Here is what I have done:
MODID = ZZ1
In "BF2_ModTools\data_ZZ1\Sound\worlds\ZZ1" I have created these files:
ZZ1.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"ZZ1"
}
REQN
{
"lvl"
"ZZ1gcw"
"ZZ1cw"
}
}[/code]
{
REQN
{
"str"
"align=2048"
"ZZ1"
}
REQN
{
"lvl"
"ZZ1gcw"
"ZZ1cw"
}
}[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"ZZ1_ASFX" //the asfx file
}
REQN
{
"config"
"Sound_Prop_File_Referenced_Here"
"ZZ1"
}
}
[/code]
{
REQN
{
"bnk"
"align=2048"
"ZZ1_ASFX" //the asfx file
}
REQN
{
"config"
"Sound_Prop_File_Referenced_Here"
"ZZ1"
}
}
[/code]
Hidden/Spoiler:
[code]// General Mundi, reporting for duty.
effects\KACOM0001.wav
// Ki Adi Mundi, ready to go.
effects\KACOM0002.wav
// Stand down or be destroyed!
effects\KACOM0003.wav
// The day is ours!
effects\KACOM0004.wav
// Their might is nothing compared to the Force.
effects\KACOM0005.wav
// Feel the living Force.
effects\KACOM0006.wav
// Follow me!
effects\KACOM0007.wav
// Do not underestimate the power of the Force.
effects\KACOM0008.wav
// Victory is ours!
effects\KACOM0009.wav
// My time is finished. May the Force be with You.
effects\KACOM0010.wav
[/code]
effects\KACOM0001.wav
// Ki Adi Mundi, ready to go.
effects\KACOM0002.wav
// Stand down or be destroyed!
effects\KACOM0003.wav
// The day is ours!
effects\KACOM0004.wav
// Their might is nothing compared to the Force.
effects\KACOM0005.wav
// Feel the living Force.
effects\KACOM0006.wav
// Follow me!
effects\KACOM0007.wav
// Do not underestimate the power of the Force.
effects\KACOM0008.wav
// Victory is ours!
effects\KACOM0009.wav
// My time is finished. May the Force be with You.
effects\KACOM0010.wav
[/code]
Hidden/Spoiler:
[code]
SoundStreamProperties()
{
Name("hero_mundi_spawn");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("global_vo_slow");
SegmentList()
{
Segment("KACOM001", 200.0, 10.0, 3.0); // General Mundi, reporting for duty.
Segment("KACOM002", 200.0, 10.0, 3.0); // Ki Adi Mundi, ready to go.
}
}
SoundStreamProperties()
{
Name("hero_mundi_AcquiredTarget");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("global_vo_slow");
SegmentList()
{
Segment("KACOM003", 200.0, 10.0, 3.0); // Stand down or be destroyed!
Segment("KACOM004", 200.0, 10.0, 3.0); // The day is ours!
Segment("KACOM005", 200.0, 10.0, 3.0); // Their might is nothing compared to the Force.
Segment("KACOM006", 200.0, 10.0, 3.0); // Feel the living Force.
Segment("KACOM007", 200.0, 10.0, 3.0); // Follow me!
}
}
SoundStreamProperties()
{
Name("hero_mundi_KillingSpree4");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("global_vo_slow");
SegmentList()
{
Segment("KACOM008", 200.0, 10.0, 3.0); // Do not underestimate the power of the Force.
Segment("KACOM009", 200.0, 10.0, 3.0); // Victory is ours!
}
}
SoundStreamProperties()
{
Name("hero_mundi_exhausted");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("global_vo_slow");
SegmentList()
{
Segment("KACOM010", 200.0, 10.0, 3.0); // My time is finished. May the Force be with You.
}
}[/code]
SoundStreamProperties()
{
Name("hero_mundi_spawn");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("global_vo_slow");
SegmentList()
{
Segment("KACOM001", 200.0, 10.0, 3.0); // General Mundi, reporting for duty.
Segment("KACOM002", 200.0, 10.0, 3.0); // Ki Adi Mundi, ready to go.
}
}
SoundStreamProperties()
{
Name("hero_mundi_AcquiredTarget");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("global_vo_slow");
SegmentList()
{
Segment("KACOM003", 200.0, 10.0, 3.0); // Stand down or be destroyed!
Segment("KACOM004", 200.0, 10.0, 3.0); // The day is ours!
Segment("KACOM005", 200.0, 10.0, 3.0); // Their might is nothing compared to the Force.
Segment("KACOM006", 200.0, 10.0, 3.0); // Feel the living Force.
Segment("KACOM007", 200.0, 10.0, 3.0); // Follow me!
}
}
SoundStreamProperties()
{
Name("hero_mundi_KillingSpree4");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("global_vo_slow");
SegmentList()
{
Segment("KACOM008", 200.0, 10.0, 3.0); // Do not underestimate the power of the Force.
Segment("KACOM009", 200.0, 10.0, 3.0); // Victory is ours!
}
}
SoundStreamProperties()
{
Name("hero_mundi_exhausted");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("global_vo_slow");
SegmentList()
{
Segment("KACOM010", 200.0, 10.0, 3.0); // My time is finished. May the Force be with You.
}
}[/code]
Hidden/Spoiler:
[code]--
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script --
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- 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("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")
EnableSPHeroRules()
cp1 = CommandPost:New{name = "CP1_CON"}
cp2 = CommandPost:New{name = "CP2_CON"}
--cp3 = CommandPost:New{name = "CP3_CON"}
cp4 = CommandPost:New{name = "CP4_CON"}
cp5 = CommandPost:New{name = "CP5_CON"}
cp7 = CommandPost:New{name = "CP7_CON"}
--cp8 = CommandPost:New{name = "CP8_CON"}
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
--conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp7)
--conquest:AddCommandPost(cp8)
conquest:Start()
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\myg.lvl;myg1cw")
ReadDataFile("dc:sound\\ZZ1.lvl;ZZ1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_fly_assault_dome",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_hero_kiyadimundi")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_aat",
"cis_fly_gunship_dome",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_recoilless_lg")
SetupTeams{
rep={
team = REP,
units = 32,
reinforcements = 150,
soldier = {"rep_inf_ep3_rifleman", 9, 25},
assault = {"rep_inf_ep3_rocketeer", 1, 4},
engineer = {"rep_inf_ep3_engineer", 1, 4},
sniper = {"rep_inf_ep3_sniper", 1, 4},
officer = {"rep_inf_ep3_officer", 1, 4},
special = {"rep_inf_ep3_jettrooper", 1, 4},
},
cis={
team = CIS,
units = 32,
reinforcements = 150,
soldier = {"cis_inf_rifleman", 9, 25},
assault = {"cis_inf_rocketeer", 1, 4},
engineer = {"cis_inf_engineer", 1, 4},
sniper = {"cis_inf_sniper", 1, 4},
officer = {"cis_inf_officer", 1, 4},
special = {"cis_inf_droideka", 1, 4},
}
}
-- Hero Setup Section --
SetHeroClass(REP, "rep_hero_kiyadimundi")
SetHeroClass(CIS, "cis_hero_grievous")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
AddWalkerType(2, 0)
local weaponCnt = 230
SetMemoryPoolSize("Aimer", 60)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityHover", 7)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 76)
SetMemoryPoolSize("MountedTurret", 16)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 500)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 275)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("myg\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight(20)
-- Sound Stats
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\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
--penAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_emt")
OpenAudioStream("dc:sound\\ZZ1.lvl", "ZZ1_ASFX");
OpenAudioStream("dc:sound\\ZZ1.lvl", "ZZ1_ASFX");
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)
SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)
SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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 Shizzle--
-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end
[/code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script --
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- 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("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")
EnableSPHeroRules()
cp1 = CommandPost:New{name = "CP1_CON"}
cp2 = CommandPost:New{name = "CP2_CON"}
--cp3 = CommandPost:New{name = "CP3_CON"}
cp4 = CommandPost:New{name = "CP4_CON"}
cp5 = CommandPost:New{name = "CP5_CON"}
cp7 = CommandPost:New{name = "CP7_CON"}
--cp8 = CommandPost:New{name = "CP8_CON"}
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
--conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp7)
--conquest:AddCommandPost(cp8)
conquest:Start()
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
ReadDataFile("sound\\myg.lvl;myg1cw")
ReadDataFile("dc:sound\\ZZ1.lvl;ZZ1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_fly_assault_dome",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_hero_kiyadimundi")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_aat",
"cis_fly_gunship_dome",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_recoilless_lg")
SetupTeams{
rep={
team = REP,
units = 32,
reinforcements = 150,
soldier = {"rep_inf_ep3_rifleman", 9, 25},
assault = {"rep_inf_ep3_rocketeer", 1, 4},
engineer = {"rep_inf_ep3_engineer", 1, 4},
sniper = {"rep_inf_ep3_sniper", 1, 4},
officer = {"rep_inf_ep3_officer", 1, 4},
special = {"rep_inf_ep3_jettrooper", 1, 4},
},
cis={
team = CIS,
units = 32,
reinforcements = 150,
soldier = {"cis_inf_rifleman", 9, 25},
assault = {"cis_inf_rocketeer", 1, 4},
engineer = {"cis_inf_engineer", 1, 4},
sniper = {"cis_inf_sniper", 1, 4},
officer = {"cis_inf_officer", 1, 4},
special = {"cis_inf_droideka", 1, 4},
}
}
-- Hero Setup Section --
SetHeroClass(REP, "rep_hero_kiyadimundi")
SetHeroClass(CIS, "cis_hero_grievous")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
AddWalkerType(2, 0)
local weaponCnt = 230
SetMemoryPoolSize("Aimer", 60)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityHover", 7)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 76)
SetMemoryPoolSize("MountedTurret", 16)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 500)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 275)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("myg\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight(20)
-- Sound Stats
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\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
--penAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_emt")
OpenAudioStream("dc:sound\\ZZ1.lvl", "ZZ1_ASFX");
OpenAudioStream("dc:sound\\ZZ1.lvl", "ZZ1_ASFX");
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)
SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)
SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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 Shizzle--
-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end
[/code]
Thanks,