11-15-2012, 12:37 AM
11-15-2012, 08:28 AM
go to your custom story, and add a folder called "sounds" (Like in the real game)
Then copy any .snt file from the real "sounds", to your "sounds".
Next put the desired .ogg file into your "sounds".
Modify the .snt file after your choice, but remember to change the file names so it plays the correct file.
And there it is!
Then copy any .snt file from the real "sounds", to your "sounds".
Next put the desired .ogg file into your "sounds".
Modify the .snt file after your choice, but remember to change the file names so it plays the correct file.
And there it is!
11-16-2012, 10:15 PM
(11-15-2012, 08:28 AM)beecake Wrote: [ -> ]go to your custom story, and add a folder called "sounds" (Like in the real game)It worked! Thanks pal! I did try to replace the "player_darkness" sound in the game.cfg file with a new sound, but it didn't work.
Then copy any .snt file from the real "sounds", to your "sounds".
Next put the desired .ogg file into your "sounds".
Modify the .snt file after your choice, but remember to change the file names so it plays the correct file.
And there it is!
Also, it's been a while since I did keys, how do I get one to unlock a door?
11-16-2012, 11:03 PM
OnStart()
{
AddUseItemCallback("", "KEYNAME", "DOORNAME", "UnlockDoor_1", true);
}
void UnlockDoor_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("DOORNAME", false, true);
PlaySoundAtEntity("", "unlock_door", "DOORNAME", 0.0f, false);
RemoveItem(asItem);
}
{
AddUseItemCallback("", "KEYNAME", "DOORNAME", "UnlockDoor_1", true);
}
void UnlockDoor_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("DOORNAME", false, true);
PlaySoundAtEntity("", "unlock_door", "DOORNAME", 0.0f, false);
RemoveItem(asItem);
}