Seven Posted July 3, 2016 Author Posted July 3, 2016 @@eezstreet I don't know what I'm doing wrong, but this still isn't working. Here's what I have in the animsound.cfg now in the uppersounds area (with the other stuff) BOTH_MINDTRICK1 3 sound/chars/obi-wan/misc/trick.wav 0 0 90
eezstreet Posted July 3, 2016 Posted July 3, 2016 Try adding a line for BOTH_MINDTRICK2 as well. And change probability to 0.
Seven Posted July 3, 2016 Author Posted July 3, 2016 Try adding a line for BOTH_MINDTRICK2 as well. And change probability to 0.Still nothing
eezstreet Posted July 3, 2016 Posted July 3, 2016 Still nothingWhere are you including this file in your pk3? Are you running SP or MP?
Seven Posted July 3, 2016 Author Posted July 3, 2016 Where are you including this file in your pk3? Are you running SP or MP?I'm running in SP and the file is in models/players/hs_kenobi_rots
eezstreet Posted July 3, 2016 Posted July 3, 2016 I'm running in SP and the file is in models/players/hs_kenobi_rotsStupid question, but have you checked to see that the file it's asking for (sound/chars/obi-wan/misc/trick) exists?
Seven Posted July 4, 2016 Author Posted July 4, 2016 Stupid question, but have you checked to see that the file it's asking for (sound/chars/obi-wan/misc/trick) exists?It is there. Should I just pm you the files?
eezstreet Posted July 4, 2016 Posted July 4, 2016 It is there. Should I just pm you the files?Sure, that works.
Asgarath83 Posted July 4, 2016 Posted July 4, 2016 the SoundOn, SoundLoop and SoundOff are only 1 into sab files, by default, but i am sure is possible to add others with and ediiting of code realted to .SAB file. but you need to add a new command for reply this functions (like SoundOn2, SoundOn3 etc.) and make a q_irand variable for the correct sound playing. for the sounds of hitting func_breakable objects, or enemies, or the lock and parries, it not need necessary code hacking.you can set custom efx for a saber \ blade with the bladeeffect, hitothereffect, hitpersoneffect, blockeffect commands into the sab file.instead of use sab file command for the sounds of this events, you can simply add sounds variable to the effects.you can set multiple sounds for an effect, and they will play randomly by the engine. example by my mod. reaver1 { name "Dark Reaver" saberType SABER_SINGLE saberModel "models/weapons2/reaver1/reaver1.glm" saberColor Purple g2MarksShader "gfx/damage/darkmark" soundOn "sound/weapons/Dark_Reaver/darkreaver1.mp3" soundOff "sound/weapons/Dark_Reaver/darkreaver3.mp3" saberLength 44 throwable 0 saberradius 20 disarmable 0 forceRestrict FP_LIGHTNING forceRestrict FP_SEE saberstylelearned fast saberstylelearned medium saberstylelearned strong saberstyleforbidden desann saberstyleforbidden tavion saberstyleforbidden staff spinsound "sound/weapons/Dark_Reaver/DarkReaver3.mp3" swingsound1 "sound/weapons/Dark_Reaver/DarkReaver1.mp3" swingsound2 "sound/weapons/Dark_Reaver/DarkReaver2.mp3" swingsound3 "sound/weapons/Dark_Reaver/DarkReaver3.mp3" blockEffect "reavers/darkblock.efx" hitPersonEffect "reavers/darkimpactbody.efx" hitOtherEffect "reavers/darkimpact.efx" BladeEffect "reavers/darkblade.efx" damagescale 1.3 trailstyle 1 noclashflare 1 nowallmarks 1 lockbonus 4 parrybonus 7 disarmbonus 8 drawAnim BOTH_CCWCIRCLEBREAK readyAnim BOTH_SABERSTAFF_STANCE putawayAnim BOTH_CCWCIRCLEBREAK kataMove LS_A2_SPECIAL lungeAtkMove LS_ROLL_STAB jumpAtkFwdMove LS_SPINATTACK noidleeffect 1 oninwater 1 } the "darkimpactbody.efx" effect can play also ten differenct sounds for this effect if is necessary. inside an EFX file the code of a random sound it's this: you can create it manually editing with notepad the EFX file, or using EffectEd utility. Sound { sounds [ sound/weapons/Dark_Reaver/darkreaverhit1.mp3 sound/weapons/Dark_Reaver/darkreaverhit2.mp3 sound/weapons/Dark_Reaver/darkreaverhit3.mp3 ] } as you can see i added only 3 hit sound, but is possible to make something like that: Sound { sounds [ sound/weapons/Dark_Reaver/darkreaverhit1.mp3 sound/weapons/Dark_Reaver/darkreaverhit2.mp3 sound/weapons/Dark_Reaver/darkreaverhit3.mp3 sound/weapons/Dark_Reaver/darkreaverhit4.mp3 sound/weapons/Dark_Reaver/darkreaverhit5.mp3 sound/weapons/Dark_Reaver/darkreaverhit6.mp3 sound/weapons/Dark_Reaver/darkreaverhit7.mp3 sound/weapons/Dark_Reaver/darkreaverhit8.mp3 sound/weapons/Dark_Reaver/darkreaverhit9.mp3 sound/weapons/Dark_Reaver/darkreaverhit10.mp3 sound/weapons/Dark_Reaver/darkreaverhit11.mp3 sound/weapons/Dark_Reaver/darkreaverhit12.mp3 ] }
eezstreet Posted July 7, 2016 Posted July 7, 2016 @@eezstreet doneI took a look at the file you sent me in PM, and the issue is actually not related to your animsounds.cfg, it's actually because your sound file is not the correct format (it's 22050hz, not 44100 hz). Try using just a dummy file from the assets, like Jaden saying "Take that!" and see if you can get it to work there, and then try converting your sound file to the correct format using Audacity.
Seven Posted July 7, 2016 Author Posted July 7, 2016 I took a look at the file you sent me in PM, and the issue is actually not related to your animsounds.cfg, it's actually because your sound file is not the correct format (it's 22050hz, not 44100 hz). Try using just a dummy file from the assets, like Jaden saying "Take that!" and see if you can get it to work there, and then try converting your sound file to the correct format using Audacity.I tried converting the sound but it still isn't going off. I suppose I can try with a Jaden sound but I don't think thats the issue.
Seven Posted August 20, 2016 Author Posted August 20, 2016 I've been back at this trying to make a character speak when they fire their weapon. Here's the line I have currently in my animsounds.cfg BOTH_ATTACK2 1 sound/chars/hansolo/misc/taunt%d.wav 1 3 0 Just won't work though
swegmaster Posted August 20, 2016 Posted August 20, 2016 i have the same issue with adding custom footstep sounds to hk47
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