Configuration of taunts -1 reply

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Bartkor

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8th May 2010

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#1 8 years ago

Hi, I'm making sounds for my JK3 skin (more exactly, for OJP), and right now I'm configuring them for an exact animations.

I would like to have them added to an exact animation/command: for taunt, flourish and gloat. I know of course that it depends on a name of files, but I have some kind of... problem.

It's no secret that sounds named with "victory" are for gloat, and "taunt" and "anger" - for taunts. But, for flourish, it's "deflect" and "anger", and I just don't want to repeat sounds from taunts in flourishes. Additionally, after I've created 3 anger files, and 3 deflect files - only one deflect plays, and two angers.

I noticed much more sounds, like: confused, detected, suspicious, eg.

If someone could give a clear explanation of which sounds are played for exact animations, and is it possible that there are too many files (like I described about flourishes) - I would be extremly grateful.




eezstreet

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#2 8 years ago

Bartkor;5313652Hi, I'm making sounds for my JK3 skin (more exactly, for OJP), and right now I'm configuring them for an exact animations.

I would like to have them added to an exact animation/command: for taunt, flourish and gloat. I know of course that it depends on a name of files, but I have some kind of... problem.

It's no secret that sounds named with "victory" are for gloat, and "taunt" and "anger" - for taunts. But, for flourish, it's "deflect" and "anger", and I just don't want to repeat sounds from taunts in flourishes. Additionally, after I've created 3 anger files, and 3 deflect files - only one deflect plays, and two angers.

I noticed much more sounds, like: confused, detected, suspicious, eg.

If someone could give a clear explanation of which sounds are played for exact animations, and is it possible that there are too many files (like I described about flourishes) - I would be extremly grateful.

They aren't specifically bound to animations, but rather by code. At one point (I think I did this for Gunslinger's Academy, I don't remember exactly) I had it so that the game uses 1000 death sounds, 1000 jump sounds, 1000 land sounds, 1million+ pain sounds, etc.

Anyway, back to the subject at hand -- I believe OJP has an expanded animconfig.cfg that is in each player model's folder. Give that a look.

Also, confused, detected, suspicious and other sounds are unused by the MP portion of the game (heck, some are even unused by the SP part of the game too. Excellent job at taking up extra HD space, Raven.)




Bartkor

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#3 8 years ago

Do You mean animsounds.cfg files? OJP handles them, yes, and I have a one for my skin (with sounds for footsteps), and I know I can probably set sounds for an exact animations in them (for example, to an animation that is starting a flourish, set flourish%.mp3 e.g.), but does it overwrite normal sounds added to animations? Or are there just different files?

Thanks for replying, BTW.




eezstreet

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#4 8 years ago

I don't think it would change the footstep sound, all I think would happen would play two sounds at once, not entirely for sure. You'd have to test this in order for it to work.




Bartkor

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#5 8 years ago

Well, I'm sure other sounds in animsounds.cfg won't change - but with adding a sound to a "frame" that starts flourish/gloat e.g. - yeah, I think there would just be two sounds played.

But refering to what You said before, about sounds depending on code. I searched the mod's files, and I haven't found anything yet, but is there any way of making another configuration for an exact skin? You know, placing a modified file in a model's folder etc.

I also have one weird idea. Making an "empty" sound files with all of the used names (taunt.mp3, anger1.mp3, anger2.mp3, etc.), and making own configuration in animsounds.cfg. This should partially solve the problem, if the proper frames are found for each animations.




eezstreet

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#6 8 years ago

Bartkor;5316100Well, I'm sure other sounds in animsounds.cfg won't change - but with adding a sound to a "frame" that starts flourish/gloat e.g. - yeah, I think there would just be two sounds played.

But refering to what You said before, about sounds depending on code. I searched the mod's files, and I haven't found anything yet, but is there any way of making another configuration for an exact skin? You know, placing a modified file in a model's folder etc.

I also have one weird idea. Making an "empty" sound files with all of the used names (taunt.mp3, anger1.mp3, anger2.mp3, etc.), and making own configuration in animsounds.cfg. This should partially solve the problem, if the proper frames are found for each animations.

That is a workaround, yes.