Bunch of Sound questions

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EGG_GUTS
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Bunch of Sound questions

Post by EGG_GUTS »

Ok this is for dathomir.

The Dathomiriens have the Droid commander voice (You know the "Get back to the battlefield") how would I get rid of that?

the AT-RTs are soundless. how would I fix this?

ODF:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "walker"
GeometryName = "rep_walk_oneman_atst.msh"

[Properties]

//***********************************************
//*********** VEHICLE VALUES AND INFO ********
//***********************************************

HUDModel = "hud_ATRT_shape"

WALKERSECTION = "BODY"
VehicleType = "medium"
Label = "One Man AT-ST"
VehiclePosition = "common.vehiclepositions.pilot"

GeometryName = "rep_walk_oneman_atst"
AnimationName = "rep_walk_oneman_atst"
//ExplosionName = "imp_walk_atst_exp"
//ExplosionOffset = "0.0 5.9058 0.1833"
//DeathAnimationExplosion = "atat_explosion"
//DeathAnimationExplosionTime = "1.5"
//FinalExplosion = "imp_walk_atst_finalexp"
//FinalExplosionOffset = "5.5808 1.9066 -0.8685"
//FirstPerson = "IMP\ATST;imp_1st_cockpit_atst"
//FirstPersonFOV = "52"

CockpitTension = 25

MapTexture = "oneman_atst_icon"
StatusTexture = "HUD_imp_atst_icon"
MapScale = "1.6"


AnimatedPilotPosition = "bone_root"
PilotAnimation = "drive_1manatst"

TimeRequiredToEject = "5.0"
EjectResistance = "0.03"
TimeTilReboard = "5.0"

//***********************************************
//*********** MOVEMENT VALUES *****************
//***********************************************

NoCombatInterrupt = "1"
AICollisionRadius = "2.0"
AIUseHoverPhysics = "1"

MaxTerrainAngle = "30.0"

Acceleraton = "4.0"
MaxSpeed = "5.0"
//MaxStrafeSpeed = "3.5"
//MaxTurnSpeed = "0.6"

StoppedTurnSpeed = "0.8"
ForwardTurnSpeed = "0.6"
BoostTurnSpeed = "0.4"
TurnThreshold = "0.6"

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place

LegRayHitLength = "5"

EnergyBar = 80
EnergyAutoRestore = 9.0
EnergyBoostDrain = 20
BoostSpeed = 10
BoostAcceleration = 100.0
BoostFOV = 60

//***********************************************
//*********** CAMERA VALUES *******************
//***********************************************

EyePointOffset = "0.0 2.0 -1.75"
TrackCenter = "0.0 2.0 0"
TrackOffset = "0.0 2.0 10.0"
TiltValue = "6.0"


MaxPitchSpeed = "0.4"
MaxTurnSpeed = "2.0"
MaxYawSpeed = "2.0"

PCMaxYawSpeed = 2.0
PCMaxTurnSpeed = 3.0
PCPitchRate = 1.2

TurretNodeName = "aimer_y"
YawLimits = "-90 90"
PitchLimits = "-27.5 15"
PitchTurnFactor = "0"


TurnRate = "2.8"
//TurnFilter = "3"
PitchRate = "0.7"
//PitchFilter = "10"
//PitchDamp = "10"

//***********************************************
//*********** MAIN WEAPON VALUES **************
//***********************************************


VehiclePosition = "common.vehiclepositions.gunner"
//FirstPerson = "cis\cissccam;cis_1st_cockpit_securitycam"

WEAPONSECTION = "1"

//WeaponName = "rep_weap_walk_oneman_atst_gun"
WeaponName = "rep_weap_walk_atrt_laser"
WeaponAmmo = "0"

AimerNodeName = "aimer_x"
AimerPitchLimits = "-35 30"
AimerYawLimits = "-90 90"
FireOutsideLimits = "0"
FirePointName = "hp_fire"

NextAimer = "-"

AimerNodeName = "aimer_x"
AimerPitchLimits = "-35 30"
AimerYawLimits = "-90 90"
FireOutsideLimits = "0"
FirePointName = "hp_fire"

WEAPONSECTION = "2"

WeaponName = "rep_weap_walk_oneman_atst_cannon"
WeaponAmmo = "0"

AimerNodeName = "aimer_x"
AimerPitchLimits = "-35 30"
AimerYawLimits = "-90 90"
FireOutsideLimits = "0"
FirePointName = "hp_fire"

//BarrelNodeName = "recoil_3"
//BarrelRecoil = "0.75"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"

//***********************************************
//*********** ANIMATION VALUES ****************
//***********************************************

TEMP_AnimationSpeed = "1.0"
TEMP_Type = "0"


TargetableCollision = "p_-so_front"

//******************************************
//*********** EFFECT VALUES **************
//******************************************

//StompEffect = "com_sfx_walkerstomp"
//StompDecal = "decal_atst_footprint"



LegPairCount = "1"

WalkerLegPair = "LEGS"

LegBoneLeft = "bone_l_thigh"
LegBoneRight = "bone_r_thigh"

LegBoneTopLeft = "bone_l_thigh"
LegBoneTopRight = "bone_r_thigh"

TerrainLeft = "p_-tbv_sphere_footL"
TerrainRight = "p_-tbv_sphere_footR"

FootBoneLeft = "bone_l_ankle"
FootBoneRight = "bone_r_ankle"

AISizeType = "MEDIUM"

//***********************************************
//*********** DAMAGE VALUES *******************
//***********************************************

MaxHealth = "4000.0"
HitLocation = "p_-so_hips 4.0"

DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_l_calf"

DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_r_calf"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_l_foot"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_r_foot"

DamageStartPercent = 50.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"


//***********************************************
//*********** DAMAGE EFFECT VALUES ************
//***********************************************


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_walk_oneman_atst_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.5 2.0 1.5"
ChunkBounciness = 0.35
ChunkStickiness = 0.25
ChunkSpeed = "11.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_walk_oneman_atst_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 2.0"
ChunkBounciness = 0.65
ChunkStickiness = 0.45
ChunkSpeed = "14.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_walk_oneman_atst_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 1.0"
ChunkBounciness = 0.75
ChunkStickiness = 0.25
ChunkSpeed = "15.0"


CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "rep_walk_oneman_atst_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 1.5"
ChunkBounciness = 0.55
ChunkStickiness = 0.25
ChunkSpeed = "12.0"


CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "rep_walk_oneman_atst_chunk5"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 1.5"
ChunkBounciness = 0.55
ChunkStickiness = 0.25
ChunkSpeed = "14.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK6"
ChunkGeometryName = "rep_walk_oneman_atst_chunk6"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "-2.0 1.0 1.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.45
ChunkSpeed = "14.0"
ChunkUpFactor = "1.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"


CHUNKSECTION = "CHUNK7"
ChunkGeometryName = "rep_walk_oneman_atst_chunk7"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.5 2.0"
ChunkBounciness = 0.25
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "3.00"

//*****************************************
//*********** SOUND VALUES **************
//*****************************************

VOUnitType = 125
FootstepSound0 = "com_weap_layered_at_step"
FootstepSound1 = "com_weap_layered_at_step"
HydraulicSound = "atst_leg_up"
HydraulicSoundHeight = "0.2"
HydraulicLowerSound = ""
//HydraulicLowerHeight = "0.5"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
RepMusic = "rep_vehicle"
CisMusic = "cis_vehicle"
MusicSpeed = "0.2"
MusicDelay = "4.0"
EngineSound = "atst_engine_parameterized"
TurnOnSound = ""
TurnOnTime = "1.0"
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = "5.0"
//FoleyFXClass = "imp_walk_atst"
FoleyFXGroup = "metal_foley"
There's probably more. I'll post later.

Thanks
MasterSaitek009
Black Sun Slicer
Posts: 619
Joined: Wed Aug 23, 2006 4:10 pm

Re: Buch of Sound questions

Post by MasterSaitek009 »

Here's Rends' Sound tut. It should help with the AT-RT problem.
EGG_GUTS
Master Bounty Hunter
Master Bounty Hunter
Posts: 1626
Joined: Thu Dec 07, 2006 7:38 pm
Projects :: No Mod project currently.
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Location: CANADA!

Re: Buch of Sound questions

Post by EGG_GUTS »

Thanks! :)

Now what about that droid....
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Buch of Sound questions

Post by Frisbeetarian »

There is a line in the ABCc.lua that you have to take out or change.
EGG_GUTS
Master Bounty Hunter
Master Bounty Hunter
Posts: 1626
Joined: Thu Dec 07, 2006 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: CANADA!

Re: Buch of Sound questions

Post by EGG_GUTS »

Ok so the droid voice is gone :)

One more question in Rends' sound tut is it required to clean?and if it is do I have to clean and re-munge EVERYTHING cuz it says select all.
User avatar
authraw
1st Lieutenant
1st Lieutenant
Posts: 445
Joined: Mon Jun 26, 2006 3:45 pm

Re: Buch of Sound questions

Post by authraw »

I don't think you have to clean. Even if you do, you certainly wouldn't have to clean or munge anything other than Sound. Rends was probably just being cautious.
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