Author Topic: Aeh'lla Torpedo Problem  (Read 966 times)

Offline Billz

  • Posts: 1697
  • Cookies: 45
  • Doctor who? ;)
Aeh'lla Torpedo Problem
« on: November 18, 2007, 07:31:55 PM »
Is the sound for the torpedo not working for anyone else? Or is it just me?
Can't wait for 2014 to start.

Offline moed

  • Posts: 1472
  • Cookies: 57
  • Star Trekus Fanaticus
Re: Aeh'lla Torpedo Problem
« Reply #1 on: November 18, 2007, 11:38:00 PM »
I haven't downloaded it yet but whenever I have a sound problem I just go to the HP and replace the "missing" sound with another sound that I know works and is satisfying to me that sounds appropriate to the type of weapon/ship.

Offline Adonis

  • Ze Meister xP
  • Posts: 670
  • Cookies: 84
  • Da Death Squad ???
    • Star Trek Excalibur
Re: Aeh'lla Torpedo Problem
« Reply #2 on: November 19, 2007, 06:25:41 AM »
OK, my bad again. Go to Custom/Autoload and find a file called ZZ_Aehlla.py and rename it to ZZ_Aehlla_SoundPak.py
Easy is the path to wisdom for those not blinded by themselves.


Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: Aeh'lla Torpedo Problem
« Reply #3 on: November 19, 2007, 12:44:26 PM »
OK, my bad again. Go to Custom/Autoload and find a file called ZZ_Aehlla.py and rename it to ZZ_Aehlla_SoundPak.py
The naming of the file shouldn't matter.
I currently don't see anything wrong with it.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline Billz

  • Posts: 1697
  • Cookies: 45
  • Doctor who? ;)
Re: Aeh'lla Torpedo Problem
« Reply #4 on: November 19, 2007, 09:12:35 PM »
Agreed. It shouldn't matter. And yet, the torpedo sound remains silent. I made sure the wav was installed along with the rest of the pack.

Confused much.

 :?
Can't wait for 2014 to start.

Offline Adonis

  • Ze Meister xP
  • Posts: 670
  • Cookies: 84
  • Da Death Squad ???
    • Star Trek Excalibur
Re: Aeh'lla Torpedo Problem
« Reply #5 on: November 20, 2007, 07:42:59 AM »
Agreed. It shouldn't matter. And yet, the torpedo sound remains silent. I made sure the wav was installed along with the rest of the pack.

Confused much.

 :?

I must stress that it works for me perfectly on both rigs. I'm confused too...

EDIT: Tryed by changing the torp sound to streamed plasma in the torp script?
Easy is the path to wisdom for those not blinded by themselves.


Offline Nighthawk

  • |______[o]_|
  • Posts: 750
  • Cookies: 18
Re: Aeh'lla Torpedo Problem
« Reply #6 on: November 20, 2007, 02:35:22 PM »
to put it basically, the file in \Autoload is what links the sound file with the torpedo file.
it goes from the file, to the "alias" (sound pack file), to the projectile to the hardpoint.

so, if you name you sound "aehlla_torp.wav", then you say in the autoload file

Foundation.SoundDef("sfx/Weapons/aehlla_torp.wav", "AehllaTorp", 1.0)

then in the hardpoint you call Tactical.Projectiles.AdonisTorpedo (for example) and then in the torpedo file you call "AehllaTorp", not "aehlla_torp". you call the "alias" of the file.

if you're sure everything is linked propperly, then the sound file is corrupt. but first be sure you don't have a typo around there.

Offline El

  • Master Hardpointer
  • Retired Administrator
  • Posts: 653
  • Cookies: 123
  • Former Vice Admin
Re: Aeh'lla Torpedo Problem
« Reply #7 on: November 20, 2007, 05:14:59 PM »
Its also case sensitive!