New vehicles in Squads.csv, sounds not working?

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Aekar
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 231
Joined: Thu Nov 27, 2014 10:29 am

New vehicles in Squads.csv, sounds not working?

Post by Aekar »

I put a new Swiftclaw in Squads.csv to make new stats for it.
Its reference is "VI_SW_Swiftclaw" but this point is rather not relevant.

It uses the same asset filename as the default swiftclaw so texture etc is working, and sound should.
It also has the same weapons and everything but its size is the same.

For some reason the new unit does not play its vehicle sounds.
For instance moving it on the map does not activate the nice engine sound.
Attacks make sounds alright, but moving does not play vehicle sounds.

Are vehicle sounds hardcoded?
Is there a way to work around that issue?
I could not find a fix for that in time for the contest scenario, but at least now there is time to find what could be wrong.
Mophead
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 59
Joined: Sun Jan 29, 2017 7:23 pm

Re: New vehicles in Squads.csv, sounds not working?

Post by Mophead »

I ran into this too. Not sure what the workaround is.

\Warhammer 40000 Sanctus Reach\Data\
sfx0.txt
sfx1.txt

Effects for side 1 & 2. The swiftclaw movement sounds are listed there. I thought there was another .txt file "sound" somewhere but I couldn't find it. I think the sounds are listed again - not sure.

It might need a mod to access game all the sound files or override the cause of dropped sound.

edit: SoundHelpers.BSF might be the place to add new units where the original unit/assest exists in that script.
Aekar
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 231
Joined: Thu Nov 27, 2014 10:29 am

Re: New vehicles in Squads.csv, sounds not working?

Post by Aekar »

Thanks Mophead!
I'll try these ones.
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