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Topic: Making your own mod? (Read 18427 times)
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LeoPhone
Honoured Member
Posts: 0
Making your own mod?
«
on:
June 18, 2010, 02:48:43 pm »
I have been following the guide on this page:
http://wiki.relicrank.com/index.php?title=Mod_Studio_Walkthrough
I did all the steps described there, but when i launch the game nothing has been changed.
is there some hidden extra step i must take after all the patches of CoH to get this to work?
The UCS editor also doenst work. when i make a new UCS it gives me the error:
Error rasied at .\src\Tools.cpp line 133:
.\src\CUcsFile.cpp line 68: Cannot open file 'C:\Program Files
(x86)\THQ\Company of
Heroes\Engine\Locale\English\My_Mod.English.ucs' in mode 'wb'
I open the mod via crosix's mod (0.5.5).
this is the warnings log:
Quote
RELICCOH started at 2010-06-18 23:14
OS NT 6.1 (sp0.0) x64, 4095MB Physical Memory, 2374 Physical Available, 3969 Virtual Available
RUN-OPTIONS -modname AAMOD -dev -nomovies
WORKING-DIR C:\Program Files (x86)\THQ\Company of Heroes
USER Leo
23:14:34.83 2 Logical Processors detected
23:14:34.83 Multithreading Enabled
23:14:34.83 THREAD: Hyper-Threading Technology Processors are not detected.
23:14:34.83 XTHREAD: Detected 2 core(s) with 2 hardware thread(s)
23:14:34.83 XTHREAD: Main thread now used as XThread 0
23:14:34.83 XTHREAD: Spawned thread on processor 1
23:14:34.83 MATHBOX -- Version=6, Cpu=Intel Pentium III:f=6,m=7, Mode=SSE
23:14:34.83 GAME -- Company Of Heroes, 2.601.0, Build live.2.601.0, Type live, Language English
23:14:34.84 MOD -- Mounting RelicDLC1, 1.0
23:14:34.84 FILESYSTEM -- filepath failure, path does not exist 'DLC1\Data\'
23:14:34.84 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\DLC1\Data\'
23:14:34.84 FILESYSTEM -- filepath failure, path does not exist 'DLC1\DataArtHigh\'
23:14:34.84 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\DLC1\DataArtHigh\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'DLC1\DataSoundEnglish\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\DLC1\DataSoundEnglish\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\DLC1\Movies\'
23:14:34.85 MOD -- Mounting RelicDLC2, 1.0
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'DLC2\Data\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\DLC2\Data\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'DLC2\DataArtHigh\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\DLC2\DataArtHigh\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'DLC2\DataSoundEnglish\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\DLC2\DataSoundEnglish\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\DLC2\Movies\'
23:14:34.85 MOD -- Mounting RelicDLC3, 1.0
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'DLC3\Data\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\DLC3\Data\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'DLC3\DataArtHigh\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\DLC3\DataArtHigh\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'DLC3\DataSoundEnglish\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\DLC3\DataSoundEnglish\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\DLC3\Movies\'
23:14:34.85 MOD -- Mounting RelicOps, 1.0
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'CoH\Ops\Data\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\CoH\Ops\Data\'
23:14:34.85 MOD -- Mounting RelicCoH, 1.0
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'RelicOnline\Data\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\RelicOnline\Data\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'CoH\Engine\Data\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\CoH\Engine\Data\'
23:14:34.85 FILESYSTEM -- filepath failure, path does not exist 'WW2\Data\'
23:14:34.86 FILESYSTEM -- filepath failure, path does not exist 'CoH\Data\'
23:14:34.86 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\CoH\Data\'
23:14:34.86 FILESYSTEM -- filepath failure, path does not exist 'CoH\DataArtHigh\'
23:14:34.86 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\CoH\DataArtHigh\'
23:14:34.86 FILESYSTEM -- filepath failure, path does not exist 'CoH\DataSoundHigh\'
23:14:34.86 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\CoH\DataSoundHigh\'
23:14:34.86 FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\English\Data\'
23:14:34.86 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\Engine\Locale\English\Data\'
23:14:34.89 FILESYSTEM -- filepath failure, path does not exist 'CoH\DataSoundEnglish\'
23:14:34.89 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\CoH\DataSoundEnglish\'
23:14:34.89 FILESYSTEM -- filepath failure, path does not exist 'CoH\Locale\English\Data\'
23:14:34.89 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\CoH\Locale\English\Data\'
23:14:34.90 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\Engine\Movies\'
23:14:34.90 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Leo\Documents\My Games\Company of Heroes\WW2\Movies\'
23:14:34.95 GAME -- Resetting fp control word.
23:14:37.63 WW2Mod -- PropertyBagManager Loaded in 2.685000s
23:14:37.69 NetworkManager::Create - creating network manager
23:14:37.69 Read 1095 bytes from network datastore login_cache.bin
23:14:37.69 Read 115014 bytes from network datastore global_cache.bin
23:14:37.69 Read 364402 bytes from network datastore ping_cache.bin
23:14:37.69 QuazalInitializer - static initializing Quazal library
23:14:37.69 PingCache - populating cache with 7916 pings
23:14:37.69 Transport - Header Size = 4 bytes + 4 byte nonce + 2 byte consolidation header
23:14:37.70 WinTransport - CreateSocket exclusive broadcast socket was available.
23:14:37.70 WinTransport - CreateSocket listening for broadcasts on default port
23:14:37.70 WinTransport - Host Name: Leo-PC, aliases: , type=AF_INET, len=4
23:14:37.70 WinTransport - Host IP Address #0: 192.168.2.3
23:14:37.70 WinTransport - Interface #0: ip:192.168.2.3, broadcast:192.168.2.3, flags=IFF_UP IFF_BROADCAST IFF_MULTICAST
23:14:37.70 WinTransport - Interface #1: ip:127.0.0.1, broadcast:127.0.0.1, flags=IFF_UP IFF_LOOPBACK IFF_MULTICAST
23:14:37.70 Transport::OpenInternal request to WINaddr:255.255.255.255:6112;
23:14:37.70 WinTransport - Quazal address string = udp:/address=192.168.2.3;port=6112
23:14:37.70 SessionManager - Peer Header Size = 16 bytes
23:14:37.70 SessionManager - Game Data overhead = 7 bytes
23:14:37.70 SessionManager - Proxy overhead = 7 bytes
23:14:37.70 MessageInternal::CreateChannel: Created channel 47535450
23:14:37.70 Session::Initialize - info, initializing session object, using threads.
23:14:37.70 SessionManager::RegisterSession - Registering new session 0ff19620
23:14:37.70 Transport::OpenInternal request to WINaddr:255.255.255.255:6112;
23:14:37.70 AutomatchInternal: Instantiating
23:14:37.70 PartyInternal: Instantiating
23:14:37.70 MessageInternal::CreateChannel: Created channel 50525459
23:14:37.70 MessageInternal::CreateChannel: Created channel 51434b4d
23:14:37.71 Session::GetState - info, session's state changed to [1:STATE_DISCONNECTED].
23:14:37.71 MessageInternal::CreateChannel: Created channel 534d5347
23:14:37.71 MessageInternal::CreateChannel: Created channel 474d4343
23:14:37.71 MessageInternal::CreateChannel: Created channel 474f424a
23:14:37.71 MessageInternal::CreateChannel: Created channel 4d4f444d
23:14:37.71 MessageInternal::CreateChannel: Created channel 53594e43
23:14:37.71 MessageInternal::DestroyChannel: Destroyed channel 534d5347
23:14:37.71 MessageInternal::DestroyChannel: Destroyed channel 474d4343
23:14:37.71 MessageInternal::DestroyChannel: Destroyed channel 474f424a
23:14:37.71 MessageInternal::DestroyChannel: Destroyed channel 4d4f444d
23:14:37.71 MessageInternal::DestroyChannel: Destroyed channel 53594e43
23:14:37.71 GAME -- Available memory: 4095MB Physical RAM, 4093MB Pagefile, 4095 Virtual Address Space
23:14:37.71 Net::ThreadFunction - Entering network thread function...
23:14:37.76 Transport - Largest received is now 19
23:14:37.76 Transport::OpenInternal request to WINaddr:192.168.2.3:6112;
23:14:38.51 DLLDriverLinker -- Adding driver 'spDx10.dll'.
23:14:38.51 DLLDriverLinker -- Adding driver 'spDx9.dll'.
23:14:38.51 DLLDriverLinker -- 2 DLL drivers found.
23:14:38.70 SPDx10 -- Adapter [ATI Radeon HD 4870 X2 ]: 1016MB dedicated video memory, 0MB dedicated system memory and 1791MB shared system memory.
23:14:41.45 DLLDriverLinker -- 2 DLL drivers found.
23:14:41.48 SPOOGE - Driver[DirectX9 rendering device] version[4,36]
23:14:41.48 GAME -- Resolution set to 1920x1080 (fullscreen).
23:14:41.50 SPDx9 -- Driver Name = atiumdag.dll Desc = ATI Radeon HD 4870 X2
23:14:41.50 SPDx9 -- Driver Vendor = 0x1002 Device = 0x9441 SubSys = 0xE89A174B Rev = 0x0000
23:14:41.50 SPDx9 -- Driver Version Product = 0x0008 Version = 0x000E SubVersion = 0x00 Build = 7.08
23:14:41.50 SPDx9 -- Driver GUID = {D7B71EE2-D701-11CF-3F76-90C8A1C2C535}
23:14:41.95 SPDx9 -- 2780MB available Texture Memory
23:14:41.95 ShaderDatabase: using shader profile [ps30]
23:14:42.07 FILESYSTEM -- filepath failure, missing alias 'TOOLSDATA:autoloddecimator.lua'
23:14:42.38 GameObjLoader 08900330 - resetting counters
23:14:42.38 GameObjLoader 08900330 - Created loader
23:14:42.38 GameObjLoader 08900490 - resetting counters
23:14:42.38 GameObjLoader 08900490 - Created loader
23:14:42.55 GAME -- Beginning FE
23:14:42.55 Sent message game CompanyOfHeroes started 5736 601 allowtraffic
23:14:42.55 RemoteDLManager - Connection Restored.
23:14:42.55 UIFrontEnd - Loading Front End
23:14:42.55 THREAD: Hyper-Threading Technology Processors are not detected.
23:14:42.66 SOUND -- Initializing ...
23:14:42.68 INNIMapDCA Key not found: sp_speechducker::time
23:14:42.82 SOUND -- Initialization completed!
23:14:42.82 UIFrontEnd - Initializing Forms
23:14:43.64 CampaignFilter::BindFilterSpecificWidgets()
23:14:43.71 Activating screen: AppLoadingForm
23:14:43.71 SetupProductLoadingArt - choosing bgArt = 4 (gold=0)
23:14:43.71 Got dlman msg [dlmanager version 1.0 peertraffic 1 uploadlimit 2147483647 seedratio 3]
23:14:45.04 GAME -- Loaded campaign 'Invasion of Normandy' (DATA:SCENARIOS\SP\COH.CAMP) with 15 missions, [coh]
23:14:45.04 GAME -- Loaded campaign 'Liberation of Caen' (DATA:SCENARIOS\SP\CXP1.CAMP) with 9 missions, [cxp1]
23:14:45.04 GAME -- Loaded campaign 'Operation Market Garden' (DATA:SCENARIOS\SP\CXP2.CAMP) with 8 missions, [cxp2]
23:14:45.04 GAME -- Loaded campaign 'Falaise Pocket' (DATA:SCENARIOS\SP\DLC3.CAMP) with 3 missions, [dlc3]
23:14:45.04 GAME -- Loaded campaign 'Causeway' (DATA:SCENARIOS\SP\DLC2.CAMP) with 3 missions, [dlc2]
23:14:45.04 GAME -- Loaded campaign 'Tiger Ace' (DATA:SCENARIOS\SP\DLC1.CAMP) with 3 missions, [dlc1]
23:14:45.59 GAME -- Using player profile LEO-PC
23:14:47.28 Dx9Program : Unable to find shader script for 'fxshader_multiply' in the ShaderDatabase.
23:14:47.71 Dx9Program : Unable to find shader script for 'fxshader_depthadditive' in the ShaderDatabase.
23:14:48.68 QuazalLoginService - *** Connecting to server: reliclive.quazal.net:30260
23:14:48.68 RendezvousManager: CreateSession - starting profile=Guest login
«
Last Edit: June 18, 2010, 03:16:55 pm by LeoPhone
»
Logged
LeoPhone
Honoured Member
Posts: 0
Re: Making your own mod?
«
Reply #1 on:
June 18, 2010, 03:01:06 pm »
something offtopic:
i also found this old topic:
http://www.corsix.org/content/europe-ruins-ingame-ui
i wonder why it was never used
«
Last Edit: June 18, 2010, 03:17:22 pm by LeoPhone
»
Logged
LeoPhone
Honoured Member
Posts: 0
Re: Making your own mod?
«
Reply #2 on:
June 18, 2010, 05:49:17 pm »
got it working:
used this
http://www.moddb.com/mods/company-of-heroes-modern-combat/downloads/company-of-heroes-modding-setup/#1353017
then launched the game via coh shortcut with mod- "mymod" added.
Logged
LeoPhone
Honoured Member
Posts: 0
Re: Making your own mod?
«
Reply #3 on:
June 18, 2010, 06:27:32 pm »
epic lol...
say hello to the flame engis:
http://www.xfire.com/video/2e2743/
too bad they only had 10 hp
Logged
ShermanFirefly
EIR Veteran
Posts: 65
Re: Making your own mod?
«
Reply #4 on:
June 19, 2010, 11:46:58 am »
rofl
Logged
FireflyDivision
LeoPhone
Honoured Member
Posts: 0
Re: Making your own mod?
«
Reply #5 on:
June 19, 2010, 01:42:23 pm »
made a movable bofors:
http://www.xfire.com/video/2e3b41/
now if only someone would model the bofors so that it's placed on the ATG frame x)
i also found this mod. it adds green inf cover to tanks. this could be used as a doctrine ability, instead of the fake cover aura tanks give now.
http://forums.relicnews.com/showthread.php?t=132075
Logged
LeoPhone
Honoured Member
Posts: 0
Re: Making your own mod?
«
Reply #6 on:
June 21, 2010, 07:26:18 am »
i have a question:
i have managed to have a unit make the v1 sound when an unit enters his radius.
only i want that the unit makes this sound all the time. like a sherman's engine. how do i do that?
and i dont want the v1 sound, where can i find the links to the sounds like that sound you hear when FTFL or propaganda war is activated?
Logged
Hydro
EIR Veteran
Posts: 242
Re: Making your own mod?
«
Reply #7 on:
June 21, 2010, 07:37:38 am »
Quote from: LeoPhone on June 21, 2010, 07:26:18 am
i have a question:
i have managed to have a unit make the v1 sound when an unit enters his radius.
only i want that the unit makes this sound all the time. like a sherman's engine. how do i do that?
and i dont want the v1 sound, where can i find the links to the sounds like that sound you hear when FTFL or propaganda war is activated?
Only with object editor you can change unit sounds like sherman's engine or others. (Except unit's voice)
About sounds try to find something in data\sounds\wav\tech_tree
Logged
Draken
Chess master
EIR Veteran
Posts: 1850
Re: Making your own mod?
«
Reply #8 on:
June 21, 2010, 07:45:11 am »
lol I'm scared what will Leo show us next.
And vechicle cover will be barerly used in EiR enviroment you don't want your tank to stand in one place, that's why area ability suits better EiR enviroment.
«
Last Edit: June 21, 2010, 07:47:32 am by Draken
»
Logged
LeoPhone
Honoured Member
Posts: 0
Re: Making your own mod?
«
Reply #9 on:
June 21, 2010, 08:02:58 am »
Quote from: Hydro on June 21, 2010, 07:37:38 am
Only with object editor you can change unit sounds like sherman's engine or others. (Except unit's voice)
About sounds try to find something in data\sounds\wav\tech_tree
thanks,
but tech tree only shows building sounds, il see if i can find the doctrine sounds.
Logged
Grundwaffe
EIR Veteran
Posts: 1128
Re: Making your own mod?
«
Reply #10 on:
June 21, 2010, 08:04:08 am »
that would be cool, their moving in 2 lines behind the tank, or taking cover from the side!
Logged
SublimeHauken - Back from the dead - Since 2007'
Warfreak166
EIR Veteran
Posts: 94
Re: Making your own mod?
«
Reply #11 on:
June 21, 2010, 08:09:47 am »
lol i use to use this mod studio alot last thing i rem creating was making commandos super OP like aiborne jeeps OP
Logged
LeoPhone
Honoured Member
Posts: 0
Re: Making your own mod?
«
Reply #12 on:
June 21, 2010, 10:26:02 am »
ok. i found the sound... in a scar file lol.
this is the function where the sound is played:
Quote
-- example of how to finish an Obj
function StopPropaganda_WinCheck()
-- Is the officer dead?
if SGroup_Count (sg_PropagandaOfficer) == 0 then
Objective_Complete (OBJ_StopPropaganda)
Rule_RemoveMe ()
-- Otherwise, is the officer below 50% health and not on the island already?
elseif (SGroup_GetAvgHealth (sg_PropagandaOfficer) <= 0.5 and g_OfficerLocation ~= "Island")
or (EGroup_IsCapturedByPlayer (eg_caen_pt3, player1, ALL) and g_OfficerLocation ~= "Island") then
-- Remove ceasefire
Ceasefire_RemoveSGroup (sg_PropagandaOfficer)
-- run to island
Cmd_Retreat (sg_PropagandaOfficer, Util_GetPosition (mkr_Island_Siren))
-- Change the officer's location to the Island
g_OfficerLocation = "Island"
-- Not retreating, dead or below 50% health, then if the counter is high enough, play propaganda at the appropriate location.
elseif g_propaganda_count >= 13 then
-- Is officer at the cathedral
if g_OfficerLocation == "Cathedral" then
if EGroup_Count (eg_Siren) >= 1 then
local eid = EGroup_GetSpawnedEntityAt (eg_Siren, 1)
Sound_Play3D (t_propaganda_speech[1], eid)
-- put this speech line on the end
table.insert(t_propaganda_speech, t_propaganda_speech[1])
table.remove(t_propaganda_speech, 1)
end
g_propaganda_count = 0 -- reset count
-- Is officer at the island?
elseif g_OfficerLocation == "Island" then
if EGroup_Count (eg_Siren2) >= 1 then
local eid = EGroup_GetSpawnedEntityAt (eg_Siren2, 1)
Sound_Play3D (t_propaganda_speech[1], eid)
-- put this speech line on the end
table.insert(t_propaganda_speech, t_propaganda_speech[1])
table.remove(t_propaganda_speech, 1)
end
g_propaganda_count = 0 -- reset count
end
-- If the timer wasn't high enough increment the timer.
elseif g_propaganda_count < 13 then
g_propaganda_count = g_propaganda_count + 1
end
end
but i cant find that file in crosix, and just using that name in the rgd doesnt produce sound...
any clue where to find it?
Logged
LeoPhone
Honoured Member
Posts: 0
Re: Making your own mod?
«
Reply #13 on:
June 22, 2010, 09:27:14 am »
ok. this is what i want:
when i click the healing button on the casualty clearing station i want it to make the force retreat sound of terror (propaganda war)
does anyone know how to do that?
Logged
Sharpshooter824
I <3 Aloha
EIR Veteran
Posts: 775
Re: Making your own mod?
«
Reply #14 on:
June 22, 2010, 11:28:56 am »
DEWD STOP DOOBLE POOSTING
Logged
Rawr
LeoPhone
Honoured Member
Posts: 0
Re: Making your own mod?
«
Reply #15 on:
June 22, 2010, 11:30:21 am »
bump
«
Last Edit: June 22, 2010, 02:01:49 pm by LeoPhone
»
Logged
LeoPhone
Honoured Member
Posts: 0
Re: Making your own mod?
«
Reply #16 on:
June 22, 2010, 02:35:48 pm »
Quote from: LeoPhone on June 22, 2010, 09:27:14 am
ok. this is what i want:
when i click the healing button on the casualty clearing station i want it to make the force retreat sound of terror (propaganda war)
does anyone know how to do that?
ok. i think i found the file:
data/sound/speech/mp/sp_gameplay_speechfx/sp_panzerofficerpropaganda.bsc.
now how to make the ability play this sound...
«
Last Edit: June 22, 2010, 02:38:47 pm by LeoPhone
»
Logged
Hydro
EIR Veteran
Posts: 242
Re: Making your own mod?
«
Reply #17 on:
June 23, 2010, 04:56:01 am »
Now you need to find speech code for it and put it in ability speech_code_2 or speech_code_3. I'm not sure if you need to do something else.
If you want to put other race sound (i.e pe voice to us sherman) you need to made it own file (on relicnews is program for it and tutorial)
Logged
LeoPhone
Honoured Member
Posts: 0
Re: Making your own mod?
«
Reply #18 on:
June 23, 2010, 05:25:25 am »
Quote from: Hydro on June 23, 2010, 04:56:01 am
Now you need to find speech code for it and put it in ability speech_code_2 or speech_code_3. I'm not sure if you need to do something else.
If you want to put other race sound (i.e pe voice to us sherman) you need to made it own file (on relicnews is program for it and tutorial)
i found the rout_ability(Terror force retreat), it shows at speech_code_3 = rou, but if i add that to my ability there is no sound.
Logged
Hydro
EIR Veteran
Posts: 242
Re: Making your own mod?
«
Reply #19 on:
June 23, 2010, 05:35:19 am »
Quote from: LeoPhone on June 23, 2010, 05:25:25 am
Quote from: Hydro on June 23, 2010, 04:56:01 am
Now you need to find speech code for it and put it in ability speech_code_2 or speech_code_3. I'm not sure if you need to do something else.
If you want to put other race sound (i.e pe voice to us sherman) you need to made it own file (on relicnews is program for it and tutorial)
i found the rout_ability(Terror force retreat), it shows at speech_code_3 = rou, but if i add that to my ability there is no sound.
So here is tutorial, I think it should help
http://forums.relicnews.com/showthread.php?t=235764
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