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Old 06-05-10, 02:51 AM   #2856
Stormfly
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Quote:
Originally Posted by TheDarkWraith View Post
I think it's best if I add the sounds in my scripts. I have a way to do it and that way the timing isn't all off. What do you think? You'll have to give me the names of the sounds you're using.

I can add a sound to opening a tube. What's the name of the sound to be used?
good idea,

...i will upload the current test version and send you a link for testing.... eta 1 hour.

regarding the name, there is a little confusion UBI did, they use currently for closing the tubes: "Torpedo tube opening.wav" ...so for the needed currently missing sound i would prefer "Torpedo tube door" to make it not more confusing...

how do you want to play it ? what source do you want to use... play it as menue sound is ony 2D then, for playing with 3D effect like the functional closing one, you can use the crew as sound sources (torpedo or sonar guy for forward tubes, machinist or deck gun crew for the rear one. In this case the sound have to be .ogg but the name in script use no extension... if crew voice, only path below "Speech" path and name of the file without extension.

At current, i use the commands.cfg to play the diesel startup sequence, its currently bound to the weapons officer, because i didn`t found the name for the machinist in the diesel room yet... a bit confusing is, that crew names in commands.cfg are different then in phyton scripts.

anymway if you can or like connecting the diesel startup also, i would prefer "Start_diesel_engines" played from the machinist in the diesel engine room

...but even if you like 2d menue source only, thats no big problem.
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Last edited by Stormfly; 06-05-10 at 03:10 AM.
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