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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Loader
![]() Join Date: Mar 2007
Posts: 86
Downloads: 40
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Modding sound - Firing tubes
hi kaleuns, I thought in SH4 we can mod the sound to be played when firing each tube. I forgot how we did it
![]() but in SH5, I am clueless, it looks as if it only rotates the tube number and the rest stays the same... Here below is what I found in Message_WE.cfg: Quote:
Pls excuse my english, I look forward to your input ![]() |
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#2 |
Stowaway
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Create new sound files and edit the list.
Should be straight forward to do. ![]() Oh, wait! We're talking about SH5 where nothing ever seems straight forward to do. ![]() |
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#3 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
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You can say that again.
__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#4 |
Stowaway
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Create new sound files and edit the list.
Should be straight forward to do. ![]() Oh, wait! We're talking about SH5 where nothing ever seems straight forward to do. ![]() ![]() |
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#5 | |
Loader
![]() Join Date: Mar 2007
Posts: 86
Downloads: 40
Uploads: 0
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![]() Quote:
![]() Does anyone still have the SH4's Message_WE.cfg? I need it to compare to the SH5 ![]() |
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#6 |
Stowaway
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That's what the file you refered to is for!
As a test? Just rename part of that file and see what happens. Rename MC_CR_SO_30_A to MC_CR_SO_30_B then run the Game. Most likely? You'll CTD when it calls for a file that's not there. If you don't try things like this? You'll get nowhere faster then you can imagine! |
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#7 |
Stowaway
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I am afraid that what you want to do is not possible with the stock tools in SH5. It may be possible via scripting, but that may just be a bit over the top for that matter. Maybe there will be a way in a few weeks...
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#8 | |
Loader
![]() Join Date: Mar 2007
Posts: 86
Downloads: 40
Uploads: 0
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