Scripting and mapping Questions -1 reply

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DarthMalak_M_O_D_maker

The Mysterious Sith

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2nd October 2010

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#1 8 years ago

I have two questions: One: i have seen in some sp mods that the authors dont us audio and replace it with "NULL" and add subtitles. I have tryed this techneque, and some problems arose: in subtitles file do you put the entire path name of the file for the sound or just the name? And in the script file, do you just simply say: play sound? Two: In jk3 i have never been able to get target_print to work could some one explain it ive used triggers and the 'message' value, what do i do?




lassev

Degenerate scripter

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21st June 2004

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#2 8 years ago

Even if you use null sound files for subtitles (how boring), for the automatic subtitling to work, you will need multiple null sounds, each named individually. Also note that the subtitle stays on screen directly corresponding to the length of the sound file, even if it was a silent sound.

To make the subtitles work, you will need a levelname.str file under strings/english (and/or other languages if you so desire). In the str file type in all caps the name of the sound file, minus file name extension and no paths. Just have a look at some Raven file. It's a good idea not to use space or other characters than a-Z, 0-9, and underscrore. Otherwise you don't need to do anything. When you play the sound in a script using chan_voice (at least), the game will automatically print the subtitle, provided you don't have 2D or subtitles disabled.




DarthStevenus

GF is my bext friend *hugs GF*

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18th December 2009

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#3 8 years ago

You also have to have the sounds in a folder with the same name as the .str file right? Something like sound/levelname/NULL_01.mp3




lassev

Degenerate scripter

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21st June 2004

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#4 8 years ago

I don't think that's necessary because I put the sound files of different characters in their own subfolders under the folder named after the level. Raven actually had a whole bunch of subfolders.

The game likely only notes the very file name and locates the corresponding entry in the level specific .str. Taking also the game language setting into account.