Pulse Weapons Sound Problem -1 reply

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#1 10 years ago

Hey, folks. I'm having some problems with a couple ships that have pulse weapons or disruptors of some sort. I have CMD's Peregrine Fighter and Sandtrooper's Talon & Talon II installed, but there is no sound when I fire the weapons.

The Talons require the RomulanTNGDisruptor sound, which doesn't seem to exist on FF, so I made a copy of a sound I liked and changed the name. That idea didn't work.

My only guess is that I have to do something with the Sound Plugins on BCMP. I've been putzing with it, but nothing has worked. Am I on the right track? Anyone know what to do? Thanks!




kirk2164

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11th October 2007

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#2 10 years ago

You are on the right track. For a sound to be played in BC, you need to make a sound pack to define it for BC. Open up your scripts/custom/autoload folder and have a look at some of the sound packs there.




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#3 10 years ago

Okay. That took care of one. The modder put the sound pack in the wrong folder. After I put that in the right place, the pulse phasers work, but the torpedoes don't. Honestly, I can live with this. The Romulan ships don't come with soundpacks, though.

So, how do I create soundpacks and connect those packs to a ship/hardpoints? Is it all done through BCMP?




kirk2164

I want to be like Revenge

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11th October 2007

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#4 10 years ago

This is where my knowledge begins to reach it's limits, you can try playing around with your own sound pack, using other ones as examples. Also, try posting and/or searching for this over at BCC.