Basically what you do is you is this:
Step 1: Cancel out this line in both LoadBridge.py, which is located in the main bridge commander scripts directory. You can either delete the line or put a # in front of it.
("sfx/redalert.wav", "RedAlertSound", 1.0),
Now open up Scripts\Bridge\"Name Of Bridge You Want To Specify Red Alert For"
Find This Section:
################################################## ############################# # LoadSounds() # # Load any Galaxy bridge specific sounds # # Args: none # # Return: none ################################################## ############################# def LoadSounds():
pGame = App.Game_GetCurrentGame() pGame.LoadSoundInGroup("sfx/door.wav", "LiftDoor", "BridgeGeneric")
Add this line: pGame.LoadSoundInGroup("sfx/redalert.wav", "RedAlertSound", "BridgeGeneric")
Now change redalert.wav to the filename for the redalert you want.
Now find this section:
################################################## ############################# # UnloadSounds() # # Unload any Galaxy bridge specific sounds # # Args: none # # Return: none ################################################## ############################# def UnloadSounds(): App.g_kSoundManager.DeleteSound("LiftDoor")
And add this line:
App.g_kSoundManager.DeleteSound("RedAlertSound")
Dont forget that once you cancel out the line in LoadBridge.py, you must specify a Red Alert sound for every bridge.
After you do this, delete the corresponding PYC file for the bridge(s) you've specified the sound for. Then start the game up. After quick battle, go to red alert. You should hear the red alert that you selected for that bridge. Thanks to jwattsjr for digging up Ames' original answer to the sound mod deal
Awesome!! Starforce, please sticky this!!!
IT should be noted that this will only work on py files for COMPLETE BRIDGES! At the moment, I am having trouble getting the pyc's for the galaxy and Sovereign decompiled properly, so I'm downloading the SDK to see if there are py files that are properly formatted for eht Galaxy and Sovereign bridges. If they are, and this solution works, then I will post a reply to this thread and recommend that anyone that wants to use different red alerts for the Galaxy and Sovvy bridges, do so by using the py files that came with the SDK, and not from decompiled pycs.
There are. The SDK has decompiled py's for all scripts in the game. There is also a pyc decompiler in one of the modding threads that will make them for you, if need be.
well, I tried the decompiler, and the galaxy and Sovy bridges didn't format properly, even in notepad. So, I'm gonna try using the SDK files for the galaxy and Sovy bridges to get this sound mod to work. Sabre: Please keep trying to get this thread stickied. I will even ask one of the forum moderators to help me edit this thread so that it is as clear and straightforward as possible.
ChiefBrexIT should be noted that this will only work on py files for COMPLETE BRIDGES!
forgive my seemingly noob question on this, but could you clarify 'complete bridges' for, er uh, those other guys out there that don't exactly know what you mean? yeah, for those guys... of course, I know what you mean....
lol, Jimmy: What I mean is, those bridges that you can download from BCFiles. The Galaxy and Sovereign bridges aren't "complete" bridges in the sense that there are only retextures available. No one has done a completely new model for either bridge yet, though there are requests for it.
Also, the py files from the SDK worked last night. So people will need to download the SDK for the galaxy and sovereign bridges.