Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- CIS Attacking (attacker is always #1)
CIS = 1;
REP = 2;
-- These variables do not change
ATT = CIS;
DEF = REP;
function ScriptPostLoad()
DisableAIAutoBalance()
SetAIDifficulty(10,10,"medium")
SetAIDifficulty(10,10,"hard")
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
SetDefenderSnipeRange(170)
SetAttackerSnipeRange(170)
-- This would go into ScriptPostLoad()
-- and you would have one for each team capturing CPs
OnFinishCaptureTeam(
function(cPost)
local pName = GetEntityName(cPost) -- Gets the name of the post that was captured
ShowMessageText("level.CHR." .. pName .. "_r") -- Show this string to all teams
end,
1 -- Team number for the strings (don't forget to change me)
)
OnFinishCaptureTeam(
function(cPost)
local pName = GetEntityName(cPost) -- Gets the name of the post that was captured
ShowMessageText("level.CHR." .. pName .. "_g") -- Show this string to all teams
end,
2 -- Team number for the strings (don't forget to change me)
)
-- the ".." is Lua's concatenate, ie connecting two strings together
-- If the post's name was "cp1" then the line above should create "level.VNV.cp1_r"
-- Just make sure you have a localized string for each side and CP otherwise it will show as "NULL"
--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"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}
cp12 = CommandPost:New{name = "cp12"}
--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}
IsEntityMarked = 0
mark = OnCharacterDispenseControllable(
function(character, controllable)
if GetEntityClass(controllable) == FindEntityClass("cis_inf_Sergeant_Slick") then
charunit = GetCharacterUnit(character)
if IsEntityMarked == 0 then -- This is line 98.
MapAddEntityMarker(charunit, "hud_objective_icon", 3.0, 1, "YELLOW", true)
IsEntityMarked = 1
elseif IsEntityMarked = 1 then
MapRemoveEntityMarker(charunit)
IsEntityMarked = 0
end
end
end
)
IsEntityMarked = 0
mark = OnCharacterDispenseControllable(
function(character, controllable)
if GetEntityClass(controllable) == FindEntityClass("rep_inf_clone_trooper_F") then
charunit = GetCharacterUnit(character)
if IsEntityMarked == 0 then -- This is line 98.
MapAddEntityMarker(charunit, "hud_objective_icon", 3.0, 1, "YELLOW", true)
IsEntityMarked = 1
elseif IsEntityMarked = 1 then
MapRemoveEntityMarker(charunit)
IsEntityMarked = 0
end
end
end
)
--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:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:AddCommandPost(cp12)
conquest:Start()
SetUberMode(1);
EnableSPHeroRules()
AddDeathRegion("deathregion1")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
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()
--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
DisableAIAutoBalance()
SetAIDifficulty(10,10,"medium")
SetAIDifficulty(10,10,"hard")
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
SetDefenderSnipeRange(170)
SetAttackerSnipeRange(170)
SetMaxFlyHeight(300)
SetMaxPlayerFlyHeight (300)
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("dc:sound\\CHR.lvl")
ReadDataFile("dc:sound\\UW2.lvl;UW2cw")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_anakin")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_trooper_A",
"cis_inf_battle_droid_A",
"rep_inf_artillery",
"cis_walk_small_spider",
"cis_walk_tridroid",
"rep_inf_clone_trooper_B",
"cis_inf_battle_droid_B",
"rep_inf_clone_trooper_C",
"rep_inf_clone_trooper_D",
"rep_fly_gunship",
"rep_inf_clone_trooper_E",
"cis_inf_battle_droid_C",
"rep_inf_clone_trooper_F",
"rep_inf_clone_trooper_G",
"cis_inf_Sergeant_Slick")
ReadDataFile("dc:SIDE\\vip.lvl",
"cis_walk_lr57")
SetupTeams{
cis = {
team = CIS,
units = 100,
reinforcements = 1500,
soldier = {"cis_inf_battle_droid_A",65,65},
assault = {"cis_inf_battle_droid_B",5,5},
engineer = {"cis_inf_Sergeant_Slick",1,1},
sniper = {"cis_inf_battle_droid_C",5,5},
},
rep = {
team = REP,
units = 100,
reinforcements = 1500,
soldier = {"rep_inf_clone_trooper_A",65,65},
assault = {"rep_inf_clone_trooper_B", 5,5},
engineer = {"rep_inf_clone_trooper_G",5,5},
sniper = {"rep_inf_clone_trooper_E",5,5},
officer = {"rep_inf_clone_trooper_C",5,5},
special = {"rep_inf_clone_trooper_D",5,5},
},
}
AddUnitClass(REP,"rep_inf_clone_trooper_F",1,1)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 25) -- special -> droidekas
AddWalkerType(1, 25) -- 1x2 (1 pair of legs)
AddWalkerType(2, 25) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 25) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
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", weaponCnt)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", weaponCnt)
SetMemoryPoolSize("UnitController", weaponCnt)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("Music",33)
SetMemoryPoolSize("SoldierAnimation",656)
SetMemoryPoolSize("PathFollower",weaponCnt)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix",2000)
SetMemoryPoolSize("ParticleTransformer::ColorTrans",1648)
SetMemoryPoolSize("ParticleTransformer::PositionTr",2000)
SetMemoryPoolSize("ParticleTransformer::SizeTransf",1165)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:CHR\\CHR.lvl", "CHR_conquest")
ReadDataFile("dc:CHR\\CHR.lvl", "CHR_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("dc:sound\\CHR.lvl", "CHR_S")
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, "Christophsis_Soundtrack", 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, "Christophsis_Soundtrack", 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(0.716522, -0.015740, 0.697219, 0.015316, 511.727753, 14.296076, 2.373827);
end[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- CIS Attacking (attacker is always #1)
CIS = 1;
REP = 2;
-- These variables do not change
ATT = CIS;
DEF = REP;
function ScriptPostLoad()
DisableAIAutoBalance()
SetAIDifficulty(10,10,"medium")
SetAIDifficulty(10,10,"hard")
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
SetDefenderSnipeRange(170)
SetAttackerSnipeRange(170)
-- This would go into ScriptPostLoad()
-- and you would have one for each team capturing CPs
OnFinishCaptureTeam(
function(cPost)
local pName = GetEntityName(cPost) -- Gets the name of the post that was captured
ShowMessageText("level.CHR." .. pName .. "_r") -- Show this string to all teams
end,
1 -- Team number for the strings (don't forget to change me)
)
OnFinishCaptureTeam(
function(cPost)
local pName = GetEntityName(cPost) -- Gets the name of the post that was captured
ShowMessageText("level.CHR." .. pName .. "_g") -- Show this string to all teams
end,
2 -- Team number for the strings (don't forget to change me)
)
-- the ".." is Lua's concatenate, ie connecting two strings together
-- If the post's name was "cp1" then the line above should create "level.VNV.cp1_r"
-- Just make sure you have a localized string for each side and CP otherwise it will show as "NULL"
--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"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}
cp12 = CommandPost:New{name = "cp12"}
--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}
IsEntityMarked = 0
mark = OnCharacterDispenseControllable(
function(character, controllable)
if GetEntityClass(controllable) == FindEntityClass("cis_inf_Sergeant_Slick") then
charunit = GetCharacterUnit(character)
if IsEntityMarked == 0 then -- This is line 98.
MapAddEntityMarker(charunit, "hud_objective_icon", 3.0, 1, "YELLOW", true)
IsEntityMarked = 1
elseif IsEntityMarked = 1 then
MapRemoveEntityMarker(charunit)
IsEntityMarked = 0
end
end
end
)
IsEntityMarked = 0
mark = OnCharacterDispenseControllable(
function(character, controllable)
if GetEntityClass(controllable) == FindEntityClass("rep_inf_clone_trooper_F") then
charunit = GetCharacterUnit(character)
if IsEntityMarked == 0 then -- This is line 98.
MapAddEntityMarker(charunit, "hud_objective_icon", 3.0, 1, "YELLOW", true)
IsEntityMarked = 1
elseif IsEntityMarked = 1 then
MapRemoveEntityMarker(charunit)
IsEntityMarked = 0
end
end
end
)
--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:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:AddCommandPost(cp12)
conquest:Start()
SetUberMode(1);
EnableSPHeroRules()
AddDeathRegion("deathregion1")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
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()
--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
DisableAIAutoBalance()
SetAIDifficulty(10,10,"medium")
SetAIDifficulty(10,10,"hard")
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
SetDefenderSnipeRange(170)
SetAttackerSnipeRange(170)
SetMaxFlyHeight(300)
SetMaxPlayerFlyHeight (300)
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("dc:sound\\CHR.lvl")
ReadDataFile("dc:sound\\UW2.lvl;UW2cw")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_anakin")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_trooper_A",
"cis_inf_battle_droid_A",
"rep_inf_artillery",
"cis_walk_small_spider",
"cis_walk_tridroid",
"rep_inf_clone_trooper_B",
"cis_inf_battle_droid_B",
"rep_inf_clone_trooper_C",
"rep_inf_clone_trooper_D",
"rep_fly_gunship",
"rep_inf_clone_trooper_E",
"cis_inf_battle_droid_C",
"rep_inf_clone_trooper_F",
"rep_inf_clone_trooper_G",
"cis_inf_Sergeant_Slick")
ReadDataFile("dc:SIDE\\vip.lvl",
"cis_walk_lr57")
SetupTeams{
cis = {
team = CIS,
units = 100,
reinforcements = 1500,
soldier = {"cis_inf_battle_droid_A",65,65},
assault = {"cis_inf_battle_droid_B",5,5},
engineer = {"cis_inf_Sergeant_Slick",1,1},
sniper = {"cis_inf_battle_droid_C",5,5},
},
rep = {
team = REP,
units = 100,
reinforcements = 1500,
soldier = {"rep_inf_clone_trooper_A",65,65},
assault = {"rep_inf_clone_trooper_B", 5,5},
engineer = {"rep_inf_clone_trooper_G",5,5},
sniper = {"rep_inf_clone_trooper_E",5,5},
officer = {"rep_inf_clone_trooper_C",5,5},
special = {"rep_inf_clone_trooper_D",5,5},
},
}
AddUnitClass(REP,"rep_inf_clone_trooper_F",1,1)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 25) -- special -> droidekas
AddWalkerType(1, 25) -- 1x2 (1 pair of legs)
AddWalkerType(2, 25) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 25) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
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", weaponCnt)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", weaponCnt)
SetMemoryPoolSize("UnitController", weaponCnt)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("Music",33)
SetMemoryPoolSize("SoldierAnimation",656)
SetMemoryPoolSize("PathFollower",weaponCnt)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix",2000)
SetMemoryPoolSize("ParticleTransformer::ColorTrans",1648)
SetMemoryPoolSize("ParticleTransformer::PositionTr",2000)
SetMemoryPoolSize("ParticleTransformer::SizeTransf",1165)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:CHR\\CHR.lvl", "CHR_conquest")
ReadDataFile("dc:CHR\\CHR.lvl", "CHR_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("dc:sound\\CHR.lvl", "CHR_S")
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, "Christophsis_Soundtrack", 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, "Christophsis_Soundtrack", 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(0.716522, -0.015740, 0.697219, 0.015316, 511.727753, 14.296076, 2.373827);
end[/code]