Missing Vehicle Sounds

Started by Ascertes, February 14, 2016, 03:29:15 PM

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Y'know, I probably make way too many threads and I'm sure a lot of people are tired of trying to help me by now :XD: But this is yet another thing I haven't been able to fix. For those who have played my maps before, you know there are some vehicle sounds missing. I'm on the verge of finishing a new map, and I'd rather not release another map that has missing sounds, but so far this one is missing some  >:(

The AT-TE and MTT I have placed in the map are both missing all of their sounds. All other vehicles, which include the AAT, STAP, IFT-X and Republic Speeder all have their sounds and work as they should. All other sounds in general work perfectly. I've fussed around with the LUA and haven't been to get them to work. So I turn to you!

I've provided a copy of my LUA here:
--start header
function ScriptInit()
local CIS = 1
local REP = 2
local ATT = 1
local DEF = 2
--end header

--start objectives
AddMissionObjective(REP,"red", "level.TatRiver.objectives.1");
AddMissionObjective(REP,"orange", "level.TatRiver.objectives.2");
AddMissionObjective(REP,"orange", "level.TatRiver.objectives.3");
AddMissionObjective(CIS,"red", "level.TatRiver.objectives.1");
AddMissionObjective(CIS,"orange", "level.TatRiver.objectives.2");
AddMissionObjective(CIS,"orange","level.TatRiver.objectives.3");
--end objectives

--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1cw");
ReadDataFile("sound\\geo.lvl;geo1cw");
--end soundlvl

-- Start sidelvls
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic_battledroids",
"cis_inf_countdooku",
"cis_inf_droideka",
"cis_hover_mtt",
"cis_hover_stap",
"cis_hover_aat");

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_basic",
"rep_inf_macewindu",
"rep_inf_jet_trooper",
"rep_walk_atte",
"rep_hover_fightertank",
"rep_hover_speederbike");

ReadDataFile("dc:SIDE//des.lvl",
"tat_inf_tuskenraider",
"tat_inf_tuskenhunter",
"tat_inf_tuskenshaman",
"tat_inf_tuskenpillager");
--end sidelvls

--start loadouts
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid_inf",12)
AddUnitClass(CIS, "cis_inf_battledroid_av",4)
AddUnitClass(CIS, "cis_inf_battledroid_pilot",4)
AddUnitClass(CIS, "cis_inf_battledroid_sniper",6)
AddUnitClass(CIS, "cis_inf_droideka",4)

SetTeamName(REP, "Republic")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "rep_inf_clone_trooper",12)
AddUnitClass(REP, "rep_inf_arc_trooper",4)
AddUnitClass(REP, "rep_inf_clone_pilot",4)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",6)
AddUnitClass(REP, "rep_inf_jet_trooper",4)
SetHeroClass(REP, "rep_inf_macewindu")

SetTeamName(3, "Tusken Raiders")
AddUnitClass(3, "tat_inf_tuskenraider",20)
AddUnitClass(3, "tat_inf_tuskenpillager",7)
AddUnitClass(3, "tat_inf_tuskenhunter",15)
AddUnitClass(3, "tat_inf_tuskenshaman",8)
--end loadouts

--start teamstats
SetUnitCount(ATT, 30)
SetReinforcementCount(ATT, 300)

SetUnitCount(DEF, 30)
SetReinforcementCount(DEF, 300)

SetUnitCount(3, 50)
--end teamstats

--start alliances
SetTeamAsEnemy(ATT, 3)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(ATT, 1)

SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetTeamAsEnemy(DEF, 3)

SetTeamAsFriend(3, 3)
SetTeamAsEnemy(3, 2)
SetTeamAsEnemy(3, 1)

SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 5)-- special -> droidekas
AddWalkerType(1, 0)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 1)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("CommandHover", 1)
SetMemoryPoolSize("EntityFlyer", 20)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("Aimer", 160)
--end memorypools

--start worldlvl
ReadDataFile("dc:TatRiver\\TatRiver.lvl")
--end worldlvl

--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay

--start flyheight
--end flyheight

--start ainotify
--end ainotify

--start stayinturrets
--end stayinturrets

--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment

--start birdsandfish
--end birdsandfish

--start deathregions
AddDeathRegion("Sarlac01")
--end deathregions

--start soundconfig
OpenAudioStream("sound\\tat.lvl","tatcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\cw.lvl","cw_vo");
OpenAudioStream("sound\\cw.lvl","cw_tac_vo");
OpenAudioStream("sound\\tat.lvl","tat1_emt");
OpenAudioStream("sound\\geo.lvl","geocw_music");
OpenAudioStream("sound\\geo.lvl","geo1cw");
OpenAudioStream("sound\\geo.lvl","geo1cw");
OpenAudioStream("sound\\cw.lvl","cw_vo");
OpenAudioStream("sound\\cw.lvl","cw_tac_vo");

SetBleedingVoiceOver(CIS,CIS,"cis_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(CIS,REP,"cis_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,CIS,"rep_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,REP,"rep_off_com_report_us_overwhelmed",1);

SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1,1);

SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");

SetAmbientMusic(CIS,1.0,"cis_tat_amb_start",0,1);
SetAmbientMusic(CIS,0.99,"cis_tat_amb_middle",1,1);
SetAmbientMusic(CIS,0.1,"cis_tat_amb_end",2,1);

SetAmbientMusic(REP,1.0,"rep_tat_amb_start",0,1);
SetAmbientMusic(REP,0.99,"rep_tat_amb_middle",1,1);
SetAmbientMusic(REP,0.1,"rep_tat_amb_end",2,1);

SetVictoryMusic(CIS,"cis_tat_amb_victory");
SetDefeatMusic (CIS,"cis_tat_amb_defeat");

SetVictoryMusic(REP,"rep_tat_amb_victory");
SetDefeatMusic (REP,"rep_tat_amb_defeat");

SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
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");

SetPlanetaryBonusVoiceOver(REP,REP,0,"rep_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(REP,CIS,0,"rep_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(REP,REP,1,"");
SetPlanetaryBonusVoiceOver(REP,CIS,1,"");
SetPlanetaryBonusVoiceOver(REP,REP,2,"rep_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(REP,CIS,2,"rep_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(REP,REP,3,"rep_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(REP,CIS,3,"rep_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(REP,REP,4,"rep_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(REP,CIS,4,"rep_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(REP,REP,5,"rep_bonus_rep_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(REP,CIS,5,"rep_bonus_cis_sabotage");
SetPlanetaryBonusVoiceOver(REP,REP,6,"");
SetPlanetaryBonusVoiceOver(REP,CIS,6,"");
SetPlanetaryBonusVoiceOver(REP,REP,7,"rep_bonus_rep_training");--advanced training
SetPlanetaryBonusVoiceOver(REP,CIS,7,"rep_bonus_cis_training");--advanced training

SetPlanetaryBonusVoiceOver(CIS,CIS,0,"cis_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(CIS,REP,0,"cis_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(CIS,CIS,1,"");
SetPlanetaryBonusVoiceOver(CIS,REP,1,"");
SetPlanetaryBonusVoiceOver(CIS,CIS,2,"cis_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(CIS,REP,2,"cis_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(CIS,CIS,3,"cis_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(CIS,REP,3,"cis_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(CIS,CIS,4,"cis_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(CIS,REP,4,"cis_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(CIS,CIS,5,"cis_bonus_cis_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(CIS,REP,5,"cis_bonus_rep_sabotage");
SetPlanetaryBonusVoiceOver(CIS,CIS,6,"");
SetPlanetaryBonusVoiceOver(CIS,REP,6,"");
SetPlanetaryBonusVoiceOver(CIS,CIS,7,"cis_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS,REP,7,"cis_bonus_rep_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer
end
--end footer


The lines that refer to Geonosis assets were my failed attempt at trying to include sounds from that stock map to hopefully get at least the AT-TE working.

Again, any help at all is always appreciated :)
"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.

I am new to modding and apparently I had the same problem.

The point is that, I tried the same thing you (apparently) before loading the SIDES need to put the load line sounds.


example:

    ReadDataFile("dc:sound\\geo.lvl;geo1cw") ===> yes (sounds tanks and others lands sounds)
    ReadDataFile("sound\\uta.lvl;uta1cw") ===> no, but (sounds ships and other spaces ships)
    ReadDataFile("dc:SIDE\\rep.lvl",
                            "rep_fly_gunship2",
                      "rep_fly_jedifighter",


example: I want to load sounds jedifighter and gunship.
I have several options, choose sound loading of the following maps:

uta, spa (space), myg.

Spa only bring all the sounds of the ships but perdere of terrestrial vehicles.

if I want the sounds of earth and space vehicles, uta and myg are the only ones who bring ships (only gunship) and some land vehicles, as in campaigns you can see them these ships.


And this command only one type of sound either geo, uta, Yav, etc does not accept more burdens; I've already tried.

There are some sounds that load (depending on the map), but others disappear as this map does not bring those vehicles you want.

I still do not learn to munge the sounds I want to load.

(I hope you have understood me, as you will see the English is not my native language.)
[sees a lightsabre] An elegant weapon for a more civilized time, eh? Well, guess what? Times have changed!