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Thread: Naptha Throwing unit isn't playing proper sound effects on the battlefield.

  1. #1
    El Monstero29's Avatar Semisalis
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    Default Naptha Throwing unit isn't playing proper sound effects on the battlefield.

    Divide and Conquer recently added a naptha throwing unit to their mod, unfortunately, the grenade impact sounds don't play and they also don't play the sound of a lit fuse when flying through the air. I've tried many things to fix this problem, including asking Ngugi for help, but neither of us could figure out the solution.

    I've looked at the vanilla entries for everything as well as the mod for Third Age that added Uruk Grenadiers, in both cases I couldn't see anything obviously different about them that would make them work while DAC's unit doens't.

    I'll list out the various text entires that are relevant. Red text marks stuff I've changed/added in my attempts to get this working.

    export_descr_unit:
    Spoiler Alert, click show to read: 
    Code:
    type                    Rhun Nahptha            ;
    dictionary                Nahptha_Thrower
    category                infantry
    class                     missile
    voice_type                Heavy
    accent                    Arabic
    banner faction            main_missile
    banner holy                crusade
    soldier                    rhun_naptha, 60, 0, 0.8
    officer                    rhun_captain_early_flag
    officer                 dorwin_maa110
    mount_effect            horse +2, camel +1
    attributes                sea_faring, hide_forest, can_withdraw, free_upkeep_unit, hardy, incendiary, cannot_skirmish
    formation                1.5, 1.5, 3.0, 3.0, 7, square
    stat_health                1, 0
    stat_pri                9, 1, nahptha_bomb, 70, 4, thrown, missile_gunpowder(was missile_mechanical), blunt(was piercing), none, 0, 1
    stat_pri_attr            thrown, ap, area
    stat_sec                9, 4, no, 0, 0, melee, melee_blade, slashing, sword, 20, 1
    stat_sec_attr            no
    stat_pri_armour            7, 6, 0, metal
    stat_sec_armour            0, 0, flesh
    stat_heat                1
    stat_ground                2, 0, 1, -2
    stat_mental                16, impetuous, trained
    stat_charge_dist        8
    stat_fire_delay            0
    stat_food                60, 300
    stat_cost                1, 890, 355, 75, 75, 890, 5, 33
    armour_ug_levels        2, 3, 4
    armour_ug_models        rhun_naptha, rhun_naptha, rhun_naptha
    ownership                venice, slave
    era 0                    venice
    era 1                    venice
    era 2                    venice
    recruit_priority_offset    40


    descr_sounds_weapons.txt, I didn't change anything on this one:
    Spoiler Alert, click show to read: 
    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;   Naptha
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    
         weapon missile blunt
            
        
            fly
                event mindist 3 volume -15 priority 100 distancepriority 0 minpitch 0.6 maxpitch .9 fadein .25 fadeout .5 probability 1
                    folder data/sounds/SFX/Individual/Siege_Engines/Rocket_Launcher
                    RL_fly
                    
                end
    
            flaming fly
                event mindist 3 volume -15 priority 100 distancepriority 0 minpitch 0.6 maxpitch .9 fadein .25 fadeout .5 probability 1 
                    folder data/sounds/SFX/Individual/Siege_Engines/Rocket_Launcher
                    RL_fly
                    
                end
         
             
    
            hit building
                event  volume 0 priority 180  mindist 8 probability 1 minpitch .9 maxpitch 1.1
                folder data/sounds/SFX/Individual/Naptha
                Naptha_impact_01
                Naptha_impact_02
                Naptha_impact_03
                Naptha_impact_04
                Naptha_impact_05
                end
    
            hit wood
                event  volume 0 priority 180  mindist 8 probability 1 minpitch .9 maxpitch 1.1
                folder data/sounds/SFX/Individual/Naptha
                Naptha_impact_01
                Naptha_impact_02
                Naptha_impact_03
                Naptha_impact_04
                Naptha_impact_05
                end
    
    
                
                
                death_hit flesh 
                event  volume 0 priority 180  mindist 8 randomdelay 0 minpitch .9 maxpitch 1.1
                folder data/sounds/SFX/Individual/Naptha
                Naptha_impact_01
                Naptha_impact_02
                Naptha_impact_03
                Naptha_impact_04
                Naptha_impact_05
                end    
                        
                
    
            hit flesh, leather
                event  volume 0 priority 180  mindist 8 probability 1 minpitch .9 maxpitch 1.1
                folder data/sounds/SFX/Individual/Naptha
                Naptha_impact_01
                Naptha_impact_02
                Naptha_impact_03
                Naptha_impact_04
                Naptha_impact_05
                end
    
            hit metal
                event  volume 0 priority 180  mindist 8 probability 1 minpitch .9 maxpitch 1.1
                folder data/sounds/SFX/Individual/Naptha
                Naptha_impact_01
                Naptha_impact_02
                Naptha_impact_03
                Naptha_impact_04
                Naptha_impact_05
                end
    
            hit ground water
                event  volume 0 priority 180  mindist 8 probability 1 minpitch .9 maxpitch 1.1
                folder data/sounds/SFX/Individual/Naptha
                Naptha_impact_01
                Naptha_impact_02
                Naptha_impact_03
                Naptha_impact_04
                Naptha_impact_05
                end
                
            hit ground
                event  volume 0 priority 180  mindist 8 probability 1 minpitch .9 maxpitch 1.1
                folder data/sounds/SFX/Individual/Naptha
                Naptha_impact_01
                Naptha_impact_02
                Naptha_impact_03
                Naptha_impact_04
                Naptha_impact_05
                end


    DAC doesn't have the above .wav's in it's SFX.dat file so I've added them using the same file path listed above. Yes, I allowed the game to rebuild SFX.dat/idx and Events.dat/idx.

    I have no clue what else to try at this point. Can anyone help a brotha' out?

  2. #2
    Withwnar's Avatar Script To The Waist
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    Default Re: Naptha Throwing unit isn't playing proper sound effects on the battlefield.

    I remember seeing something somewhere about naptha thrower problems. If it was sound (not sure) then there's an answer out there somewhere; try a web search.

  3. #3
    Gigantus's Avatar The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it
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    Default Re: Naptha Throwing unit isn't playing proper sound effects on the battlefield.

    We used 'grenadiers' in 1648 - need to install and check how we approached the grenade throwing.

    Edit: here is our EDU stuff, your error seems to lie here, you are using 'thrown' which is used for the head hurling (fire) and spears (piercing), eg "weapon thrown blunt" doesn't exist, ergo no sound
    Code:
    attributes       sea_faring, hide_forest, hardy, can_withdraw, incendiary, garnison, no_custom
    formation        1.2, 1.2, 1.2, 2.2, 3, square
    stat_health      1, 0
    stat_pri         38, 3, nahptha_bomb, 40, 5, missile, missile_gunpowder, blunt, none, 25, 1
    Last edited by Gigantus; May 14, 2018 at 10:10 AM.



  4. #4
    El Monstero29's Avatar Semisalis
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    Default Re: Naptha Throwing unit isn't playing proper sound effects on the battlefield.

    Quote Originally Posted by Withwnar View Post
    I remember seeing something somewhere about naptha thrower problems. If it was sound (not sure) then there's an answer out there somewhere; try a web search.
    Nothing relevant popped up when I ran a google search.

    Quote Originally Posted by Gigantus View Post
    We used 'grenadiers' in 1648 - need to install and check how we approached the grenade throwing.

    Edit: here is our EDU stuff, your error seems to lie here, you are using 'thrown' which is used for the head hurling (fire) and spears (piercing), eg "weapon thrown blunt" doesn't exist, ergo no sound
    Code:
    attributes       sea_faring, hide_forest, hardy, can_withdraw, incendiary, garnison, no_custom
    formation        1.2, 1.2, 1.2, 2.2, 3, square
    stat_health      1, 0
    stat_pri         38, 3, nahptha_bomb, 40, 5, missile, missile_gunpowder, blunt, none, 25, 1
    Unfortunately, this didn't solve the issue. I'll download your 1648 mod later and see if I can spot any other differences.

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