OpenXcom Forum
Modding => Released Mods => 40k => Topic started by: Meridian on September 03, 2019, 03:25:49 pm
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As an example of how can it be done in 40k.
First, there is a global switch:
enableUnitResponseSounds: true # set back to false once you get tired of the sounds :)
Then there are 8 attributes on soldier types (4 actions x 2 genders):
soldiers:
- type: STR_SOLDIER
femaleFrequency: 50
selectUnitMale: [200, 201, 202, 203, 204]
selectUnitFemale: [300, 301, 302, 303, 304, 305]
startMovingMale: [210, 211, 212, 213]
startMovingFemale: [310, 311, 312, 313]
selectWeaponMale: [220, 221, 222, 223]
selectWeaponFemale: [320, 321, 322, 323]
annoyedMale: [230, 231, 232, 233]
annoyedFemale: [330, 331, 332, 333, 334, 335]
Lastly, extraSounds are needed, but that's not new:
extraSounds:
- type: BATTLE.CAT
files:
#Footman
200: Resources/Audio/Human/Footman/Ready1.wav
201: Resources/Audio/Human/Footman/What1.wav
202: Resources/Audio/Human/Footman/What2.wav
203: Resources/Audio/Human/Footman/What3.wav
204: Resources/Audio/Human/Footman/What4.wav
210: Resources/Audio/Human/Footman/Yes1.wav
211: Resources/Audio/Human/Footman/Yes2.wav
212: Resources/Audio/Human/Footman/Yes3.wav
213: Resources/Audio/Human/Footman/Yes4.wav
220: Resources/Audio/Human/Footman/Warcry1.wav
221: Resources/Audio/Human/Footman/YesAttack1.wav
222: Resources/Audio/Human/Footman/YesAttack2.wav
223: Resources/Audio/Human/Footman/YesAttack3.wav
230: Resources/Audio/Human/Footman/Pissed1.wav
231: Resources/Audio/Human/Footman/Pissed2.wav
232: Resources/Audio/Human/Footman/Pissed3.wav
233: Resources/Audio/Human/Footman/Pissed4.wav
#Sorceress
300: Resources/Audio/Human/Sorceress/Ready1.wav
301: Resources/Audio/Human/Sorceress/What1.wav
302: Resources/Audio/Human/Sorceress/What2.wav
303: Resources/Audio/Human/Sorceress/What3.wav
304: Resources/Audio/Human/Sorceress/What4.wav
305: Resources/Audio/Human/Sorceress/What5.wav
310: Resources/Audio/Human/Sorceress/Yes1.wav
311: Resources/Audio/Human/Sorceress/Yes2.wav
312: Resources/Audio/Human/Sorceress/Yes3.wav
313: Resources/Audio/Human/Sorceress/Yes4.wav
320: Resources/Audio/Human/Sorceress/Warcry1.wav
321: Resources/Audio/Human/Sorceress/YesAttack1.wav
322: Resources/Audio/Human/Sorceress/YesAttack2.wav
323: Resources/Audio/Human/Sorceress/YesAttack3.wav
330: Resources/Audio/Human/Sorceress/Pissed1.wav
331: Resources/Audio/Human/Sorceress/Pissed2.wav
332: Resources/Audio/Human/Sorceress/Pissed3.wav
333: Resources/Audio/Human/Sorceress/Pissed4.wav
334: Resources/Audio/Human/Sorceress/Pissed5.wav
335: Resources/Audio/Human/Sorceress/Pissed6.wav
Attached full mod for testing/inspiration.
Attached battle.cfg for testing.
Youtube video as preview:
Needs OXCE 5.6.3 (to be released later), for testing you can use this build: https://lxnt.wtf/oxem/builds//Extended/Extended-5.6.2-0e9152b0a-2019-09-04-win64.7z
PS: the players can mute/unmute the sounds using the ctrl+X hotkey (or by editing options.cfg, entry "oxceEnableUnitResponseSounds")
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nice nice nice 8)
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well shit that is really impressive,no idea it was even possible
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By popular demand, the sounds can now be defined also on units (e.g. HWPs or mind-controlled aliens):
units:
- type: STR_FLOATER_SOLDIER
selectUnitSound: [200, 201, 202, 203, 204]
startMovingSound: [210, 211, 212, 213]
selectWeaponSound: [220, 221, 222, 223]
annoyedSound: [230, 231, 232, 233]
- type: STR_FLOATER_NAVIGATOR
selectUnitSound: [300, 301, 302, 303, 304, 305]
startMovingSound: [310, 311, 312, 313]
selectWeaponSound: [320, 321, 322, 323]
annoyedSound: [330, 331, 332, 333, 334, 335]
Also, on armors (if your unit types depend on armor, like for example in 40k):
armors:
- type: STR_PERSONAL_ARMOR_UC
selectUnitMale: [200, 201, 202, 203, 204]
selectUnitFemale: [300, 301, 302, 303, 304, 305]
startMovingMale: [210, 211, 212, 213]
startMovingFemale: [310, 311, 312, 313]
selectWeaponMale: [220, 221, 222, 223]
selectWeaponFemale: [320, 321, 322, 323]
annoyedMale: [230, 231, 232, 233]
annoyedFemale: [330, 331, 332, 333, 334, 335]
Or even by soldier name, if you want to RPG it ad absurdum :P
unitResponseSounds:
- name: Starving Poet
selectUnitSound: [200, 201, 202, 203, 204]
startMovingSound: [210, 211, 212, 213]
selectWeaponSound: [220, 221, 222, 223]
annoyedSound: [230, 231, 232, 233]
- name: Ivan Dogovich
selectUnitSound: [300, 301, 302, 303, 304, 305]
startMovingSound: [310, 311, 312, 313]
selectWeaponSound: [320, 321, 322, 323]
annoyedSound: [330, 331, 332, 333, 334, 335]
The sounds by soldier name have highest priority and if there are any sounds by name, the rest is ignored.
The sounds by armor/soldier/unit type are used next.
If there is any conflict, armor sounds win.
Test build is available on: https://lxnt.wtf/oxem/builds//Extended/Extended-5.6.2-0e9152b0a-2019-09-04-win64.7z
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I have a request: can we have a % chance to play these sounds? Hearing them sometimes (say, 1 in 10 times) would be fun, hearing them every time would make me unable to play.
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I have a request: can we have a % chance to play these sounds? Hearing them sometimes (say, 1 in 10 times) would be fun, hearing them every time would make me unable to play.
don´t need to worry about that, i´m testing and they don´t overlap even if you spam, works fluid even sometimes you hear nothing
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don´t need to worry about that, i´m testing and they don´t overlap even if you spam, works fluid even sometimes you hear nothing
I was not talking about overlapping. I am talking about not hearing a voice with every damn click. I would rather hear it at random.
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hey Meridian by this point i got to ask for the split on deathSound: [331, 332] for male and female , since when they die the voice match the their death
Also Solarius Scorch they don´t answer on every click
https://gaming.youtube.com/watch?v=gYInoUKzoHQ&feature=share
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hey Meridian by this point i got to ask for the split on deathSound: [331, 332] for male and female , since when they die the voice match the their death
Also Solarius Scorch they don´t answer on every click
https://gaming.youtube.com/watch?v=gYInoUKzoHQ&feature=share
what do you mean?
soldiers already have death sounds by gender (since 1994); and AI units don't have genders at all (they are all males internally)
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on armor? if so nice, problem solved! i admit haven´t tested :P
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on armor? if so nice, problem solved! i admit haven´t tested :P
There is no death sound on armor. Is it needed?
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it´s needed and also divided by sex, meaning my scout´s F or M need different death sound´s, also different when using armor ::)
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Global variables to change the unit response frequency:
1. select unit, default 100%
2. start moving, default 100%
3. select firearm, default 100%
4. annoyed, default 20%
unitResponseSoundsFrequency: [100, 100, 100, 20]
Death sounds by armor and gender:
armors:
- type: STR_PERSONAL_ARMOR_UC
deathMale: [200, 201, 202, 203, 204]
deathFemale: [300, 301, 302, 303, 304, 305]
Also Solarius Scorch they don´t answer on every click
They would answer on every click... unless someone else is talking or they haven't finished their own previous response yet.
(technically, all these unit responses are hardcoded to use only one mixing channel and they check whether the channel is already used or not too)
latest build: https://lxnt.wtf/oxem/builds//Extended/Extended-5.6.2-d8bb2c1a8-2019-09-06-win64.7z
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Very nice, i always wanted this option, good job. At some point i will add this to my mod.
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Yes, you're right they answer every click, was some bad numbers on my part, but again you can simulet my error and leave some sounds empty
Also thks for the both sex part
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Thank you, Meridian! This looks great (though I probably won't use it in XCF, it's not that kind of mod).
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Looks like I'll be making my own voice pack.
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Global variables to change the unit response frequency:
1. select unit, default 100%
2. start moving, default 100%
3. select firearm, default 100%
4. annoyed, default 20%
unitResponseSoundsFrequency: [100, 100, 100, 20]
How/where do I find/ add this line? Personally, I love the voices, and my wife liked watching me play the mod. But she told me it's too frequent. Halp! Tysm
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How/where do I find/ add this line? Personally, I love the voices, and my wife liked watching me play the mod. But she told me it's too frequent. Halp! Tysm
On 40 mod it´s on the dificulty_40k.rul
4st line