.990822, 86.987534);
AddCameraShot(0.859651, -0.229225, 0.441156, 0.117634, -62.493008, 31.040747, 117.995369);
AddCameraShot(0.703838, -0.055939, 0.705928, 0.056106, -120.401054, 23.573559, -15.484946);
AddCameraShot(0.835474, -0.181318, -0.506954, -0.110021, -166.314774, 27.687098, -6.715797);
AddCameraShot(0.327573, -0.024828, -0.941798, -0.071382, -109.700180, 15.415476, -84.413605);
AddCameraShot(-0.400505, 0.030208, -0.913203, -0.068878, 82.372711, 15.415476, -42.439548);
end[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- Empire Attacking (attacker is always #1)
ALL = 2
IMP = 1
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
DisableBarriers("camveh")
DisableBarriers("turbar1")
DisableBarriers("turbar2")
DisableBarriers("turbar3")
DisableBarriers("cambar1")
DisableBarriers("cambar2")
DisableBarriers("cambar3")
SetMapNorthAngle(180, 1)
--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"}
--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,
defaultBleedRate = 0.1}
--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:Start()
EnableSPHeroRules()
end
function ScriptInit()
StealArtistHeap(1800*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(2097152 + 65536 * 10)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\nab.lvl;nab2gcw")
ReadDataFile("dc:sound\\pcf.lvl;pcfgcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_urban",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_hover_fightertank")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")
ReadDataFile("dc:SIDE\\thd.lvl",
"thd_inf_rifleman",
"thd_inf_rocketeer",
"thd_inf_engineer",
"thd_inf_sniper",
"thd_inf_officer",
"thd_hero_queen",
"all_hover_combatspeeder")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_guard")
-- set up teams
SetupTeams{
imp = {
team = IMP,
units = 32,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1, 4},
engineer = { "imp_inf_engineer",1, 4},
sniper = { "imp_inf_sniper",1, 4},
officer = {"imp_inf_officer",1, 4},
special = { "imp_inf_dark_trooper",1, 4},
}
}
SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = 150,
soldier = { "thd_inf_rifleman",9, 25},
assault = { "thd_inf_rocketeer",1, 4},
engineer = { "thd_inf_engineer",1, 4},
sniper = { "thd_inf_sniper",1, 4},
officer = {"thd_inf_officer",1, 4},
special = { "jed_guard",1, 2},
}
}
SetHeroClass(ALL, "thd_hero_queen")
SetHeroClass(IMP, "imp_hero_darthvader")
-- Level Stats
ClearWalkers()
AddWalkerType(1, 0) -- 0 atsts with 1 leg pairs each
local weaponCnt = 240
SetMemoryPoolSize("ClothData",50)
SetMemoryPoolSize("Aimer", 35)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 128)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 52)
SetMemoryPoolSize("EntityHover", 4)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("MountedTurret", 17)
SetMemoryPoolSize("Navigator", 55)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator",
SetMemoryPoolSize("TreeGridStack", 325)
SetMemoryPoolSize("UnitAgent", 55)
SetMemoryPoolSize("UnitController", 55)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("NAB\\nab2.lvl","naboo2_Conquest")
SetDenseEnvironment("true")
--AddDeathRegion("Water")
AddDeathRegion("Waterfall")
--SetMaxFlyHeight(20)
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_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", "all_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\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2_emt")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "allleaving")
SetOutOfBoundsVoiceOver(1, "impleaving")
SetAmbientMusic(ALL, 1.0, "all_nab_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_nab_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_nab_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_nab_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_nab_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_nab_amb_end", 2,1)
SetVictoryMusic(ALL, "all_nab_amb_victory")
SetDefeatMusic (ALL, "all_nab_amb_defeat")
SetVictoryMusic(IMP, "imp_nab_amb_victory")
SetDefeatMusic (IMP, "imp_nab_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")
-- Camera Stats
--Nab2 Theed
--Palace
AddCameraShot(0.038177, -0.005598, -0.988683, -0.144973, -0.985535, 18.617458, -123.316505);
AddCameraShot(0.993106, -0.109389, 0.041873, 0.004612, 6.576932, 24.040697, -25.576218);
AddCameraShot(0.851509, -0.170480, 0.486202, 0.097342, 158.767715, 22.913860, -0.438658);
AddCameraShot(0.957371, -0.129655, -0.255793, -0.034641, 136.933548, 20.207420, 99.608246);
AddCameraShot(0.930364, -0.206197, 0.295979, 0.065598, 102.191856, 22.665434, 92.389435);
AddCameraShot(0.997665, -0.068271, 0.002086, 0.000143, 88.042351, 13.869274, 93.643898);
AddCameraShot(0.968900, -0.100622, 0.224862, 0.023352, 4.245263, 13.869274, 97.208542);
AddCameraShot(0.007091, -0.000363, -0.998669, -0.051089, -1.309990, 16.247049, 15.925866);
AddCameraShot(-0.274816, 0.042768, -0.949121, -0.147705, -55.505108, 25.990822, 86.987534);
AddCameraShot(0.859651, -0.229225, 0.441156, 0.117634, -62.493008, 31.040747, 117.995369);
AddCameraShot(0.703838, -0.055939, 0.705928, 0.056106, -120.401054, 23.573559, -15.484946);
AddCameraShot(0.835474, -0.181318, -0.506954, -0.110021, -166.314774, 27.687098, -6.715797);
AddCameraShot(0.327573, -0.024828, -0.941798, -0.071382, -109.700180, 15.415476, -84.413605);
AddCameraShot(-0.400505, 0.030208, -0.913203, -0.068878, 82.372711, 15.415476, -42.439548);
end[/code]
Hidden/Spoiler:
soundflmunge.exe : Warning : Files line 2 and 3 reference the same source file c:\windows\media\chord.wav. wpn_all_a280_blaster_fire will alias wpn_all_elg3a_fire
- while munging C:\BF2_ModTools\data_PCF\Sound\worlds\pcf\pcfgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 4 reference the same source file c:\windows\media\chord.wav. wpn_all_a280_blaster_fire will alias wpn_imp_dlt20a_fire
- while munging C:\BF2_ModTools\data_PCF\Sound\worlds\pcf\pcfgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 5 reference the same source file c:\windows\media\chord.wav. wpn_all_a280_blaster_fire will alias wpn_imp_se14c_fire
- while munging C:\BF2_ModTools\data_PCF\Sound\worlds\pcf\pcfgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 6 reference the same source file c:\windows\media\chord.wav. wpn_all_a280_blaster_fire will alias wpn_all_fettrifle_fire
- while munging C:\BF2_ModTools\data_PCF\Sound\worlds\pcf\pcfgcw.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_PCF\Common\common\sound\..\..\sound\global\effects\ui_load_lp.wav - while munging C:\BF2_ModTools\data_PCF\Common\common\sound\global.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_PCF\Common\common\sound\..\..\sound\global\effects\ui_load_lp.wav, format may be invalid - while munging C:\BF2_ModTools\data_PCF\Common\common\sound\global.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_PCF\Common\common\sound\global.sfx - while munging C:\BF2_ModTools\data_PCF\Common\common\sound\global.sfx
- while munging C:\BF2_ModTools\data_PCF\Sound\worlds\pcf\pcfgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 4 reference the same source file c:\windows\media\chord.wav. wpn_all_a280_blaster_fire will alias wpn_imp_dlt20a_fire
- while munging C:\BF2_ModTools\data_PCF\Sound\worlds\pcf\pcfgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 5 reference the same source file c:\windows\media\chord.wav. wpn_all_a280_blaster_fire will alias wpn_imp_se14c_fire
- while munging C:\BF2_ModTools\data_PCF\Sound\worlds\pcf\pcfgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 6 reference the same source file c:\windows\media\chord.wav. wpn_all_a280_blaster_fire will alias wpn_all_fettrifle_fire
- while munging C:\BF2_ModTools\data_PCF\Sound\worlds\pcf\pcfgcw.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_PCF\Common\common\sound\..\..\sound\global\effects\ui_load_lp.wav - while munging C:\BF2_ModTools\data_PCF\Common\common\sound\global.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_PCF\Common\common\sound\..\..\sound\global\effects\ui_load_lp.wav, format may be invalid - while munging C:\BF2_ModTools\data_PCF\Common\common\sound\global.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_PCF\Common\common\sound\global.sfx - while munging C:\BF2_ModTools\data_PCF\Common\common\sound\global.sfx