trooper voiceovers changes

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wishihadaname
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trooper voiceovers changes

Post by wishihadaname »

im almost done with my tatooine seige map but there is one mildly annoying problem i can't seem to fix. or rather im not sure how to fix. i used aalya sakura (with a green skin and different cloth) as the Twi'lek race jedi student for my map. however when the imperials spot a Twi'Lek student they make comments like "get Sakura!" and stuff like that. now thats obviusly a problem cas the real Sakura has been dead for decades by the time this battle comes around. so my question is how do i get rid of those voiceovers?
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Re: trooper voiceovers changes

Post by Teancum »

It's possible, but it's a ton of work. We're talking 10-20 hours or so.
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Maveritchell
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Re: trooper voiceovers changes

Post by Maveritchell »

...or just delete the lines in the .odf that mention voiceovers.

Code: Select all

SndHeroSelectable           = ""
SndHeroSpawned              = ""
SndHeroDefeated             = ""
SndHeroKiller               = ""

VOSound = ""
VOSound = ""
VOSound = ""
VOSound = ""
VOSound = ""

VOSound = ""
VOSound = ""

//VOUnitType              = 189
SoldierMusic            = ""
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Re: trooper voiceovers changes

Post by Teancum »

Yeah, but does that work on the troopers?
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Maveritchell
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Re: trooper voiceovers changes

Post by Maveritchell »

Yes, it'll work.

The only reason one unit responds to another unit in a certain way is based off of the .odfs of the two. It has to be that way, since there's nothing intrinsic in the .msh (or anything else) that calls out sounds.

That being said, I'm pretty sure that the VOUnitType is (specifically) what "sets" the responses of the other units. Here's the excerpt from the original Aayla .odf:

Code: Select all

SndHeroSelectable           = ""
SndHeroSpawned              = "hero_secura_spawn"
SndHeroDefeated             = "hero_secura_exhausted"
SndHeroKiller               = "hero_secura_exhausted"

VOSound = "rep_off_response_hero_command      SC_Follow"
VOSound = "rep_off_response_hero_command      SC_StopFollow"
VOSound = "rep_off_response_hero_command     SC_VehicleWaitUp"
VOSound = "rep_off_response_hero_command     SC_GetIn"
VOSound = "rep_off_response_hero_command      SC_GetOut"

VOSound = "hero_secura_AcquiredTarget      AcquiredTarget"
VOSound = "hero_secura_KillingSpree4      KillingSpree4"

VOUnitType              = 189
SoldierMusic            = "rep_hero_secura_lp"
It's pretty easy to infer what each line does if you just think about how unit VOs work ingame.
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Re: trooper voiceovers changes

Post by Teancum »

Yeah, it's a lot easier to see when the actual lines are in there. :lol:
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Re: trooper voiceovers changes

Post by authraw »

The VOSound commands control what Secura says to others, while the VOUnitType determines what others say to Secura. So if you don't want Secura to talk anymore, delete the VOSound and SndHero lines. If you don't want others to talk to Secura, delete the VOUnitType.
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