I couldn't find a tutorial or any posts related to this... this has been a "silent" problem that kept me from going cross era with mods. Please tell me if anyone else has already done this.
Ever want to cross your soldiers and weapons across an era? Really? An annoying thing that comes along with this is the silence of soldiers and weapons. Well, the answer lies in the sound files.
You see, each side has its own specific sounds assigned to it in the sound files. In the example I'm going to use, "sound\\bes.lvl;bes2gcw" contains the Imperial and Rebel sounds that the odfs call on. For example, in the imp_weap_inf_rifle.odf, there are lines like this:
If you were to change FireSound to "rep_weap_inf_rifle_fire" (the Republic equivalent), you would hear nothing and be greatly disappointed, as the Republic weaponry sounds are contained in "sound\\bes.lvl;bes2cw". Maybe the example will make it more clear.
1.) Go to your mission.lvl builder and pick a lua that you wish to edit. I'm going to bes2a.lua (The GCW version of Cloud City)
2.) Open it up, you will see a line that says:
3.) Add this line to it:
4.) Now to test it, pick a side and add these lines to the lua. I picked a Clone Trooper to add to the Empire (will work with separate teams):
YaY! You can hear him and everything. (EMP Grenade? Not quite sure what's up with it ) His guns and voice come through though.
I found this out making my newest mod (I had an Imp rifle noise already used, and I wanted a Rep pistol noise for another weapon). By adding that one line to the lua and changing the odf, I can now hear the Republic and CIS noises.
I also found out that the sound for the wrist blaster is linked to the sbdroid animation and CW sounds, so you need to have that line to hear it at all ingame. Changing the odf to another fire sound doesn't work.
Ever want to cross your soldiers and weapons across an era? Really? An annoying thing that comes along with this is the silence of soldiers and weapons. Well, the answer lies in the sound files.
You see, each side has its own specific sounds assigned to it in the sound files. In the example I'm going to use, "sound\\bes.lvl;bes2gcw" contains the Imperial and Rebel sounds that the odfs call on. For example, in the imp_weap_inf_rifle.odf, there are lines like this:
Code Select
//******************************************************
//*************** SOUND ****************
//******************************************************
FireSound = "imp_weap_inf_rifle_fire"
ReloadSound = "imp_weap_inf_reload_med"
ChangeModeSound = "imp_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "imp_weap_inf_equip_med"
If you were to change FireSound to "rep_weap_inf_rifle_fire" (the Republic equivalent), you would hear nothing and be greatly disappointed, as the Republic weaponry sounds are contained in "sound\\bes.lvl;bes2cw". Maybe the example will make it more clear.
1.) Go to your mission.lvl builder and pick a lua that you wish to edit. I'm going to bes2a.lua (The GCW version of Cloud City)
2.) Open it up, you will see a line that says:
Code Select
ReadDataFile("sound\\bes.lvl;bes2gcw");
3.) Add this line to it:
Code Select
ReadDataFile("sound\\bes.lvl;bes2cw");
4.) Now to test it, pick a side and add these lines to the lua. I picked a Clone Trooper to add to the Empire (will work with separate teams):
Code Select
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_basic");
Code Select
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",11)
AddUnitClass(IMP, "imp_inf_shock_trooper",3)
AddUnitClass(IMP, "imp_inf_scout_trooper",4)
AddUnitClass(IMP, "rep_inf_clone_trooper",5)
YaY! You can hear him and everything. (EMP Grenade? Not quite sure what's up with it ) His guns and voice come through though.
I found this out making my newest mod (I had an Imp rifle noise already used, and I wanted a Rep pistol noise for another weapon). By adding that one line to the lua and changing the odf, I can now hear the Republic and CIS noises.