Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Wed Apr 24, 2024 10:58 pm
All times are UTC + 0
Man I'm running into problem after problem
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Wed Jun 03, 2009 2:16 am    Post subject:  Man I'm running into problem after problem
Subject description: help would be liked
Reply with quote  Mark this post and the followings unread

Well I fixed most stuff but when adding my new sov plane I get this IE and the sounds don't work right, itll play one then some random animal and then another mig sound. (voices)

Here's me code:
Code:

...
Prerequisite=NAPAD
Primary=Maverick
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=150
Category=AirPower
Armor=light
TechLevel=3
Sight=8
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Dock=GAAIRC,AMRADR,NAPAD,YAPAD
PipScale=Ammo
Speed=14
PitchSpeed=1.1
PitchAngle=0
OmniFire=yes
Owner=Russians,Confederation,Africans,Arabs
Cost=1200
Points=20
ROT=3
Ammo=2
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes
VoiceSelect=CMigSelect
VoiceMove=CMigMove
VoiceAttack=CMigAttackCommand
VoiceCrashing=CMigVoiceDie
DieSound=
MoveSound=MigMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff   ;Taking off
AuxSound2=IntruderLanding   ;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
ElitePrimary=MaverickE
PreventAttackMove=yes

Code:
CMigAttackCommand]
Sounds= vmigataa vmigatbb vmigatc vmigatd vmigate
Control= random attack decay
Attack=7
Decay=7
Volume=85

[CMigMove]
Sounds= $vmigmoaa $vmigmobb $vmigmoc $vmigmod $vmigmoe
Control= random attack decay
Attack=7
Decay=7
Volume=85

[CMigSelect]
Sounds= $vmigsea $vmigseb $vmigsee $vmigsef $vmigpaa
Control= random attack decay
Attack=7
Decay=7
Volume=85

[CMigVoiceDie]
Sounds= $vmigfaa $vmigfac $vmigfad $vmigfae $vmigfua
Priority=low
Control= random
Volume=65


and heres the Except for IE



except.txt
 Description:

Download
 Filename:  except.txt
 Filesize:  25.28 KB
 Downloaded:  92 Time(s)


Back to top
View user's profile Send private message ModDB Profile ID
Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Wed Jun 03, 2009 3:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry bout double post but this problem is getting a little pressing, I found out to add them to PadAircraft but still IE, this time right on selection is how I remember it, this is except for that one, I believe it is same cause.



except.txt
 Description:
pls help

Download
 Filename:  except.txt
 Filesize:  25.5 KB
 Downloaded:  86 Time(s)


Back to top
View user's profile Send private message ModDB Profile ID
Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Jun 03, 2009 6:12 am    Post subject: plane Reply with quote  Mark this post and the followings unread

have you tried taking out your new sounds, using old ones as a test? maybe getting the INI checker might help you out.

_________________
I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

Back to top
View user's profile Send private message Send e-mail Skype Account
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Jun 03, 2009 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

pssst, you fucked up the AttackCommand voice in the sound file, and you may not have listed the audio in the [SoundList]. The except drops right back to audio.

Back to top
View user's profile Send private message
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jun 03, 2009 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Im not RA2 modder, but dont each sound have to have a $ prefix? CMigAttackCommand dont seem to have them...

Back to top
View user's profile Send private message
ShadowStar
Vehicle Driver


Joined: 14 Mar 2008

PostPosted: Wed Jun 03, 2009 10:43 am    Post subject: Reply with quote  Mark this post and the followings unread

First, take the "attack" and "decay" out from Control= setting. You don't seriously want to use those with unit response voices. They are used with looping sounds to define "attack" and "decay" sounds (start and end sounds of loop) taking the first entry of Sounds= list as "attack" sound and last one for "decay" respectively. You dont need the other Attack= and Decay= statements either.

Altough I am not sure if those even work without Control=loop defined but better to be safe than sorry.

Hyper wrote:
Im not RA2 modder, but dont each sound have to have a $ prefix? CMigAttackCommand dont seem to have them...


AFAIK $ prefix was only used by Westwood to differentiate between all other sounds and unit voices. I don't think it has any effect upon how sounds play because they work perfectly without.

Back to top
View user's profile Send private message
ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Jun 03, 2009 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, your doing it wrong, here is guide to sound control tags and their purpose.

;Explaination of the following attributes:
;
; Sounds
; Volume
; Control
; Delay
; Priority
; Limit
; LoopCount
; FShift
; VShift
; Range
; Type
; MinVolume
; Attack
; Decay
;
; SOUND:
;
; Syntax: Sounds = {$}<sound1> {$}<sound2> ...{$}<sound32>
;
; Up to 32 sound files can be associated with an audio event. Do not
; specify path or extension of the file, just the name of the file. The
; file name must not be more than 16 characters. If there are spaces in the
; filename then enclose the name in double quotes(e.g. "Big Bad Sound").
; However, avoid using spaces if possible.

; Any sounds that require localization must have a dollar sign ($) in front
; of their names in the sound list (not in the filename itself) and
; versions of these sound files must be placed in the appropriate language
; sub directories.
;
; NOTE: all sound files should be normalized
;
;
; VOLUME:
;
; Syntax: Volume = <0>
;
; Volume level playback for audio event. We assume that all sounds are
; normalized. Use this attribute to set the mixing levels for audio.
; The value specified is the percentage of full volume. e.g. 25 means
; playback at one quarter of full volume.

; CONTROL:
;
; Syntax: Control = <loop>
;
; The control attributes can be used in any combination to achieve desired
; playback effects.
; The default control behaviour is to play the
; first sound in the sound list just once. The following control keywords
; can be used to:
;
; loop
; Continually play sound event. LoopLimit attribute can be used to
; specify how many times to loop the event.
;
; random
; Randomly pick sound from sound list to play.
;
; interrupt
; This new instances of this type sound event have priority over
; already playing instances.
;
; all
; Use all sounds in sound list.
;
; predelay
; Normally if the DELAY attribute is specified the delay happens
; when the sound finishes playing. PREDELAY forces the delay to
; happen at the start of the sound. Random predelays help avoid
; 'phasing' when multiple instances of the same audio event happen
; at the same time.
;
; attack
; Specifies that the first sound in the sound list gets played,
; regardless, at the start of the audio event (see ATTACK attribute
; also). This sound is called the attack sound.
;
; decay
; Specifies that the last sound in the sound list gets played,
; regardless, at the end of the audio event. ( see DECAY attribute
; also). This sound is called the decay sound.
;
; DELAY
;
; Syntax: Delay = <minDelay> <maxDelay>
;
; Used to specify a delay (in milliseconds) to wait at the end of an each
; sound that is played in an event. The control PREDELAY moves the wait to
; the start of each sound being played. The delay is randomized between
; the min and max delay times. e.g.:
;
; Delay = 3000 8000 ; wait from 3 to 8 seconds between sounds
; Delay = 1000 ; wait exactly 1 second between sounds
;
; PRIORITY
;
; Syntax: Priority = <LOWEST>
;
; Priority and Limit are the most important attributes of them all. While
; possibly hundreds of audio events want to trigger every frame, only a few
; will be chosen. It is vitally important to ensure that important events
; do not get dropped. The audio engine uses the priority of the audio event
; when choosing which events to drop. So make priorities are set correctly
; for all events.
;
; LIMIT
;
; Syntax: Limit = <max>
;
; Limit specifies the maximum number of instances of an audio event type
; that can be played SIMULTANEOUSLY. Limit of one, along with IMMEDIATE
; control, can be used to achieve monaural sounds.
;
; LOOPLIMIT
; Syntax: LoopLimit = <count>
;
; By default looping is infinite. LoopLimit can be used to specify the
; exact number of loop iterations. 0 count means loop forever.
;
; FSHIFT
;
; Syntax: FShift = <minDelta> <maxDelta>
;
; The FShift attribute alows the playback frequency to be randomly changed
; in order to give some variance to repetitive sounds. The engine uses a
; percentage value to represent the frequency of a sound. 100 percent
; means normal frequency. 50 percent means half the frequency. 200 percent
; means twice the frequency, and so on.
;
; The minDelta and maxDelta values describe a range relative to 100 percent
; frequency. For example:
;
; FShift = -5 5 ; vary frequency between (100 -5) and (100 + 5)
; FShift = 5 10 ; vary frequency between 105% and 110% of original
; FShift = -50 0 ; vary frequency between 50% and 100% of original
;
;
; VSHIFT
;
; Syntax: VShift = <maxDrop>
;
; Like FShift, VShift is used to randomly change the volume of a sound
; in order the give it more variance. The VShift value is the maximum
; drop in volume alowed. For example,
;
; Volume = 80
; VShift = 10 ; vary volume between 80 and 70
;
; RANGE
;
; Syntax: Range = <cells>
;
; Specifies the audible range of a sound in game cells.
;
;
; TYPE
;
; Syntax: Type = <global>
;
; Type information allows the game engine to modify event behaviour. Meaning:
;
; global
; Positional audio event is always audible regardless of where in
; the world it is. Instead of fading to silence when out of range
; like normal events, global events do not fade below MINVOLUME.
;
; normal
; default type.
;
; screen
; Audio event fades out only when it moves off the edge of the screen.
;
; center
; Audio event fades out from the center of the screen
;
; shrouded
; Not audible when shrouded
;
; MINVOLUME
;
; Syntax: MinVolume = <0>
;
; See "GLOBAL" TYPE above.
;
; ATTACK
;
; Syntax: Attack = <num>
;
; By default when the control keyword 'attack' is specified the first sound
; in the sound list is used as the attack sound. If the Attack attribute is
; supplied then the first <num> sounds in the sound list are considered
; attack sounds, and are randomly chosen from on playback. Obviously this
; is used in order to vary the attack sound.
;
;
; DECAY
;
; Syntax: Decay = <num>
;
; By default when the control keyword 'decay' is specified the last sound
; in the sound list is used as the decay sound. If the Decay attribute is
; supplied then the last <num> sounds in the sound list are considered
; decay sounds, and are randomly chosen from on playback. Obviously this
; is used in order to vary the decay sound.

just for reference and what you did horribly wrong is using those Attack=7 and Decay=7 things to specificly tell the game that you had 7 attack start sounds in the list and same for decay and there isn't so game is forced to CRASH.

Back to top
View user's profile Send private message
Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Jun 04, 2009 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Awesome thanks for the help! I'm kinda new to some of the areas so there are a few errors.

Back to top
View user's profile Send private message ModDB Profile ID
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2231s ][ Queries: 13 (0.0084s) ][ Debug on ]