The Rogue Clone has no weapon sounds [Solved]

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Jendo7
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The Rogue Clone has no weapon sounds [Solved]

Post by Jendo7 »

I think I've added all the DTII sounds in the lua but the Rogue Clone weapons are silent.

lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("TFURandom")
ScriptCB_DoFile("AIHeroSupport")

-- Empire Attacking (attacker is always #1)
ALL = 2
IMP = 1
-- These variables do not change
ATT = 1
DEF = 2

ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\core.lvl")

function ScriptPostLoad()

WeatherMode = math.random(1,2)
weather()

--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"}



--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:Start()

EnableSPHeroRules()

KillObject("fel1_bldg_destroyed_gunship3")

if not ScriptCB_InMultiplayer() then
herosupport = AIHeroSupport:New{AIATTHeroHealth = 4000, AIDEFHeroHealth = 4000, gameMode = "NonConquest",}
herosupport:SetHeroClass(ALL, herostrAll)
herosupport:SetHeroClass(IMP, herostrEmp)
herosupport:AddSpawnCP("CP1","CP1Spawn")
herosupport:AddSpawnCP("CP2","CP2Spawn")
herosupport:AddSpawnCP("CP3","CP3Spawn")
herosupport:AddSpawnCP("CP4","CP4Spawn")
herosupport:AddSpawnCP("CP5","CP5Spawn")
herosupport:Start()
else
end

end

function weather()
if WeatherMode == 1 then
ReadDataFile("dc:TJW\\sky.lvl", "tat")
elseif WeatherMode == 2 then
ReadDataFile("dc:TJW\\sky2.lvl", "nab")
end

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")

gcwera = math.random(1,4)

if not ScriptCB_InMultiplayer() then
bothan = "all_inf_bothan_offline"
if gcwera < 3 then
DecideUnitsANH(1, 1, 1, 2, 2, 2, 2, 1, 2, 2, 2, 2, 1, 2)
allsoldier = "all_inf_soldier_anh"
allheavy = "all_inf_heavy_anh"
allmarksman = "all_inf_marksman_anh"
impsoldier = "imp_inf_soldier_anh"
impheavy = "imp_inf_heavy_anh"
impmarksman = "imp_inf_marksman_anh"
allsupport = "all_inf_honorguard"
impsupport = "imp_inf_darktrooper_p1"
elseif gcwera > 2 then
DecideUnits(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)
allsoldier = "all_inf_soldier"
allheavy = "all_inf_heavy"
allmarksman = "all_inf_marksman"
impsoldier = "imp_inf_soldier"
impheavy = "imp_inf_heavy"
impmarksman = "imp_inf_marksman"
allsupport = "all_inf_durosmerc"
impsupport = "imp_inf_heavymelee"
end
elseif ScriptCB_InMultiplayer() then
allsoldier = "all_inf_soldier"
allheavy = "all_inf_heavy"
allmarksman = "all_inf_marksman"
impsoldier = "imp_inf_soldier"
impheavy = "imp_inf_heavy"
impmarksman = "imp_inf_marksman"
allsupport = "all_inf_durosmerc"
impsupport = "imp_inf_heavymelee"
bothan = "all_inf_bothan"
herostrAll = "all_hero_kento"
supportstrAll = "all_inf_clone"
herostrEmp = "imp_hero_marek"
supportstrEmp = "imp_inf_commander"
end

herotusken = math.random(8)
if herotusken == 1 then
herostrEmp = "des_hero_tusk"
end

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo

ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\ingame.lvl")
ReadDataFile("ingame.lvl")

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:sound\\tds.lvl;tdsgcw")
ReadDataFile("dc:Sound\\jundland_wastes_sound.lvl")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\sound\\tes.lvl;tescw")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\sound\\bgl.lvl;bglgcw")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\dark.lvl",
"all_hero_bail",
allsoldier,
allheavy,
allmarksman,
"all_inf_moncaleng",
allsupport,
bothan,
impsoldier,
impmarksman,
impheavy,
"imp_inf_gunner",
impsupport,
"imp_inf_commando",
"imp_inf_jumptrooper",
"des_inf_weequay_gun",
"des_inf_weequay_melee",
"des_inf_tusk",
"des_inf_tusk_gun",
supportstrAll,
supportstrEmp)

ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\lead.lvl",
"des_hero_tusk",
herostrAll,
herostrEmp)

SetClassProperty("des_hero_tusk", "ForceMode", 1)
SetClassProperty("des_hero_tusk", "WeaponName1", "imp_weap_inf_igrifle")
SetClassProperty("des_hero_tusk", "WeaponName2", "des_weap_gaffi")
SetClassProperty("des_inf_tusk_gun", "AISizeType", "HOVER")
SetClassProperty("des_inf_tusk", "AISizeType", "HOVER")

ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\tfuvehicles.lvl",
"imp_hover_speederbike",
"all_hover_combatspeeder")

ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\ift.lvl",
"imp_walk_atst")

ReadDataFile("SIDE\\imp.lvl",
"imp_fly_destroyer_dome")

ReadDataFile("dc:SIDE\\des.lvl",
"tat_walk_dewback_rider",
"tat_inf_jawa")

ReadDataFile("dc:SIDE\\TLS.lvl",
"tat_hover_landspeeder")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")

SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = 250,
soldier = { allsoldier,9, 25},
assault = { allheavy,1,4},
engineer = { "all_inf_moncaleng",1,4},
sniper = { allmarksman,1,4},
officer = { allsupport,1,4},
special = { bothan,1,4},

},
imp = {
team = IMP,
units = 32,
reinforcements = 250,
soldier = { impsoldier,9, 25},
assault = { impheavy,1,4},
engineer = { "imp_inf_gunner",1,4},
sniper = { impmarksman,1,4},
officer = { impsupport,1,4},
special = { "imp_inf_jumptrooper",1,4},
},

}

SetTeamName (3, "Jawas")
AddUnitClass (3, "tat_inf_jawa", 1,4)
SetUnitCount (3,8)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)

SetTeamName (4, "Tuskens")
AddUnitClass (4, "des_inf_tusk", 1,4)
AddUnitClass (4, "des_inf_tusk_gun", 1,4)
SetUnitCount (4,8)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(4,ATT)
SetTeamAsEnemy(DEF,4)
SetTeamAsEnemy(4,DEF)

SetTeamName (5, "Weequays")
AddUnitClass (5, "des_inf_weequay_gun", 1,2)
AddUnitClass (5, "des_inf_weequay_melee", 1,2)
SetUnitCount (5, 4)
AddAIGoal(5, "Deathmatch", 100)
SetTeamAsEnemy(ATT,5)
SetTeamAsEnemy(5,ATT)
SetTeamAsEnemy(DEF,5)
SetTeamAsEnemy(5,DEF)

AddUnitClass(IMP, supportstrEmp, 1, 4)
AddUnitClass(ALL, supportstrAll, 1, 4)

if ScriptCB_InMultiplayer() then
SetHeroClass(ALL, herostrAll)
SetHeroClass(IMP, herostrEmp)
else
end

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 4) -- 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)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:TJW\\TJW.lvl", "TJW_conquest")
SetDenseEnvironment("false")

-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_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\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

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_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
Last edited by Jendo7 on Thu Mar 10, 2011 6:14 pm, edited 1 time in total.
User avatar
Maveritchell
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Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: The Rogue Clone has no weapon sounds

Post by Maveritchell »

Use this as a substitute for your Tatooine sounds:

Code: Select all

    ReadDataFile("dc:sound\\bgl.lvl;bglgcw")
    ReadDataFile("dc:sound\\tes.lvl;atstsound")
    ReadDataFile("sound\\tat.lvl;tat2gcw")
Your end product should look something like this:

Code: Select all

ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\sound\\bgl.lvl;bglgcw")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\sound\\tes.lvl;atstsound")
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:sound\\tds.lvl;tdsgcw")
ReadDataFile("dc:Sound\\jundland_wastes_sound.lvl")
User avatar
Jendo7
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Posts: 1304
Joined: Wed Apr 01, 2009 6:37 pm
Location: Cambridge, England.
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Re: The Rogue Clone has no weapon sounds [Solved]

Post by Jendo7 »

Thanks Mav, that's solved :D
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