ok a question VO in a custom map

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noodbits

ok a question VO in a custom map

Post by noodbits »

Well basicly I want to replace the Rep VO`s to wookie grunts and roars etc - the onproblmeb is that I have no clue on how to do it and anything that could have helped me in the faqs/help everything you need thread is gone.

here is my lua what exactly whoudl i need to replace to get wookiee VO`s mostly beacuse i dont know what the sound files for the woks are and what i have to replace

here is the sound section from my lua
Hidden/Spoiler:
-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\kas.lvl", "kas1")
OpenAudioStream("sound\\kas.lvl", "kas1")
OpenAudioStream("sound\\kas.lvl", "kas1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_kas_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_kas_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_kas_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_kas_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_kas_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_kas_amb_end", 2,1)

SetVictoryMusic(REP, "rep_kas_amb_victory")
SetDefeatMusic (REP, "rep_kas_amb_defeat")
SetVictoryMusic(CIS, "cis_kas_amb_victory")
SetDefeatMusic (CIS, "cis_kas_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
woner11
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Re: ok a question VO in a custom map

Post by woner11 »

That is the sound in game for other stuff like "we have crushed the rebellion" and such. To do the VO, I beleive you could litterally copy and paste it from the wokie's odf to the rep unit's odf for which ever unit.
noodbits

Re: ok a question VO in a custom map

Post by noodbits »

i ment the gloabal VO - me and trogsasea are working on a map from star wars : the clone wars ( irony factor the clone wars was made by pendemic) and it just has wookies and anakin skywalker - and if he can figure it out maybe bera kazan so for very understandable resons i dont want a clone yelling "we have a taken a command post" when there are no clones if you know what i mean but i have no idea how to get that kind of VO to work
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Re: ok a question VO in a custom map

Post by ryukaji »

Well there are Voice overs of wookies saying stuff like that so I dont believe you can fix that unless you can use one of the really short sounds that the wookies make.
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Re: ok a question VO in a custom map

Post by Xavious »

Here's a list of all the Wookiee VOs.

Code: Select all

VOSound = "wok1_command_follow      SC_Follow"
VOSound = "wok1_command_stopFollow      SC_StopFollow"
VOSound = "wok1_command_stopVehicle      SC_VehicleWaitUp"
VOSound = "wok1_command_getIn      SC_GetIn"
VOSound = "wok1_command_getOut      SC_GetOut"
VOSound = "wok1_response_follow      SC_FollowResponse"
VOSound = "wok1_response_stopFollow      SC_StopFollowResponse"
VOSound = "wok1_response_stopVehicle      SC_VehicleWaitUpResponse"
VOSound = "wok1_response_getIn      SC_GetInResponse"
VOSound = "wok1_response_getOut      SC_GetOutResponse"

VOSound = "wok1_inf_chatter_AcquiredTarget    AcquiredTarget"
VOSound = "wok1_inf_chatter_NearbyEnemySlaughter      NearbyEnemySlaughter"
VOSound = "wok1_inf_chatter_NearbyFriendlySlaughter      NearbyFriendlySlaughter"
VOSound = "wok1_inf_chatter_KillingSpree4      KillingSpree4"
VOSound = "wok1_inf_chatter_KillingSpree8      KillingSpree8"
VOSound = "wok1_inf_chatter_HeadshotKill      HeadshotKill"
VOSound = "wok1_inf_chatter_Grenade      Grenade"
VOSound = "wok1_inf_chatter_FriendlyFire      FriendlyFire"
VOSound = "wok1_inf_chatter_RebelsShootDeadBody      RebelsShootDeadBody"
VOSound = "wok1_inf_chatter_GivePowerup      GivePowerup"

HurtSound               = "all_inf_com_chatter_wound_wookie"
DeathSound              = "all_inf_com_chatter_death_wookie"
Try replacing some of the voice over lines in your lua with these ones.
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