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Adding a New Faction

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Duke

Category: Coding
Level: Expert
Created: Friday February 22, 2008 - 22:47
Updated: Saturday September 6, 2008 - 9:02
Views: 6555
Summary: Another great tutorial from Lord of Gifts, this time showing us how to add a new faction

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What you need for this tutorial:


Read through the code below. I've added comments on most of the lines, telling you what each line does. This code belongs in FACTIONS.XML, right near the end, above the </factions> line.


Code(FACTIONS.XML):


              
Code

<!-- Put
the name of your faction in the Name parameter -->
<!-- This is how you will reference your faction in other XML files -->

<Faction Name="Republic">

<Is_Debug_Switchable_To> Yes </Is_Debug_Switchable_To>

<!--This line determines wether this faction can be spawned in multiplayer game -->

<!-- If your creating a creep faction change this to Yes -->

<Create_Player_In_Multiplayer_Games> No </Create_Player_In_Multiplayer_Games>

<!-- This line references the string containing your faction's name -->

<!-- This is what shows up in the faction selection dropdown on the skirmish setup page -->

<Text_ID> TEXT_FACTION_REPUBLIC </Text_ID>

<!-- I'm not sure what this line is for, as I can't find
this texture anywhere. The rebel one isn't referenced anywhere either
-->

<Icon_Name> i_icon_empire.tga </Icon_Name>

<!-- This is the symbol of your faction -->

<!-- Even though the icon texture is in the dds format, you
must use the tga extension for your image. I've included this image in
the dds tutorial example files. -->

<Alternate_Icon_Name> republic_icon.tga </Alternate_Icon_Name>

<!-- The following 6 lines are also not referenced anywhere -->

<Ground_Base_Icon_Name> groundbase_icon.tga </Ground_Base_Icon_Name>

<Star_Base_Icon_Name> spacestation_icon.tga </Star_Base_Icon_Name>

<Ground_Transport_Icon_Name> trooper_icon.tga </Ground_Transport_Icon_Name>

<Fleet_Icon_Name> i_icon_fleet.tga </Fleet_Icon_Name>

<Ship_Icon_Name> g_fleet.tga </Ship_Icon_Name>

<Squadron_Icon_Name> g_squad.tga </Squadron_Icon_Name>

<!-- This is your faction color in the RGBA format-->

<!-- RGBA = Red, Green, Blue, Alpha. Most image editing
programs will tell you what the RGB value is for any color. -->

<Color> 54, 134, 242, 255 </Color>

<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>

<Display_Font_Color> 24, 133, 251, 255 </Display_Font_Color>

<Big_Fleet_Color> 54, 134, 242, 150 </Big_Fleet_Color>

<Credits_Accumulation_Factor> 0.85 </Credits_Accumulation_Factor>

<Planet_Icon_Scale> 10.0 </Planet_Icon_Scale>

<Planet_Icon_Offset> 7.0, 10.0, -1.1 </Planet_Icon_Offset>

<!-- This line defines wether or not you can play as your faction. -->

<Is_Playable>true</Is_Playable>

<!-- Out of all your enemies, which is the biggest one -->

<Primary_Enemy> Rebel </Primary_Enemy>

<!-- -->

<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>

<!-- Is your faction Neutral or not -->

<Is_Neutral> No </Is_Neutral>

<!-- Which side of the force do your heroes use -->

<Force_Alignment>Light</Force_Alignment>

<Minimum_Visible_Base_Level>3</Minimum_Visible_Base_Level>

<Basic_AI>BasicEmpire</Basic_AI>

<!-- The name of your faction's superweapon -->

<Faction_Super_Weapon> Death_Star </Faction_Super_Weapon>

<!-- The name of the unit that does bombing runs -->

<Skirmish_Land_Bomber> TIE_Bomber_Bombing_Run </Skirmish_Land_Bomber>

<!-- The population limit for this faction while in space -->

<Space_Tactical_Unit_Cap>40</Space_Tactical_Unit_Cap>

<!-- -->

<Maintenance_Cost>0.25</Maintenance_Cost>

<!-- -->

<Scatters_From_Crushers> false </Scatters_From_Crushers>

<!-- The icon for your infantry unit. From MT_COMMANDBAR.MTD -->

<Infantry_Icon_Name>i_button_storm_trooper.tga</Infantry_Icon_Name>

<Vehicle_Icon_Name>i_e_vehicle.tga</Vehicle_Icon_Name>

<Carrier_Icon_Name>i_e_carrier.tga</Carrier_Icon_Name>

<Frigate_Icon_Name>i_e_frigate.tga</Frigate_Icon_Name>

<Corvette_Icon_Name>i_e_corvette.tga</Corvette_Icon_Name>

<Fighter_Icon_Name>i_button_tie_fighter.tga</Fighter_Icon_Name>

<!--The tech tree dialog for your faction. From GUIDIALOGS.RC -->

<Tech_Tree_Dialog_Name>IDD_TECH_TREE_REPUBLIC</Tech_Tree_Dialog_Name>

<!-- The Texture for the help droid. From MT_COMMANDBAR.MTD -->

<Helper_Icon_Name>i_empire_help_droid.tga</Helper_Icon_Name>

<!-- How long it takes your faction to retreat in a space battle. -->

<Space_Retreat_Countdown_Seconds> 10.99 </Space_Retreat_Countdown_Seconds>

<Space_Retreat_Pursue_Max_Speed_Mod_Factor> 3.0 </Space_Retreat_Pursue_Max_Speed_Mod_Factor>

<Space_Retreat_Units_Damaged_Mod_Factor> 4.0 </Space_Retreat_Units_Damaged_Mod_Factor>

<Space_Retreat_Flight_Increment> 500.0 </Space_Retreat_Flight_Increment>

<Space_Retreat_Unit_Increment_Wait_Frames> 1 </Space_Retreat_Unit_Increment_Wait_Frames>

<!-- The position that your units head for when retreating -->

<Space_Retreat_Off_Map_Dest_Pos> 12000.0, 12000.0, 0.0
</Space_Retreat_Off_Map_Dest_Pos> <!-- WARNING: For some
reason, non-0.0 Z crashes the game -->

<!-- The RGBA Value of the countdown text color -->

<Space_Retreat_Countdown_Color_RGBA> 255, 255, 255, 255 </Space_Retreat_Countdown_Color_RGBA>

<!-- The string that precedes the countdown -->

<Space_Retreat_Countdown_Text_ID> TEXT_RETREAT_SPACE_REPUBLIC_COUNTDOWN </Space_Retreat_Countdown_Text_ID>

<!-- The next 7 lines refer to sound effects that play for
the space retreat. They are quite self explanitory. -->

<!-- The SFXEvents for the retreats are in SFXEVENTSHUD.XML -->

<Space_Retreat_Begin_SFXEvent> EHD_Retreat_Started_Space </Space_Retreat_Begin_SFXEvent>

<Space_Retreat_Cancel_SFXEvent> EHD_Retreat_Cancelled </Space_Retreat_Cancel_SFXEvent>

<Space_Retreat_Not_Allowed_SFXEvent> EHD_Retreat_Not_Allowed </Space_Retreat_Not_Allowed_SFXEvent>

<Space_Retreat_Not_Allowed_Reason_1_SFXEvent>
EHD_Retreat_Interdictor
</Space_Retreat_Not_Allowed_Reason_1_SFXEvent> <!--
Reason 1: Gravity Well -->

<Space_Retreat_Not_Allowed_Reason_2_SFXEvent>
Unit_Retreat_Tarkin
</Space_Retreat_Not_Allowed_Reason_2_SFXEvent>
<!-- Reason 2: Friendly Hero Preventing -->

<Space_Retreat_Not_Allowed_Reason_3_SFXEvent>
</Space_Retreat_Not_Allowed_Reason_3_SFXEvent>
<!-- Reason 3: Tactical Superweaper Present -->



<Space_Surrender_SFXEvent> EHD_Retreat_Started_Space </Space_Surrender_SFXEvent>

<!-- How long it takes your faction to retreat on land -->

<Land_Retreat_Countdown_Seconds> 10.99 </Land_Retreat_Countdown_Seconds>

<Land_Retreat_Pursue_Max_Speed_Mod_Factor> 2.0 </Land_Retreat_Pursue_Max_Speed_Mod_Factor>

<Land_Retreat_Units_Damaged_Mod_Factor> 2.0 </Land_Retreat_Units_Damaged_Mod_Factor>

<!-- The RGBA Value of the countdown text color -->

<Land_Retreat_Countdown_Color_RGBA> 255, 255, 255, 255 </Land_Retreat_Countdown_Color_RGBA>

<Land_Retreat_Countdown_Text_ID> TEXT_RETREAT_LAND_REPUBLIC_COUNTDOWN </Land_Retreat_Countdown_Text_ID>

<!-- The next 7 lines refer to sound effects that play for the land retreat. They are quite self explanitory. -->

<!-- The SFXEvents for the retreats are in SFXEVENTSHUD.XML -->

<Land_Retreat_Begin_SFXEvent> EHD_Retreat_Started_Land </Land_Retreat_Begin_SFXEvent>

<Land_Retreat_Cancel_SFXEvent> EHD_Retreat_Cancelled </Land_Retreat_Cancel_SFXEvent>

<Land_Retreat_Not_Allowed_SFXEvent> EHD_Retreat_Not_Allowed </Land_Retreat_Not_Allowed_SFXEvent>

<Land_Retreat_Not_Allowed_Reason_1_SFXEvent>
</Land_Retreat_Not_Allowed_Reason_1_SFXEvent>
<!-- Reason 1: Gravity Well -->

<Land_Retreat_Not_Allowed_Reason_2_SFXEvent>
</Land_Retreat_Not_Allowed_Reason_2_SFXEvent> <!--
Reason 2: Friendly Hero Preventing -->

<Land_Retreat_Not_Allowed_Reason_3_SFXEvent>
</Land_Retreat_Not_Allowed_Reason_3_SFXEvent> <!--
Reason 3: Tactical Superweaper Present -->

<Land_Surrender_SFXEvent> EHD_Retreat_Started_Land </Land_Surrender_SFXEvent>



<!-- The next 6 lines refer to sound effects that play when
selecting reinforcements. They are quite self explanitory. -->

<!-- The SFXEvents are in SFXEVENTSHUD.XML -->

<Reinforcements_Selection_SFXEvent> EHD_Choose_Reinforcements </Reinforcements_Selection_SFXEvent>

<Reinforcements_Pick_Landing_Zone_SFXEvent> </Reinforcements_Pick_Landing_Zone_SFXEvent>

<Reinforcements_Enroute_SFXEvent> EHD_Reinforcements_En_Route </Reinforcements_Enroute_SFXEvent>

<Reinforcements_Cancelled_SFXEvent> EHD_Reinforcements_Cancelled </Reinforcements_Cancelled_SFXEvent>

<Reinforcements_Requesting_SFXEvent> EHD_Request_Assistance </Reinforcements_Requesting_SFXEvent>

<Reinforcements_Ready_SFXEvent> EHD_Reinforcements_Available </Reinforcements_Ready_SFXEvent>

<!-- The blob that shows up under your units when placing reinforcements -->

<!-- All blobs are defined in SHADOWBLOBMATERIALS.XML -->

<Reinforcements_Shadow_Blob_Material_Name>
Reinforcement_Overlay_Empire
</Reinforcements_Shadow_Blob_Material_Name>



<!-- The blob that shows up where you want to target a bombing run -->

<Bombing_Run_Shadow_Blob_Material_Name> Bombing_Run_Empire </Bombing_Run_Shadow_Blob_Material_Name>

<!-- The size of said blob -->

<Bombing_Run_Blob_Size> 100.0 </Bombing_Run_Blob_Size>

<!-- The blob that appears under selected units on land-->

<Land_Mode_Selection_Blob_Material_Name>Selection_Empire_Land</Land_Mode_Selection_Blob_Material_Name>

<!-- The blob that appears under selected units in Space -->

<Space_Mode_Selection_Blob_Material_Name>Selection_Empire_Space</Space_Mode_Selection_Blob_Material_Name>

<!-- The blob that appears under garrisoned units on land-->


<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>

<!-- The blob that appears under garrisoned units in space-->


<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>

<!-- The RGBA color of the selection blobs -->

<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>

<!-- How many creds you have to buy units in space -->

<Space_Skirmish_Unit_Buy_Credits> 100000 </Space_Skirmish_Unit_Buy_Credits>

<!-- The units you start with at the start of a space skirmish -->

<Space_Skirmish_AI_Default_Forces>

TIE_Fighter_Squadron, TIE_Fighter_Squadron, TIE_Fighter_Squadron

</Space_Skirmish_AI_Default_Forces>



<!-- How many creds you have to buy units on land -->

<Land_Skirmish_Unit_Buy_Credits> 50000 </Land_Skirmish_Unit_Buy_Credits>

<!-- The units you start with at the start of a land skirmish -->

<Land_Skirmish_AI_Default_Forces>

Imperial_Stormtrooper_Squad, Imperial_Stormtrooper_Squad

</Land_Skirmish_AI_Default_Forces>



<!-- Changes the ground population cap depending on how many players are playing in a game -->

<Land_Skirmish_Unit_Cap_By_Player_Count>

0,10, <!-- 0 to 1 players = 10 unit cap -->

1,10, <!-- 1 to 8 players = 10 unit cap -->

8,5, <!-- 8 and above players = 10 unit cap -->

</Land_Skirmish_Unit_Cap_By_Player_Count>



<Debug_Ground_Structures>

E_Ground_Barracks,

E_Ground_Officer_Academy,

E_Ground_Light_Vehicle_Factory

Power_Generator_E,

Communications_Array_E

</Debug_Ground_Structures>

<!-- Next 3 lines are movies that play depending on how you win, or if you lose -->.

<!-- Defined in MOVIES.XML -->

<Superweapon_Win_Movie>Empire_Win_Deathstar</Superweapon_Win_Movie>

<Generic_Win_Movie>Empire_Win_Land</Generic_Win_Movie>

<Finale_Movie>Empire_Win_Space</Finale_Movie>

<!-- Victory and defeat text for the end of the campaign-->

<Victory_Text>TEXT_EMPIRE_VICTORY</Victory_Text>

<Defeat_Text>TEXT_EMPIRE_DEFEAT</Defeat_Text>

<!-- Images for win and lose conditions -->

<Space_Win_Image>i_es_win.tga</Space_Win_Image>

<Space_Lose_Image>i_es_lose.tga</Space_Lose_Image>

<Land_Win_Image>i_el_win.tga</Land_Win_Image>

<Land_Lose_Image>i_el_lose.tga</Land_Lose_Image>



<!-- Which planet is your home planet -->

<!-- Planets are defined in PLANETS.XML -->

<Home_Planet>Coruscant</Home_Planet>

<!-- Your faction's leader -->

<Faction_Leader>Emperor_Palpatine</Faction_Leader>

<!-- Your faction leader's team -->

<Faction_Leader_Company>Emperor_Palpatine_Team</Faction_Leader_Company>





<!-- Allow special weapon firing in tactical maps that have no parent galactic mode -->

<!-- Special Weapons that can be used in space skirmishes-->

<Standalone_Space_Maps_Special_Weapon_A>
Ground_Empire_Hypervelocity_Gun
</Standalone_Space_Maps_Special_Weapon_A>

<Standalone_Space_Maps_Special_Weapon_B> </Standalone_Space_Maps_Special_Weapon_B>





<!-- Currently not used by Empire, but data is stubbed in for future use -->

<Land_Area_Effect_Range_Overlay_Material_Name>
Empire_Land_Area_Effect_Range_Overlay
</Land_Area_Effect_Range_Overlay_Material_Name> <!-- In
ShadowBlobMaterials.xml -->

<Land_Area_Effect_Range_Overlay_RGBA> 128, 255, 128, 128 </Land_Area_Effect_Range_Overlay_RGBA>

<Land_Area_Effect_Range_Overlay_Scale_Factor> 1.20
</Land_Area_Effect_Range_Overlay_Scale_Factor> <!-- Compensate
for ring ednge not being full bounds of texture size -->



<!-- Overlay ring used by Boba Fett when targeting with his
"jet pack burst" jump ability, this is the ring around Boba to show
click target terrain range -->

<Land_Ability_Targeting_Range_Overlay_Material_Name>
Empire_Land_Ability_Targeting_Range_Overlay
</Land_Ability_Targeting_Range_Overlay_Material_Name> <!--
In ShadowBlobMaterials.xml -->

<Land_Ability_Targeting_Range_Overlay_RGBA> 255, 255, 64, 128 </Land_Ability_Targeting_Range_Overlay_RGBA>

<Land_Ability_Targeting_Range_Overlay_Scale_Factor> 1.20
</Land_Ability_Targeting_Range_Overlay_Scale_Factor> <!--
Compensate for ring ednge not being full bounds of texture size -->



<!-- SFXEvents are defined in the SFXEVENTS________.XML They are pretty much self explanitory -->

<SFXEvent_GUI_Start_Campaign> GUI_Select_Empire_SFX </SFXEvent_GUI_Start_Campaign>

<SFXEvent_Slice_Success> EHD_New_Options </SFXEvent_Slice_Success>

<SFXEvent_Slice_Failure> GUI_Bad_Sound </SFXEvent_Slice_Failure>

<SFXEvent_Max_Credits_Limit_Reached> EHD_Credit_Capacity </SFXEvent_Max_Credits_Limit_Reached>

<SFXEvent_Land_Invasion_Commencing> EHD_Invasion_Commencing </SFXEvent_Land_Invasion_Commencing>

<SFXEvent_Build_Impossible_Location_Blockaded>
EHD_System_Blockaded
</SFXEvent_Build_Impossible_Location_Blockaded> <!--
In this case, enemy ships in orbit so can't build space station -->

<SFXEvent_New_Construction_Options_Available>
EHD_New_Construction
</SFXEvent_New_Construction_Options_Available> <!--
Can be Tactical or Galactic -->

<SFXEvent_Mission_Added> EHD_Mission_Updated
</SFXEvent_Mission_Added> <!-- A new mission has been added to
the holocron - the incoming transmission radar movie (and audio) is
also playing -->

<SFXEvent_Base_Shield_Absorb_Damage>
SFX_Shield_Absorb_Detonation
</SFXEvent_Base_Shield_Absorb_Damage> <!-- Tactical: When the
base shield absorbs damage, most likely by a projectile -->

<SFXEvent_Tactical_Unit_Cap_Reached> EHD_Unit_Cap_Reached
</SFXEvent_Tactical_Unit_Cap_Reached> <!-- Tactical: When you
cant drag in anymore tactical units from the reinforcement palette
-->

<SFXEvent_Arrive_From_Hyperspace> Unit_Ship_Hyperspace_Enter </SFXEvent_Arrive_From_Hyperspace>

<SFXEvent_Exit_Into_Hyperspace> Unit_Ship_Hyperspace_Exit </SFXEvent_Exit_Into_Hyperspace>

<SFXEvent_Space_Base_Under_Attack_Announcement>
EHD_Space_Station_Under_Attack
</SFXEvent_Space_Base_Under_Attack_Announcement>

<SFXEvent_Land_Base_Under_Attack_Announcement>
EHD_Base_Under_Attack
</SFXEvent_Land_Base_Under_Attack_Announcement>

<SFXEvent_Enemy_Fleet_Approaching_Planet> EHD_Enemy_Fleet</SFXEvent_Enemy_Fleet_Approaching_Planet>

<SFXEvent_Strategic_Pop_Cap_Reached> EHD_Unit_Cap_Reached </SFXEvent_Strategic_Pop_Cap_Reached>

<SFXEvent_Tactical_Pop_Cap_Reached> EHD_Unit_Cap_Reached </SFXEvent_Tactical_Pop_Cap_Reached>



<!-- MusicEvents are defined in MUSICEVENTS.XML -->

<!-- Once again, self-explanitory -->

<Strategic_Map_Music_Event> Galactic_Map_Empire_Music_Event </Strategic_Map_Music_Event>

<Music_Event_Battle_Load_Screen> Tactical_Battle_Loading_Loop_Event </Music_Event_Battle_Load_Screen>

<Music_Event_Tactical_Win> Empire_Win_Tactical_Event </Music_Event_Tactical_Win>

<Music_Event_Tactical_Lose> Empire_Lose_Tactical_Event </Music_Event_Tactical_Lose>

<Music_Event_Strategic_Win> Empire_Win_Strategic_Event </Music_Event_Strategic_Win>

<Music_Event_Strategic_Lose> Empire_Lose_Strategic_Event </Music_Event_Strategic_Lose>

<Music_Event_Space_Ambient_Super_Weapon> </Music_Event_Space_Ambient_Super_Weapon>

<Music_Event_Space_Battle_Super_Weapon>
Space_Map_Empire_Battle_Death_Star_Music_Event
</Music_Event_Space_Battle_Super_Weapon>

<Music_Event_Land_Ambient_Super_Weapon> </Music_Event_Land_Ambient_Super_Weapon>

<Music_Event_Land_Battle_Super_Weapon> </Music_Event_Land_Battle_Super_Weapon>

<SFX_Event_Tactical_Land_Battle_Pending> EHD_Battle_Pending </SFX_Event_Tactical_Land_Battle_Pending>

<SFX_Event_Tactical_Space_Battle_Pending> EHD_Battle_Pending </SFX_Event_Tactical_Space_Battle_Pending>

<Music_Event_Tactical_Land_Battle_Pending>
Tactical_Battle_Loading_Loop_Event
</Music_Event_Tactical_Land_Battle_Pending>

<Music_Event_Tactical_Space_Battle_Pending>
Tactical_Battle_Loading_Loop_Event
</Music_Event_Tactical_Space_Battle_Pending>



<!-- The Ambient music eventlists are a bit different than
the other music events and require some explanation. They do not play
during battle -->

<!-- <Music_Event_List_Ambient> %TERRAIN_TYPE%, %MUSIC_EVENT_TO_PLAY% </Music_Event_List_Ambient> -->

<!-- %TERRAIN_TYPE% defines what terrain that music should
be played on. Terrain types can be found in PLANETS.XML -->

<!-- %MUSIC_EVENT_TO_PLAY% is the music event from MUSICEVENTS.XML that you want to play for that terrain type -->

<Music_Event_List_Ambient> Space, Space_Map_Empire_Ambient_Music_Event </Music_Event_List_Ambient>

<Music_Event_List_Ambient> Temperate, Temperate_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>

<Music_Event_List_Ambient> Arctic, Ice_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>

<Music_Event_List_Ambient> Desert, Desert_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>

<Music_Event_List_Ambient> Forest, Temperate_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>

<Music_Event_List_Ambient> Swamp, Swamp_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>

<Music_Event_List_Ambient> Volcanic, Volcanic_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>

<Music_Event_List_Ambient> Urban, Urban_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>



<!-- Battle Music event lists play during a battle. They follow the same structure as the Ambient event lists -->

<Music_Event_List_Battle> Space, Space_Map_Empire_Battle_Music_Event </Music_Event_List_Battle>

<Music_Event_List_Battle> Temperate, Temperate_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>

<Music_Event_List_Battle> Arctic, Ice_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>

<Music_Event_List_Battle> Desert, Desert_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>

<Music_Event_List_Battle> Forest, Temperate_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>

<Music_Event_List_Battle> Swamp, Swamp_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>

<Music_Event_List_Battle> Volcanic, Volcanic_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>

<Music_Event_List_Battle> Urban, Urban_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>



<!-- Unit type spotted SFX's follow the structure of:
<SFXEvent_Unit_Type_Spotted>%UNIT%,
%SOUND_EFFECT%</SFXEvent_Unit_Type_Spotted> -->

<!-- %UNIT% is the unit name of the unit you want to play the effect for -->

<!-- %SOUND_EFFECT% is the SFXEvent you want to play when your faction sees %UNIT% -->


<SFXEvent_Unit_Type_Spotted>Generic_Field_Commander_Empire,
Unit_Announce_E_Field_Storm_Trooper</SFXEvent_Unit_Type_Spotted>

<SFXEvent_Unit_Type_Spotted>Emperor_Palpatine,
Unit_Announce_Emperor_Storm_Trooper</SFXEvent_Unit_Type_Spotted>

<SFXEvent_Unit_Type_Spotted>Boba_Fett, Unit_Announce_Fett_Storm_Trooper</SFXEvent_Unit_Type_Spotted>

<SFXEvent_Unit_Type_Spotted>Kyle_Katarn, Unit_Announce_Katarn_Storm_Trooper</SFXEvent_Unit_Type_Spotted>

<SFXEvent_Unit_Type_Spotted>Obi_Wan_Kenobi, Unit_Announce_ObiWan_Storm_Trooper</SFXEvent_Unit_Type_Spotted>


<SFXEvent_Unit_Type_Spotted>Generic_Field_Commander_Rebel,
Unit_Announce_R_Field_Storm_Trooper</SFXEvent_Unit_Type_Spotted>

<SFXEvent_Unit_Type_Spotted>Han_Solo, Unit_Announce_Solo_Storm_Trooper</SFXEvent_Unit_Type_Spotted>

<SFXEvent_Unit_Type_Spotted>Darth_Vader, Unit_Announce_Vader_Storm_Trooper</SFXEvent_Unit_Type_Spotted>

<SFXEvent_Unit_Type_Spotted>General_Veers, Unit_Announce_Veers_Storm_Trooper</SFXEvent_Unit_Type_Spotted>

<!-- This plays whenever an enemy is seen. No unit name needed -->

<SFXEvent_Enemy_Spotted> Unit_See_Enemy_Storm_Trooper </SFXEvent_Enemy_Spotted>



<!-- Speech Events are defined in SPEECHEVENTS.XML -->

<!-- Fairly Self-explanitory -->

<!-- SpeechEvent_Super_Weapon_Moving_Into_Range is for your superweapon-->

<SpeechEvent_Super_Weapon_Moving_Into_Range>
EHD_Death_Star_Begin_Approach
</SpeechEvent_Super_Weapon_Moving_Into_Range>

<SpeechEvent_Super_Weapon_Moving_Range_60_Seconds>
EHD_Death_Star_1_Minute
</SpeechEvent_Super_Weapon_Moving_Range_60_Seconds>

<SpeechEvent_Super_Weapon_Moving_Range_30_Seconds>
EHD_Death_Star_30_Seconds
</SpeechEvent_Super_Weapon_Moving_Range_30_Seconds>

<SpeechEvent_Super_Weapon_Moving_Range_15_Seconds>
EHD_Death_Star_15_Seconds
</SpeechEvent_Super_Weapon_Moving_Range_15_Seconds>

<SpeechEvent_Super_Weapon_Moving_Range_05_Seconds>
EHD_Death_Star_5_Seconds
</SpeechEvent_Super_Weapon_Moving_Range_05_Seconds>

<SpeechEvent_Super_Weapon_Moved_Into_Range>
EHD_Death_Star_Cleared
</SpeechEvent_Super_Weapon_Moved_Into_Range>



<!-- SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range is for your enemy's superweapon-->

<SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range> </SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range>

<SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds>
</SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds>

<SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds>
</SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds>

<SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds>
</SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds>

<SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds>
</SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds>

<SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range> </SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range>



<!-- Event to play when a local player captures or loses control of a planet -->

<SFXEvent_Planet_Gained_Control> EHD_Planet_Gained
</SFXEvent_Planet_Gained_Control> <!-- Plays anytime
control is gained -->

<SFXEvent_Planet_Lost_Control> EHD_Planet_Lost
</SFXEvent_Planet_Lost_Control> <!-- Plays only
when control is lost from other player -->



<!-- Events to play when toggling Special powers -->

<!-- <SFXEvent_GUI_Toggle_Shields_On> GUI_Toggle_Shields_On </SFXEvent_GUI_Toggle_Shields_On>

<SFXEvent_GUI_Toggle_Shields_Off> GUI_Toggle_Shields_Off </SFXEvent_GUI_Toggle_Shields_Off> -->

<!-- Power to shields -->

<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEFEND,
GUI_Toggle_Shields_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEFEND,
GUI_Toggle_Shields_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>



<!-- Interdict -->

<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>INTERDICT,
GUI_Toggle_Grav_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>INTERDICT,
GUI_Toggle_Grav_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>



<!-- BARRAGE -->

<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>BARRAGE, </SFXEvent_GUI_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>BARRAGE, </SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>



<!-- HUNT -->

<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HUNT, GUI_Toggle_Hunt_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HUNT,
GUI_Toggle_Hunt_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>



<!-- SPREAD_OUT -->

<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SPREAD_OUT, </SFXEvent_GUI_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>SPREAD_OUT, </SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>



<!-- ABILITY_LURE -->

<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>LURE, GUI_Toggle_Lure_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>LURE,
GUI_Toggle_Lure_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>



<!-- ABILITY_ROCKET_ATTACK -->

<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>ROCKET_ATTACK,
GUI_Toggle_Rocket_Attack_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>ROCKET_ATTACK,
GUI_Toggle_Rocket_Attack_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>




<!-- HARASS -->

<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HARASS,
GUI_Toggle_Harass_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HARASS,
GUI_Toggle_Harass_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>



<!-- Scout -->

<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>AVOID_DANGER,
GUI_Toggle_Scout_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>AVOID_DANGER,
GUI_Toggle_Scout_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>



<!-- Deploy -->

<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEPLOY,
GUI_Toggle_Deploy_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEPLOY,
GUI_Toggle_Deploy_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>



<!-- Turbo -->

<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>TURBO,
GUI_Toggle_Turbo_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>TURBO,
GUI_Toggle_Turbo_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>







<!-- Power to shields -->

<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEFEND, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEFEND, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>



<!-- Interdict -->

<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>INTERDICT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>INTERDICT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>



<!-- BARRAGE -->

<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>BARRAGE, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>BARRAGE, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>



<!-- HUNT -->

<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HUNT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HUNT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>



<!-- SPREAD_OUT -->

<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>SPREAD_OUT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>


<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>SPREAD_OUT,
</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>



<!-- ABILITY_LURE -->


<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_LURE,
</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>


<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_LURE,
</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>



<!-- ABILITY_ROCKET_ATTACK -->


<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_ROCKET_ATTACK,
</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>


<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_ROCKET_ATTACK,
</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>



<!-- HARASS -->

<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HARASS, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HARASS, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>



<!-- Scout -->


<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>AVOID_DANGER,
</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>


<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>AVOID_DANGER,
</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>



<!-- Deploy -->

<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEPLOY, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEPLOY, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>



<!-- Turbo -->

<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>TURBO, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>

<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>TURBO, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>



<!-- Empire Tactical Battle Audio -->

<SFXEvent_HUD_Landing_Zone_Captured>
EHD_Landing_Zone_Captured </SFXEvent_HUD_Landing_Zone_Captured>
<!-- We captured a landing soze -->

<SFXEvent_HUD_Landing_Zone_Lost> EHD_Landing_Zone_Lost
</SFXEvent_HUD_Landing_Zone_Lost>
<!-- We lost one of our landing zones -->

<SFXEvent_HUD_Last_Landing_Zone_Lost>
EHD_Last_Landing_Zone_Lost
</SFXEvent_HUD_Last_Landing_Zone_Lost>
<!-- We lost our last landing zone -->

<SFXEvent_HUD_Build_Pad_Captured> EHD_Build_Pad_Captured
</SFXEvent_HUD_Build_Pad_Captured>
<!-- We captured a build pad -->

<SFXEvent_HUD_Build_Pad_Lost> EHD_Build_Pad_Lost
</SFXEvent_HUD_Build_Pad_Lost>
<!-- We lost one of our build pads
-->

<SFXEvent_HUD_Base_Shield_Offline>
EHD_Base_Shield_Offline </SFXEvent_HUD_Base_Shield_Offline>
<!-- Our base shield just went
offline -->

<SFXEvent_HUD_Enemy_Base_Shield_Offline>
EHD_Enemy_Base_Shield_Offline
</SFXEvent_HUD_Enemy_Base_Shield_Offline> <!--
The enemies base shield just went offline -->

<SFXEvent_HUD_Base_Shield_Online> EHD_Base_Shields_Up
</SFXEvent_HUD_Base_Shield_Online>
<!-- Our base shield just went back online -->

<SFXEvent_HUD_Enemy_Base_Shield_Online>
EHD_Enemy_Base_Shields_Up
</SFXEvent_HUD_Enemy_Base_Shield_Online>
<!-- The enemies base shield just went back online -->

<SFXEvent_HUD_Base_Shield_Penetrated>
EHD_Base_Shield_Penetrated
</SFXEvent_HUD_Base_Shield_Penetrated>
<!-- Our base shield was just penetrated by the enemy -->

<SFXEvent_HUD_Enemy_Base_Shield_Penetrated>
EHD_Enemy_Base_Shield_Penetrated
</SFXEvent_HUD_Enemy_Base_Shield_Penetrated> <!-- We just
penetrated then enemies base shield -->



<SFXEvent_HUD_Won_Land_Battle> EHD_Battle_End
</SFXEvent_HUD_Won_Land_Battle>
<!-- We won the land battle -->

<SFXEvent_HUD_Lost_Land_Battle> EHD_Defeated
</SFXEvent_HUD_Lost_Land_Battle>
<!-- We lost the land battle -->

<SFXEvent_HUD_Won_Space_Battle> EHD_Battle_End
</SFXEvent_HUD_Won_Space_Battle>
<!-- We won the space battle -->

<SFXEvent_HUD_Lost_Space_Battle> EHD_Defeated
</SFXEvent_HUD_Lost_Space_Battle>
<!-- We lost the space battle -->



<SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present>
EHD_Battle_End </SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present>
<!-- We won the land battle with enemy tactical
superweapon present -->

<SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present>
EHD_Defeated </SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present>
<!-- We lost the land battle with enemy tactical
superweapon present -->

<SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present>
EHD_Battle_End </SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present>
<!-- We won the space battle with enemy tactical
superweapon present -->

<SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present>
EHD_Defeated
</SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present>
<!-- We lost the space battle with enemy tactical superweapon
present -->



<SFXEvent_HUD_Tactical_Victory_Near>
Unit_Near_Victory_Storm_Trooper
</SFXEvent_HUD_Tactical_Victory_Near> <!-- PLACERHOLDER FOR
FRANK --> <!-- We are outnumbering our enemy significantly and
the FOW has been pushed back to help us exterminate the opposition
-->

<SFXEvent_HUD_Repairing> EHD_Repairing
</SFXEvent_HUD_Repairing>
<!--
Repair is underway on something -->

<SFXEvent_HUD_Gravity_Control_Generator_On>
</SFXEvent_HUD_Gravity_Control_Generator_On>
<!-- The gravity control generator is
switched on from off -->

<SFXEvent_HUD_Gravity_Control_Generator_Off>
</SFXEvent_HUD_Gravity_Control_Generator_Off>
<!-- The gravity control generator is
switched off from on -->



<SFXEvent_HUD_Special_Weapon_Ready>
EHD_Hypervelocity_Available </SFXEvent_HUD_Special_Weapon_Ready>
<!-- Index 0 = Hypervelocity Gun -->

<SFXEvent_HUD_Special_Weapon_Ready>
</SFXEvent_HUD_Special_Weapon_Ready>
<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even
if stub -->

<SFXEvent_HUD_Special_Weapon_Ready>
</SFXEvent_HUD_Special_Weapon_Ready>
<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above
even if stub -->



<SFXEvent_HUD_Special_Weapon_Charging>
EHD_Hypervelocity_Charging
</SFXEvent_HUD_Special_Weapon_Charging>
<!-- Index 0 = Hypervelocity Gun -->

<SFXEvent_HUD_Special_Weapon_Charging>
</SFXEvent_HUD_Special_Weapon_Charging>
<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even
if stub -->

<SFXEvent_HUD_Special_Weapon_Charging>
</SFXEvent_HUD_Special_Weapon_Charging>
<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above
even if stub -->



<SFXEvent_HUD_Special_Weapon_Firing>
EHD_Hypervelocity_Firing </SFXEvent_HUD_Special_Weapon_Firing>
<!-- Index 0 = Hypervelocity Gun -->

<SFXEvent_HUD_Special_Weapon_Firing>
</SFXEvent_HUD_Special_Weapon_Firing>
<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even
if stub -->

<SFXEvent_HUD_Special_Weapon_Firing>
</SFXEvent_HUD_Special_Weapon_Firing>
<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above
even if stub -->



<SFXEvent_HUD_Enemy_Special_Weapon_Ready>
</SFXEvent_HUD_Enemy_Special_Weapon_Ready> <!--
Index 0 = Hypervelocity Gun -->

<SFXEvent_HUD_Enemy_Special_Weapon_Ready>
</SFXEvent_HUD_Enemy_Special_Weapon_Ready> <!--
Index 1 = Ion Cannon - If entry here, must have 1 above even if stub
-->

<SFXEvent_HUD_Enemy_Special_Weapon_Ready>
</SFXEvent_HUD_Enemy_Special_Weapon_Ready> <!--
Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if
stub -->



<SFXEvent_HUD_Enemy_Special_Weapon_Charging>
</SFXEvent_HUD_Enemy_Special_Weapon_Charging> <!-- Index 0
= Hypervelocity Gun -->

<SFXEvent_HUD_Enemy_Special_Weapon_Charging>
</SFXEvent_HUD_Enemy_Special_Weapon_Charging> <!-- Index 1
= Ion Cannon - If entry here, must have 1 above even if stub -->

<SFXEvent_HUD_Enemy_Special_Weapon_Charging>
</SFXEvent_HUD_Enemy_Special_Weapon_Charging> <!-- Index 2
= Magnepulse Cannon - If entry here, must have 2 above even if stub
-->



<SFXEvent_HUD_Enemy_Special_Weapon_Firing>
EHD_Hypervelocity_Firing
</SFXEvent_HUD_Enemy_Special_Weapon_Firing> <!--
Index 0 = Hypervelocity Gun -->

<SFXEvent_HUD_Enemy_Special_Weapon_Firing>
EHD_Ion_Cannon_Firing
</SFXEvent_HUD_Enemy_Special_Weapon_Firing> <!--
Index 1 = Ion Cannon - If entry here, must have 1 above even if stub
-->

<SFXEvent_HUD_Enemy_Special_Weapon_Firing>
</SFXEvent_HUD_Enemy_Special_Weapon_Firing> <!--
Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if
stub -->



<SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>
EHD_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>

<SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>
EHD_Control_Point_30_Seconds
</SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>

<SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>
EHD_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>

<SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>
EHD_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>

<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>
EHD_Control_Point_60_Seconds
</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>

<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>
EHD_Control_Point_30_Seconds
</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>

<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>
EHD_Control_Point_15_Seconds
</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>

<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>
EHD_Control_Point_5_Seconds
</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>

<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>
EHD_Enemy_Control_Point_60_Seconds
</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>

<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>
EHD_Enemy_Control_Point_30_Seconds
</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>

<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>
EHD_Enemy_Control_Point_15_Seconds
</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>

<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>
EHD_Enemy_Control_Point_5_Seconds
</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>

<SFXEvent_HUD_Reinforcement_Point_Contested>
EHD_Reinforcement_Contested
</SFXEvent_HUD_Reinforcement_Point_Contested>



<SFXEvent_Tactical_Lose_Friendly_Control>
Reinforcement_Point, EHD_Landing_Zone_Lost
</SFXEvent_Tactical_Lose_Friendly_Control>

<SFXEvent_Tactical_Gain_Friendly_Control>
Reinforcement_Point, EHD_Landing_Zone_Captured
</SFXEvent_Tactical_Gain_Friendly_Control>

<SFXEvent_Tactical_Lose_Enemy_Control>
Skirmish_Build_Pad, EHD_Build_Pad_Lost
</SFXEvent_Tactical_Lose_Enemy_Control>

<SFXEvent_Tactical_Gain_Enemy_Control>
Skirmish_Build_Pad, EHD_Build_Pad_Captured
</SFXEvent_Tactical_Gain_Enemy_Control>

<SFXEvent_Tactical_Lose_Friendly_Control>
Secondary_Mining_Facility, EHD_Lost_Mining
</SFXEvent_Tactical_Lose_Friendly_Control>

<SFXEvent_Tactical_Gain_Friendly_Control>
Secondary_Mining_Facility, EHD_Capture_Mining
</SFXEvent_Tactical_Gain_Friendly_Control>

<SFXEvent_Tactical_Lose_Friendly_Control>
Secondary_Heavy_Factory_R, EHD_Lost_Heavy_Vehicle
</SFXEvent_Tactical_Lose_Friendly_Control>

<SFXEvent_Tactical_Gain_Friendly_Control>
Secondary_Heavy_Factory_R, EHD_Capture_Heavy_Vehicle
</SFXEvent_Tactical_Gain_Friendly_Control>

<SFXEvent_Tactical_Lose_Friendly_Control>
Secondary_Heavy_Factory_E, EHD_Lost_Heavy_Vehicle
</SFXEvent_Tactical_Lose_Friendly_Control>

<SFXEvent_Tactical_Gain_Friendly_Control>
Secondary_Heavy_Factory_E, EHD_Capture_Heavy_Vehicle
</SFXEvent_Tactical_Gain_Friendly_Control>

<SFXEvent_Tactical_Lose_Friendly_Control>
Secondary_Abandoned_Sensor, EHD_Lost_Sensor
</SFXEvent_Tactical_Lose_Friendly_Control>

<SFXEvent_Tactical_Gain_Friendly_Control>
Secondary_Abandoned_Sensor, EHD_Capture_Sensor
</SFXEvent_Tactical_Gain_Friendly_Control>

<SFXEvent_Tactical_Lose_Friendly_Control>
Secondary_Abandoned_Turbolaser_Tower, EHD_Lost_Turbo
</SFXEvent_Tactical_Lose_Friendly_Control>

<SFXEvent_Tactical_Gain_Friendly_Control>
Secondary_Abandoned_Turbolaser_Tower, EHD_Capture_Turbo
</SFXEvent_Tactical_Gain_Friendly_Control>

<SFXEvent_Tactical_Lose_Friendly_Control>
Secondary_Mercenary_Outfitter, EHD_Lost_Mecenaries
</SFXEvent_Tactical_Lose_Friendly_Control>

<SFXEvent_Tactical_Gain_Friendly_Control>
Secondary_Mercenary_Outfitter, EHD_Capture_Mercenaries
</SFXEvent_Tactical_Gain_Friendly_Control>



<!-- Faction-based tactical constuction world 3D SFX - these are not HUD responses, but physical sound effects -->

<SFXEvent_Tactical_Object_Building_Started>
Structure_Buildable_Start
</SFXEvent_Tactical_Object_Building_Started> <!-- An object
is just starting construction in the world -->

<SFXEvent_Tactical_Object_Building_Loop>
Structure_Buildable_Loop
</SFXEvent_Tactical_Object_Building_Loop> <!--
An object is currently under construction (loop) in the world -->

<SFXEvent_Tactical_Object_Building_Complete>
Structure_Buildable_Stop
</SFXEvent_Tactical_Object_Building_Complete> <!-- An
object has just completed construction in the world -->

<SFXEvent_Tactical_Object_Sold> Structure_Buildable_Sold
</SFXEvent_Tactical_Object_Sold>
<!-- An object is sold in the world -->



<!-- Weather begin/end audio cues: Rain, Snow, Sandstorm, Ash -->

<!-- <SFXEvent_Weather_Begin>%WEATHER_SCENARIO%, %SOUND_TO_PLAY%</SFXEvent_Weather_Begin> -->

<!-- %WEATHER_SCENARIO% is the type of weather you want a sound to play on. Defined in WEATHERSCENARIOS.XML -->

<!-- %SOUND_TO_PLAY% is the sound you want to play when the weather type starts. -->

<SFXEvent_Weather_Begin> RAIN, Unit_Rain_Storm_Trooper </SFXEvent_Weather_Begin>

<SFXEvent_Weather_Begin> SNOW, Unit_Snowstorm_Storm_Trooper </SFXEvent_Weather_Begin>

<SFXEvent_Weather_Begin> SANDSTORM, Unit_Sandstorm_Storm_Trooper </SFXEvent_Weather_Begin>

<SFXEvent_Weather_Begin> ASH, Unit_Ashfall_Storm_Trooper </SFXEvent_Weather_Begin>

<!-- Weather_End follows the same format as Weather_Begin, but instead plays when the weather is over -->

<SFXEvent_Weather_End> RAIN, </SFXEvent_Weather_End>

<SFXEvent_Weather_End> SNOW, </SFXEvent_Weather_End>

<SFXEvent_Weather_End> SANDSTORM, </SFXEvent_Weather_End>

<SFXEvent_Weather_End> ASH, </SFXEvent_Weather_End>



<!-- Bombing runs becoming available cues -->

<SFXEvent_Bombing_Run_Available> EHD_Bombing_Run_Available </SFXEvent_Bombing_Run_Available>

<SFXEvent_Bombing_Run_Ally_Available> EHD_Bombing_Run_Available </SFXEvent_Bombing_Run_Ally_Available>

<SFXEvent_Bombing_Run_Enemy_Available> </SFXEvent_Bombing_Run_Enemy_Available>

<SFXEvent_Bombing_Run_Cancelled> EHD_Bombing_Run_Canceled </SFXEvent_Bombing_Run_Cancelled>

<SFXEvent_Bombing_Run_Begin_Crosstalk> Unit_Bomb_Land_Tie_Bomber_1 </SFXEvent_Bombing_Run_Begin_Crosstalk>



<!-- Starbase upgrading cues -->

<SFXEvent_Starbase_Upgraded> EHD_Space_Station_Upgraded </SFXEvent_Starbase_Upgraded>

<SFXEvent_Starbase_Enemy_Upgraded> EHD_Enemy_Space_Station_Upgraded </SFXEvent_Starbase_Enemy_Upgraded>

<SFXEvent_Starbase_Ally_Upgraded> EHD_Space_Station_Upgraded </SFXEvent_Starbase_Ally_Upgraded>



<!-- Player taunt SFXEvents-->

<SFXEvent_Player_Taunt> Unit_Taunt_Vader </SFXEvent_Player_Taunt>

<SFXEvent_Player_Taunt> Unit_Taunt_Boba_Fett </SFXEvent_Player_Taunt>

<SFXEvent_Player_Taunt> Unit_Taunt_Emperor </SFXEvent_Player_Taunt>



<!-- Sandbox tactical battle introduction Command Bar movie -->

<!-- This is the movie that plays at the start of a battle -->

<!-- Note that the sound is not included in the movie, but rather played by the SpeechEvents below -->

<Tactical_Intro_Command_Bar_Movie_Name> Stormtrooper_Loop
</Tactical_Intro_Command_Bar_Movie_Name> <!-- PLACEHOLDER
ASSET -->



<!-- Sandbox tactical battle introduction SpeechEvents -->

<!--These are the sound clips that play with the Movie defined above. -->

<!-- Default case for land battle as attacker -->


<SpeechEvent_Tactical_Intro_Land_Attacker>GES_INTRO_LAND_ATTACK_E_0</SpeechEvent_Tactical_Intro_Land_Attacker>

<!-- Default case for land battle as defender -->


<SpeechEvent_Tactical_Intro_Land_Defender>GES_INTRO_LAND_DEFEND_E_00</SpeechEvent_Tactical_Intro_Land_Defender>

<!-- Default case for space battle as attacker -->


<SpeechEvent_Tactical_Intro_Space_Attacker>GES_INTRO_SPACE_ATTACK_E_00</SpeechEvent_Tactical_Intro_Space_Attacker>

<!-- Default case for space battle as defender -->


<SpeechEvent_Tactical_Intro_Space_Defender>GES_INTRO_SPACE_DEFEND_E_00</SpeechEvent_Tactical_Intro_Space_Defender>

<!-- Default case for land battle as defender from a raid party -->


<SpeechEvent_Tactical_Intro_Land_Raid_Defender>GES_INTRO_LAND_DEFEND_E_04
</SpeechEvent_Tactical_Intro_Land_Raid_Defender>

<!-- Default case for land battle as raider -->

<!-- Left blank, because our faction doesn't perform raids -->

<SpeechEvent_Tactical_Intro_Land_Raid_Attacker></SpeechEvent_Tactical_Intro_Land_Raid_Attacker>



<!-- Not sure what these too lines do -->


<SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>GES_INTRO_LAND_ATTACK_E_05
</SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>


<SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>GES_INTRO_LAND_DEFEND_E_05
</SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>



<!--The conditional speech events below are played when selected units are or are not present. The format is:

<SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>UNIT_A,
UNIT_B, UNIT_C,
SPEECH_TO_PLAY</SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>

The same goes for the Conditional_And tag as well-->

<!-- Note that conditionals will be evaluated in the order below, so order/priority is important -->

<!-- -->

<!-- Luke object types (4) : Luke_Skywalker, Luke_Team, Luke_XWing, Red_Squadron -->

<!-- Mon Mothma object types (2): Mon_Mothma, Mon_Mothma_Team -->

<!-- Emperor Palpatine types (2): Emperor_Palpatine, Emperor_Palpatine_Team -->

<!-- Death Star types (1): Death_star -->

<!-- -->

<!-- ...Conditional_Or: A (or) B present - and C not present -->

<!-- ...Conditional_And: A (and) B present - and C not present -->

<!-- -->

<!-- Conditionals: (A) Present, (B) Present, (C) Not Present -->



<!-- A or B present and C not present -->


<SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>
Death_Star, None, None, GES_INTRO_SPACE_DEFEND_E_05
</SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>
<!-- Just Death Star present -->



<!-- A or B present and C not present-->


<SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>
Emperor_Palpatine, None, None, GES_INTRO_SPACE_DEFEND_E_04
</SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>
<!-- Just Emperor Palpatine present -->



<!-- A or B present and C not present -->


<SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or>
Death_Star, None, None, GES_INTRO_SPACE_ATTACK_E_04
</SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or>
<!-- Just Death Star present -->



<!-- A or B present and C not present-->


<SpeechEvent_Tactical_Intro_Land_Defender_Conditional_Or>
Emperor_Palpatine, None, None, GES_INTRO_LAND_DEFEND_E_05
</SpeechEvent_Tactical_Intro_Land_Defender_Conditional_Or>
<!-- Just Emperor Palpatine present -->



<!-- A or B present and C not present-->


<SpeechEvent_Tactical_Intro_Land_Attacker_Conditional_Or>
Mon_Mothma, None, None, GES_INTRO_LAND_ATTACK_E_04
</SpeechEvent_Tactical_Intro_Land_Attacker_Conditional_Or>
<!-- Just Mon Mothma present -->

<!-- End Sandbox tactical battle introduction SpeechEvents -->



<!-- These are the text hints the droid advisor sometimes
displays. Each entry is seperated by a comma. Defined in
MasterTextFile_ENGLISH.dat -->

<!-- Galactic Advisor Hints are displayed on the galactic map -->

<Galactic_Advisor_Hints>

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_01,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_02,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_03,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_04,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_05,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_06,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_07,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_08,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_09,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_10,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_11,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_12,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_13,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_14,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_15,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_16,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_17,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_18,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_19,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_20,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_21,

TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_24

</Galactic_Advisor_Hints>

<!-- Space Advisor Hints are displayed in a space tactical battle -->

<Space_Advisor_Hints>

TEXT_DROID_ADVISOR_EMPIRE_SPACE_01,

TEXT_DROID_ADVISOR_EMPIRE_SPACE_02,

TEXT_DROID_ADVISOR_EMPIRE_SPACE_03,

TEXT_DROID_ADVISOR_EMPIRE_SPACE_04,

TEXT_DROID_ADVISOR_EMPIRE_SPACE_05,

TEXT_DROID_ADVISOR_EMPIRE_SPACE_06,

TEXT_DROID_ADVISOR_EMPIRE_SPACE_07,

TEXT_DROID_ADVISOR_EMPIRE_SPACE_08,

TEXT_DROID_ADVISOR_EMPIRE_SPACE_09,

TEXT_DROID_ADVISOR_EMPIRE_SPACE_10,

TEXT_DROID_ADVISOR_EMPIRE_SPACE_11,

TEXT_DROID_ADVISOR_EMPIRE_SPACE_13

</Space_Advisor_Hints>

<!-- Land Advisor Hints are displayed in a land tactical battle -->

<Land_Advisor_Hints>

TEXT_DROID_ADVISOR_EMPIRE_LAND_00,

TEXT_DROID_ADVISOR_EMPIRE_LAND_01,

TEXT_DROID_ADVISOR_EMPIRE_LAND_02,

TEXT_DROID_ADVISOR_EMPIRE_LAND_03,

TEXT_DROID_ADVISOR_EMPIRE_LAND_04,

TEXT_DROID_ADVISOR_EMPIRE_LAND_05,

TEXT_DROID_ADVISOR_EMPIRE_LAND_06,

TEXT_DROID_ADVISOR_EMPIRE_LAND_07,

TEXT_DROID_ADVISOR_EMPIRE_LAND_08,

TEXT_DROID_ADVISOR_EMPIRE_LAND_09,

TEXT_DROID_ADVISOR_EMPIRE_LAND_10,

TEXT_DROID_ADVISOR_EMPIRE_LAND_11,

TEXT_DROID_ADVISOR_LAND_12,

TEXT_DROID_ADVISOR_LAND_13,

TEXT_DROID_ADVISOR_LAND_14

</Land_Advisor_Hints>



<!-- What factions is your faction allied with -->

<Allies>Imperial</Allies>

<!-- What factions is your faction enemies with -->

<Enemies>Rebel, Pirates, Hutts, Mon_Calamari, Bothan, Hostile, Ewok, Target, Sarlacc</Enemies>

<!-- Can your faction take control of a planet. true or false -->

<Can_Control_Planets>true</Can_Control_Planets>



<Garrison_Reinforcement_Delay_Seconds>20.0</Garrison_Reinforcement_Delay_Seconds>

<Multiplayer_Beacon_Type>E_Multiplayer_Beacon</Multiplayer_Beacon_Type>

<Default_Transmission_Message>TEXT_ENCYCLOPEDIA_HOLOCRON_UPDATED</Default_Transmission_Message>

<!-- Sound FX to play when the Droid Advisor sends you a message -->

<SFXEvent_HUD_Advisor_Message>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Message>

<!-- Sound FX to play when the Droid Advisor sends you an urgent message -->

<SFXEvent_HUD_Advisor_Urgent>GUI_R2_Urgent_Hint_SFX</SFXEvent_HUD_Advisor_Urgent>

<!-- Sound FX to play when the Droid Advisor sends you a hint -->

<SFXEvent_HUD_Advisor_Hint>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Hint>

<!--Put the names of any heroes you want to be in your faction -->

<!--Separate them with a comma -->

<Multiplayer_Campaign_Heroes>

Grand_Moff_Tarkin_Team,

Emperor_Palpatine_Team,

Boba_Fett_Team,

General_Veers_Team,

Accuser_Star_Destroyer,

Darth_Team

</Multiplayer_Campaign_Heroes>

</Faction>

Links / Downloads

 HitsAdded
Petrolution Modding Help Forums2292February 22, 2008 - 22:50

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