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IDProjectCategoryView StatusLast Update
0005979Spring engineLuapublic2018-05-11 17:58
ReporterFloris Assigned To 
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionno change required 
Product Version104.0 +git 
Summary0005979: cant replace sounds
Descriptionwhen BAR modoption is loaded, i want to replace all unit/weapon sounds to their bar equivalent. I do this in alldefs_post but by then soundid's are already set in stone?

How to acchieve this?
TagsNo tags attached.
Checked infolog.txt for Errors

Activities

Floris

2018-05-10 16:20

reporter   ~0019092

oops i guess i only need to use gamedata/sounds.lua for it to handle the replacing

Kloot

2018-05-10 16:21

developer   ~0019093

Last edited: 2018-05-10 16:22

no id (number) is set in stone until an ingame event causes a sound to be loaded for the first time.

I suspect your BAR sounds are named identically to the BA defaults and you forgot to add the proper path prefix to your sounds subtable entries.

Floris

2018-05-11 00:28

reporter   ~0019094

sounds.lua cant read modoptions, but now loads bar stuff regardless.

its working

Issue History

Date Modified Username Field Change
2018-05-10 14:52 Floris New Issue
2018-05-10 16:20 Floris Note Added: 0019092
2018-05-10 16:21 Kloot Note Added: 0019093
2018-05-10 16:22 Kloot Note Edited: 0019093
2018-05-11 00:28 Floris Note Added: 0019094
2018-05-11 17:58 Kloot Status new => resolved
2018-05-11 17:58 Kloot Resolution open => no change required