View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | ||||
---|---|---|---|---|---|---|---|---|---|
0005979 | Spring engine | Lua | public | 2018-05-10 14:52 | 2018-05-11 17:58 | ||||
Reporter | Floris | ||||||||
Assigned To | |||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | resolved | Resolution | no change required | ||||||
Product Version | 104.0 +git | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0005979: cant replace sounds | ||||||||
Description | when 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? | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
|
![]() |
|
Floris (reporter) 2018-05-10 16:20 |
oops i guess i only need to use gamedata/sounds.lua for it to handle the replacing |
Kloot (developer) 2018-05-10 16:21 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 (reporter) 2018-05-11 00:28 |
sounds.lua cant read modoptions, but now loads bar stuff regardless. its working |
![]() |
|||
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 | View Revisions |
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 |