Hello gametoast community!
So I've spent hours and hours and looked at several tuts about this but nothing I do seems to be able to help me with my problem here. I can't get the sounds of any vehicles except the barcspeeder, stap, aat, etc... ya know the ones included in the yavin sound file to work. In my current project I am not able to get any sounds from the atte or the republic gunship (not space) to work. They appear ingame and I can use them fine otherwise. If you guys could walk me through how to add the sounds (in english please!) for the atte and the gunship I would be extremely thankful. I still a bit new to this and I appreciate your patience.
I run windows 7. I have the mungefix and psych0's sound munge fix.
Gunship and ATTE Sounds [Not Solved Please Help]
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SpencerJ
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Gunship and ATTE Sounds [Not Solved Please Help]
Last edited by SpencerJ on Tue Sep 09, 2014 11:55 am, edited 1 time in total.
- Anakin
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Re: Gunship and ATTE Sounds
there are two different eras and two different sound files. One for each of them. So atte and gunship are CW. and i think you used the gcw sound file 
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SpencerJ
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Re: Gunship and ATTE Sounds
I'm adding the gunship and atte to the CW era. Not to the GCW era. Is that what you are saying?
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Bob
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Re: Gunship and ATTE Sounds
Open the corresponding LUA (???c_con.lua in BF2_ModTools\data_???\Common\scripts\??? if you are working on a CW conquest, '???' beeing your 3-letter world ID) and have a look at this line:
As you might guess this loads the CW sound file that's used on Yavin, which means that you'll have the sounds of any vehicle that is on that map in the Clone Wars era, but not of the others.
So what you need to do is load a sound file that contains the ATTE sounds instead of the yavin one. Guess which one that is. You can copy the needed line directly from Geonosis' LUAs. You can find stock LUAs under BF2_ModTools\assets\scripts. I'm not sure if it contains the LAAT sounds though.
In case it does not or you want to add vehicles that are not on geonosis you'll need to add the missing sounds via an additional .lvl, there is a tutorial about that. The link can be found in the FAQ, 'How to add missing shipped sounds' is what you are looking for.
Code: Select all
ReadDataFile("sound\\yav.lvl;yav1cw")So what you need to do is load a sound file that contains the ATTE sounds instead of the yavin one. Guess which one that is. You can copy the needed line directly from Geonosis' LUAs. You can find stock LUAs under BF2_ModTools\assets\scripts. I'm not sure if it contains the LAAT sounds though.
In case it does not or you want to add vehicles that are not on geonosis you'll need to add the missing sounds via an additional .lvl, there is a tutorial about that. The link can be found in the FAQ, 'How to add missing shipped sounds' is what you are looking for.
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SpencerJ
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Re: Gunship and ATTE Sounds
I have edited my LUA to include that file:
I still don't get any sounds out of the ATTE. What am I missing?
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thelegend
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Re: Gunship and ATTE Sounds
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SpencerJ
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Re: Gunship and ATTE Sounds
Awesome. Worked like a charm. My ATTE is working loud and proud. Gunship is still a stealth ship. I assume the LUA can only read one sound file at a time as per your previous instructions. Does that mean in order to get both the ATTE and gunship working it will require a custom sound file? (Assuming no other world has both the ATTE and gunship loaded in its LUA)
Edit:
I tried following Rends tut as accurately and closely as possible. The ATST doesn't have any sounds. I must be doing something wrong. Any help?
Edit:
I tried following Rends tut as accurately and closely as possible. The ATST doesn't have any sounds. I must be doing something wrong. Any help?
