problems with clones and droids voices

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correctmushroom2013
Second Lance Corporal
Second Lance Corporal
Posts: 102
Joined: Fri Jul 19, 2013 11:10 am
Projects :: Droid Factory Conquest
Games I'm Playing :: SWBF2 BDO
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Location: Russian Federation

problems with clones and droids voices

Post by correctmushroom2013 »

Hello again! I have a strange problem with the voices of my clones and droids. I created map 5 years ago, and now I'm updating it.

So, about my problem. In short, my clones have droid voices, but droids do not have a voice at all. It's about the voices of combat commands, such as "Follow me" and "Move out".

I don't know at all, why?!
I did not changed the sound settings, except this line:
ReadDataFile("sound\\yav.lvl;yav1cw") on ReadDataFile("sound\\dea.lvl;dea1cw")

There is my lua:
Hidden/Spoiler:
--
-- 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 = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()
animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "panel" then
PauseAnimation("close")
RewindAnimation("open")
PlayAnimation("open")
end
end
)


OnObjectRespawn(
function (object)
if GetEntityName(object) == "panel" then
PauseAnimation("open")
RewindAnimation("close")
PlayAnimation("close")
end
end
)


animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "panelj" then
PauseAnimation("closej")
RewindAnimation("openj")
PlayAnimation("openj")
end
end
)

animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "panell" then
PauseAnimation("closel")
RewindAnimation("openl")
PlayAnimation("openl")
end
end
)


OnObjectRespawn(
function (object)
if GetEntityName(object) == "panell" then
PauseAnimation("openl")
RewindAnimation("closel")
PlayAnimation("closel")
end
end
)


animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "panell1" then
PauseAnimation("ldown")
RewindAnimation("lup")
PlayAnimation("lup")
end
end
)


OnObjectRespawn(
function (object)
if GetEntityName(object) == "panell1" then
PauseAnimation("lup")
RewindAnimation("ldown")
PlayAnimation("ldown")
end
end
)


--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}

--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")

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("ingame.lvl")


SetMaxFlyHeight(5000)
SetMaxPlayerFlyHeight (5000)

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\\dea.lvl;dea1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep3_pilot",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


ReadDataFile("dc:SIDE\\infantry.lvl",
"cis_inf_battledroid",
"cis_inf_recon",
"rep_inf_ep3_commander",
"rep_inf_ep2_officer",
"cis_inf_rifleman")

SetupTeams{
rep = {
team = REP,
units = 54,
reinforcements = 1860,
soldier = { "rep_inf_ep2_officer",18, 20},
engineer = { "rep_inf_ep3_engineer",6, 8},
sniper = { "rep_inf_ep3_sniper",6, 8},
officer = {"rep_inf_ep2_rocketeer_chaingun",8, 10},
special = { "rep_inf_ep3_commander",6, 8},

},
cis = {
team = CIS,
units = 130,
reinforcements = 3000,
soldier = { "cis_inf_battledroid",28, 30},
assault = { "cis_inf_sniper",18, 20},
engineer = { "cis_inf_engineer",18, 20},
sniper = { "cis_inf_recon",18, 20},
special = { "cis_inf_rifleman",28, 40},
}
}



-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 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", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetClassProperty("cis_inf_recon","PointsToUnlock",0)
SetClassProperty("rep_inf_ep3_commander","PointsToUnlock",0)
SetClassProperty("rep_inf_ep2_officer","PointsToUnlock",0)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:SBC\\SBC.lvl", "SBC_conquest")
ReadDataFile("dc:SBC\\SBC.lvl", "SBC_conquest")
SetDenseEnvironment("false")




-- 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\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
--OpenAudioStream("sound\\dea.lvl", "dea1_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)

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_dea_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_dea_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_dea_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_dea_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_dea_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_dea_amb_end", 2,1)

SetVictoryMusic(REP, "rep_dea_amb_victory")
SetDefeatMusic (REP, "rep_dea_amb_defeat")
SetVictoryMusic(CIS, "cis_dea_amb_victory")
SetDefeatMusic (CIS, "cis_dea_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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
Hidden/Spoiler:
Image
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