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| [résolu]Need help with sound | |
| Author | Message |
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Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: [résolu]Need help with sound 6/6/2012, 3:25 am | |
| Working on a mod that has the Droids on all sides GCW and CW
When I play as the droids on the empire or rebels the sound effects do not play. No voices, footsteps, etc. How can I get the droid sound effects in GCW? |
| | | Marth8880 Private
Messages : 18 Registration Date : 2012-04-23 Age : 30 Location : M:\BF2_ModTools\data_ME5\
| Subject: Re: [résolu]Need help with sound 6/6/2012, 6:48 pm | |
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| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [résolu]Need help with sound 6/7/2012, 5:24 pm | |
| ***g_con.lua?
What changes should I make to allow the use of CW era sound? (If this isnt the LUA you were talking about just give me the specific file and I'll post it. I have no experience with sound modding)
-- -- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved. --
ScriptCB_DoFile("setup_teams") ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1) local ALL = 2 local IMP = 1 -- These variables do not change local ATT = 1 local DEF = 2 function ScriptPostLoad() --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"} --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:Start()
EnableSPHeroRules() 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(40) SetMaxPlayerFlyHeight(40)
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\\tat.lvl;tat2gcw") ReadDataFile("SIDE\\all.lvl", "all_inf_rifleman", "all_inf_rocketeer", "all_inf_sniper", "all_inf_engineer", "all_inf_officer", "all_inf_wookiee", "all_hero_hansolo_tat") ReadDataFile("SIDE\\imp.lvl", "imp_inf_rifleman", "imp_inf_rocketeer", "imp_inf_engineer", "imp_inf_sniper", "imp_inf_officer", "imp_inf_dark_trooper", "imp_hero_bobafett", "imp_fly_destroyer_dome" )
ReadDataFile("SIDE\\tur.lvl", "tur_bldg_tat_barge", "tur_bldg_laser") SetupTeams{ all = { team = ALL, units = 20, reinforcements = 150, soldier = { "all_inf_rifleman",9, 25}, assault = { "all_inf_rocketeer",1,4}, engineer = { "all_inf_engineer",1,4}, sniper = { "all_inf_sniper",1,4}, officer = { "all_inf_officer",1,4}, special = { "all_inf_wookiee",1,4},
}, imp = { team = IMP, units = 20, reinforcements = 150, soldier = { "imp_inf_rifleman",9, 25}, assault = { "imp_inf_rocketeer",1,4}, engineer = { "imp_inf_engineer",1,4}, sniper = { "imp_inf_sniper",1,4}, officer = { "imp_inf_officer",1,4}, special = { "imp_inf_dark_trooper",1,4}, }, } SetHeroClass(ALL, "all_hero_hansolo_tat") SetHeroClass(IMP, "imp_hero_bobafett")
-- Level Stats ClearWalkers() AddWalkerType(0, 0) -- 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)
SetSpawnDelay(10.0, 0.25) ReadDataFile("dc:CSM\\CSM.lvl", "CSM_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
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| | | Marth8880 Private
Messages : 18 Registration Date : 2012-04-23 Age : 30 Location : M:\BF2_ModTools\data_ME5\
| Subject: Re: [résolu]Need help with sound 6/7/2012, 10:06 pm | |
| Yes, that's the correct LUA. Also, it'd be courteous to post any kind of code like that in spoiler or code tags. Anyway, the easiest solution that I can think of is to simply load the Mustafar sound LVL into your map since it has droid sounds in the "cross" sub-level. In this section: - Code:
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ReadDataFile("sound\\tat.lvl;tat2gcw") ReadDataFile("SIDE\\all.lvl", "all_inf_rifleman", "all_inf_rocketeer", "all_inf_sniper", "all_inf_engineer", "all_inf_officer", "all_inf_wookiee", "all_hero_hansolo_tat")
ReadDataFile("SIDE\\imp.lvl", "imp_inf_rifleman", "imp_inf_rocketeer", "imp_inf_engineer", "imp_inf_sniper", "imp_inf_officer", "imp_inf_dark_trooper", "imp_hero_bobafett", "imp_fly_destroyer_dome" )
ReadDataFile("SIDE\\tur.lvl", "tur_bldg_tat_barge", "tur_bldg_laser") replace this: - Code:
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ReadDataFile("sound\\tat.lvl;tat2gcw") with this: - Code:
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ReadDataFile("dc:sound\\mus.lvl;mus1cross") ReadDataFile("sound\\mus.lvl;mus1gcw") so it looks like this: - Code:
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ReadDataFile("dc:sound\\mus.lvl;mus1cross") ReadDataFile("sound\\mus.lvl;mus1gcw") ReadDataFile("SIDE\\all.lvl", "all_inf_rifleman", "all_inf_rocketeer", "all_inf_sniper", "all_inf_engineer", "all_inf_officer", "all_inf_wookiee", "all_hero_hansolo_tat")
ReadDataFile("SIDE\\imp.lvl", "imp_inf_rifleman", "imp_inf_rocketeer", "imp_inf_engineer", "imp_inf_sniper", "imp_inf_officer", "imp_inf_dark_trooper", "imp_hero_bobafett", "imp_fly_destroyer_dome" )
ReadDataFile("SIDE\\tur.lvl", "tur_bldg_tat_barge", "tur_bldg_laser") Now, find this: - Code:
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OpenAudioStream("sound\\tat.lvl", "tat2") OpenAudioStream("sound\\tat.lvl", "tat2") and replace it with this: - Code:
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OpenAudioStream("sound\\mus.lvl", "mus1") OpenAudioStream("sound\\mus.lvl", "mus1") Then, find this: - Code:
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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") and replace it with this: - Code:
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SetAmbientMusic(ALL, 1.0, "all_mus_amb_start", 0,1) SetAmbientMusic(ALL, 0.8, "all_mus_amb_middle", 1,1) SetAmbientMusic(ALL, 0.2,"all_mus_amb_end", 2,1) SetAmbientMusic(IMP, 1.0, "imp_mus_amb_start", 0,1) SetAmbientMusic(IMP, 0.8, "imp_mus_amb_middle", 1,1) SetAmbientMusic(IMP, 0.2,"imp_mus_amb_end", 2,1)
SetVictoryMusic(ALL, "all_mus_amb_victory") SetDefeatMusic (ALL, "all_mus_amb_defeat") SetVictoryMusic(IMP, "imp_mus_amb_victory") SetDefeatMusic (IMP, "imp_mus_amb_defeat") Last, find mus.lvl in GameData\data\_lvl_pc\sound\ and copy and paste it into ABC\data\_LVL_PC\sound\. Munge your map with "Common" selected and test it out. |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: [résolu]Need help with sound 6/8/2012, 8:17 pm | |
| - Marth8880 wrote:
- Munge your map with "Common" selected and test it out.
Thanks Marth really appreciate the help! But the focus of this mod isn't on a single map. Its global sides. Is there a way for it to take effect in stock maps? |
| | | Marth8880 Private
Messages : 18 Registration Date : 2012-04-23 Age : 30 Location : M:\BF2_ModTools\data_ME5\
| Subject: Re: [résolu]Need help with sound 6/8/2012, 11:05 pm | |
| Well, I should have said "mod", but yes, just munge like you normally would when you edit the LUA. |
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