Adding custom voices to ships -1 reply

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firewarrior1705

For the Greater Good

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15th October 2007

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#1 10 years ago

Ok, this may sound a bit of a noob's question but I'm affraid I don't know how to do it. I know where the sounds are located but how can I access them in order for my ships to use them?




bgil

Let No Evil Escape My Sight.

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3rd February 2007

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#2 10 years ago

I think thats the events file in the main directory.




Flash525

The Carbon Comrade

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14th July 2004

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#3 10 years ago

bgil is correct. You need to open the file up with notepad, all of the voiceovers and what not are located in that file. The one you are looking for is the events.DAT file.




Guest

I didn't make it!

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#4 10 years ago

The events.DAT file will open with Notepad. Easiest way to add in a new set of voices is to copy one set of entries already there, modify them, and then paste them back in. The HeroShip entries work best since all the message commands for everything are located together and are easy to find.




firewarrior1705

For the Greater Good

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15th October 2007

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#5 10 years ago

What I want to do is to add voices to ships that don't belong to a single race, rather an alliance of races(I have breen and dominion ships with the cardassians) and from the .dat file I see that you can only replace the voices for the whole race and not a particular ship. this is what interests me: to add voices to particular ships not replace voces of a whole race.




k_merse

Evolution

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1st October 2007

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#6 10 years ago

Then you see the wrong row :P The following it works: In Armada2 there are several shipclasses: destroyer, cruiser, battleship etc. Every ship in the game is belong of one of these classes. These can be found in the first row of the ship ODFs: #include="XXX.odf" The rows you looking for in events.dat are under this: ################################## # CAPTAINS VOICE SOUNDS # # Depends on Race and Craft Type # # Specified in Craft odf # ##################################

First class is scout for example. First order is "ScoutMove". This is what the captain says if you only send him to an empty point of the map. You had to reveal before that the captains have several answers to a single command. That's because several options in the events.dat are given. For example:

Sound "carsct_sel1_att5_move5.wav" Sound "carsct_sel2_att6_move6.wav" Sound "carsct_sel3.wav"

This means that a captain of a cardassian scout ship have three different answers for the simple command: move here or there. You can add as many possible answers as you want.

Or if you have cardassians and dominion ships in one fleet and you want only dominion voices for the dominion ships, most simple is doing the following: Search for the shipclass odfs in ODF/Ships folder. Copy them out and rename them to dscout.odf, dbattle.odf etc. Then modify all of the dominion ship odf: #include="dscout.odf" (or dbattle or else) You can do this with the stations, too.

Now you have to modify the events.dat. You have to copy and paste all of the shipclasses sound scripts but you have to rename the classes. For example: ScoutAcknowledge{ ---> DscoutAcknowledge{ And so on. Finally you have to edit the cardassian sound rows. Rename the audio names: Sound "cardes_sel3.wav" ---> Sound "dom1.wav" for example. Of yourse you have to put the new sound files into sounds/voiceover/ingame directory.

Hope this will help you.




StarBlade

www.starbase34.net

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7th January 2006

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#7 10 years ago

The only thing I can add to k_merse's wonderfully detailed input above is to make sure you're case-specific in all your tags. "DScoutAcknowledge" vs "DscoutAcknowledge" makes all the difference. I've had crashes for making that mistake before.

:cool: