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trooper voiceovers changes
Posted: Fri Jul 18, 2008 10:36 pm
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?
Re: trooper voiceovers changes
Posted: Mon Jul 21, 2008 6:38 am
by Teancum
It's possible, but it's a ton of work. We're talking 10-20 hours or so.
Re: trooper voiceovers changes
Posted: Mon Jul 21, 2008 1:18 pm
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 = ""
Re: trooper voiceovers changes
Posted: Mon Jul 21, 2008 1:39 pm
by Teancum
Yeah, but does that work on the troopers?
Re: trooper voiceovers changes
Posted: Mon Jul 21, 2008 2:02 pm
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.
Re: trooper voiceovers changes
Posted: Mon Jul 21, 2008 2:16 pm
by Teancum
Yeah, it's a lot easier to see when the actual lines are in there.

Re: trooper voiceovers changes
Posted: Mon Jul 21, 2008 3:32 pm
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.