Bridge Commander Central
BC Forums => BC Technical Support => Topic started by: Billz on November 18, 2007, 07:31:55 PM
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Is the sound for the torpedo not working for anyone else? Or is it just me?
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I haven't downloaded it yet but whenever I have a sound problem I just go to the HP and replace the "missing" sound with another sound that I know works and is satisfying to me that sounds appropriate to the type of weapon/ship.
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OK, my bad again. Go to Custom/Autoload and find a file called ZZ_Aehlla.py and rename it to ZZ_Aehlla_SoundPak.py
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OK, my bad again. Go to Custom/Autoload and find a file called ZZ_Aehlla.py and rename it to ZZ_Aehlla_SoundPak.py
The naming of the file shouldn't matter.
I currently don't see anything wrong with it.
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Agreed. It shouldn't matter. And yet, the torpedo sound remains silent. I made sure the wav was installed along with the rest of the pack.
Confused much.
:?
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Agreed. It shouldn't matter. And yet, the torpedo sound remains silent. I made sure the wav was installed along with the rest of the pack.
Confused much.
:?
I must stress that it works for me perfectly on both rigs. I'm confused too...
EDIT: Tryed by changing the torp sound to streamed plasma in the torp script?
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to put it basically, the file in \Autoload is what links the sound file with the torpedo file.
it goes from the file, to the "alias" (sound pack file), to the projectile to the hardpoint.
so, if you name you sound "aehlla_torp.wav", then you say in the autoload file
Foundation.SoundDef("sfx/Weapons/aehlla_torp.wav", "AehllaTorp", 1.0)
then in the hardpoint you call Tactical.Projectiles.AdonisTorpedo (for example) and then in the torpedo file you call "AehllaTorp", not "aehlla_torp". you call the "alias" of the file.
if you're sure everything is linked propperly, then the sound file is corrupt. but first be sure you don't have a typo around there.
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Its also case sensitive!