[SOLVED] sound wookie

Started by MARCUS, April 28, 2012, 03:22:12 AM

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April 28, 2012, 03:22:12 AM Last Edit: May 01, 2012, 06:12:06 AM by MARCUS
does someone knows where i can find the sounds of the wookie?


[spoiler]HurtSound              = "all_inf_com_chatter_wound_wookie"
DeathSound              = "all_inf_com_chatter_death_wookie"
//AcquiredTargetSound     = ""
HidingSound             = "all_inf_com_chatter_hide_wookie"
ApproachingTargetSound  = "all_inf_com_chatter_approach_wookie"
FleeSound               = "all_inf_com_chatter_flee_wookie"
PreparingForDamageSound = "all_inf_com_chatter_predamage_wookie"
HeardEnemySound         = "all_inf_com_chatter_heard_wookie"
//ShockFadeOutTime      = "0.8"
//ShockFadeInTime       = "2.0"
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound      = ""
//LowHealthThreshold      = ".25"
FoleyFXClass            = "wok_inf_soldier"

// squad command VO
SCFieldMoveOutSound      = "wok_inf_com_chatter_tac_moveout"
SCFieldHoldSound      = "wok_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "wok_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "wok_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound      = "wok_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound   = "wok_inf_com_chatter_tac_spreadout"
SCPassengerStopSound   = "wok_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "wok_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound   = "wok_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "wok_inf_com_chatter_tac_allclear"
SCGunnerSteadySound      = "wok_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "wok_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound      = "wok_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "wok_inf_com_chatter_tac_yes"
SCResponseNosirSound   = "wok_inf_com_chatter_tac_no"

// AI squad command VO
AISCFieldMoveOutSound      = "wok_inf_com_chatter_tac_moveout"
AISCFieldHoldSound          = "wok_inf_com_chatter_tac_hold"
AISCFieldFollowSound      = "wok_inf_com_chatter_tac_follow"
AISCDriverGetInSound      = "wok_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound      = "wok_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "wok_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound       = "wok_inf_com_chatter_tac_stop"
AISCPassengerGetInSound       = "wok_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound   = "wok_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound       = "wok_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound      = "wok_inf_com_chatter_tac_stop"
AISCGunnerGetInSound      = "wok_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound      = "wok_inf_com_chatter_tac_moveout"
AISCResponseYessirSound       = "wok_inf_com_chatter_tac_yes"
AISCResponseNosirSound       = "wok_inf_com_chatter_tac_no"[/spoiler]

i want all these sounds in my odf file, but where can i find these sounds and where do i have to put them in the side builder?


Sounds are called in the map mission LUA file:

    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");

You can only call the audio streams.  The come with everyone's game and can not be distributed by the terms of the Mod Tools.
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

so its impossible to give a trooper the sounds of a wookie?

It should be possible, just edit the trooper ODF to be what is in the wookie ODF:
SCFieldMoveOutSound      = "wok_inf_com_chatter_tac_moveout"
SCFieldHoldSound      = "wok_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "wok_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "wok_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound      = "wok_inf_com_chatter_tac_moveout"



you just need to call the right audiostream first in the map LUA
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet