![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Seasoned Skipper
![]() Join Date: Oct 2010
Location: Westun New Yahk
Posts: 748
Downloads: 131
Uploads: 0
|
![]()
My tinkering efforts have been for naught as well.
That's an actual line?
__________________
Largest target sunk with deck gun: Japanese auxiliary cruiser, 15000 tons
Largest engaged: HMS Nelson. Results inconclusive. ![]() Read Brag's stuff ![]() |
![]() |
![]() |
![]() |
#2 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
|
![]()
From SH5 commands.cfg. As some new mod addtions on sh3 comes from sh4/sh5 i guess that could be a good idea to see if this also works on sh3.
__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
![]() |
![]() |
![]() |
#3 |
Ace of the Deep
![]() |
![]()
Here's a sample of an SH3 command from command_en.
The example has a sound associate with it. [Cmd432] Name=Man_the_deck_and_flak_guns Ctxt=1 MnID=0x3F2D0004 Str=2946 As you can see, there is no obvious sound file associated with it, but we all hear the command when the guns are manned. Ctxt=1 means the command onlyexecutes within the unpaused game itself, not in the museum, for example. Str=2946 is the text displayed when the command executes. Found in Data/Menu/en_menu file. Which leaves MnID=0x3F2D0004. MnID = menu item ID associated with this command. Unfortunately, I cannot find the menu file/folder to which the command points. I've located the .DAT files which sync voices with the animations, but that is it. The number looks like a hex address, but I am unable to even find that string anywhere. I know I'm missing something obvious, but am currently lost. ![]()
__________________
In the month of July of the year 1348, between the feasts of St. Benedict and of St. Swithin, a strange thing came upon England... My U297 build thread |
![]() |
![]() |
![]() |
#4 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
|
![]() Quote:
__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
|
![]() |
![]() |
![]() |
#5 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
The MnID is found in the menu_1024-768.ini
The voices played are controlled by the Phrases_whatever.dats as far as I remember. ![]() They may also connect to the actual anim files but I'm not home so can't check everything. ![]() |
![]() |
![]() |
#6 | |
Ace of the Deep
![]() |
![]()
Yeah. As Privateer points out, it points to the menu_1024-768.ini file which appears to control the gui animations. Button presses, switches thrown, etc.
Quote:
Many near misses, but no direct hits as yet. Keep shootin' guys! I'm loading as fast as I can! ![]() The mechanism which tells the game "when X occurs play sound Y" remains elusive to my novice eye. I can see why they changed it for SH5.
__________________
In the month of July of the year 1348, between the feasts of St. Benedict and of St. Swithin, a strange thing came upon England... My U297 build thread |
|
![]() |
![]() |
![]() |
#7 | |
Hellas
![]() |
![]() Quote:
not only this , it also determines the area at which ,when you clic with your mouse, will 'activate' the command (otherwise you will have to use ONLY your keyboard buttons for executing the commands). now, if you can add a sound line and work...fine (just have to try it) . ps: the allready existed commands that have sounds (but you don't see a sound line at the specific command entry) means ,afaik, that the sound is hardcoded attached to the command
__________________
Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
|
![]() |
![]() |
![]() |
#8 |
Ace of the Deep
![]() |
![]()
The more I look, and the more I think on it, the more convinced I become that you are correct. I cannot think of any voice command that is not attached to an NPC, and I think it must be hardcoded.
Perhaps I am going about this the wrong way. Treat it more like an environmental sound, since my mod would simulate the kaleun's voice command, not another officer, it need not be attached to an npc. I'll keep cogitating on it. Cdr. Shephard is calling me bad names for taking time out to check Subsim! Cya Monday.
__________________
In the month of July of the year 1348, between the feasts of St. Benedict and of St. Swithin, a strange thing came upon England... My U297 build thread |
![]() |
![]() |
![]() |
|
|