Two modding questions

Please post here for questions and discussion about modding for Strategic Command.
Post Reply
User avatar
mroyer
Posts: 1286
Joined: Sun Mar 06, 2016 12:27 pm

Two modding questions

Post by mroyer »

(1) Situation: An play-test is in progress. An error in a script is discovered and fixed. The editor is used to "compile" the fixed script and the campaign is saved.

Is there any way to resume the in-progress play-test with the updated script or must a restart occur to see the effects of the fixed script?

(2) I use a pile of loop scripts to create interstellar jump points. I am trying to get a cool sound to occur when a starship jumps (i.e., when a loop script event occurs). The following is an example of one such loop script specifying a sound .ogg file. The sound file is here:
C:\Users\mroye\Documents\My Games\Strategic Command WWII - War in Europe\Campaigns\_Bellum Galaxia\Media\Hyperdrive_Jump.ogg


It doesn't work and the jump occurs silently. Is there anything obviously wrong with the script or do I have to do something else to get the sound to play?


{
#NAME= Ploton => Epsilon Eridani (Primary Jump Point)
#POPUP=
#IMAGE=
#SOUND= Hyperdrive_Jump.ogg
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 0
#ALIGNMENT_ID= 0
#TRIGGER= 100
#DELAY= 1
#FAILED_DELAY= 2
#LEVEL= 0
#FRIENDLY_POSITION=
#START_POSITION= 464,47
#FINISH_POSITION= 473,46
}


Thanks for any thoughts,
-Mark R.
User avatar
BillRunacre
Posts: 6890
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Two modding questions

Post by BillRunacre »

Hi Mark

1) I'm afraid that any script changes won't take effect until a new game is started.

2) Have you set the campaign.ini file to allow for customized sound files?

It needs to show #CUSTOM_SOUND= 1
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
mroyer
Posts: 1286
Joined: Sun Mar 06, 2016 12:27 pm

RE: Two modding questions

Post by mroyer »

Yes - at the moment my campaign.ini looks like this:

#CUSTOM_BITMAPS= 1
#CUSTOM_INTERFACE= 1
#CUSTOM_SOUND= 1
#CUSTOM_MUSIC= 1
#CUSTOM_FONTS= 0
#CUSTOM_LOCALIZATION= 1


-Mark R.
User avatar
Hubert Cater
Posts: 6094
Joined: Mon Jul 22, 2013 11:42 am
Contact:

RE: Two modding questions

Post by Hubert Cater »

I believe the only way you'll get a sound, much like all of the other events is to have a POPUP text associated with the event for when it occurs, and then when that popup window displays the sound will play as well.

In game the Messages option will also have to be enabled in the OPTIONS screen too.

P.S. I continue to love the creativity of your mod as well [:)]
User avatar
mroyer
Posts: 1286
Joined: Sun Mar 06, 2016 12:27 pm

RE: Two modding questions

Post by mroyer »

ORIGINAL: Hubert Cater
I believe the only way you'll get a sound, much like all of the other events is to have a POPUP


Rats [:(]

I don't think a popup each time a starship jumps to hyperspace will be well received - especially when the fleet jumps... So, I guess the jump-vortexes are silent. When you scream in space, there's no sound - more scientifically accurate! ... yeah, that's the ticket. That was the plan all along... [;)]
ORIGINAL: Hubert Cater
P.S. I continue to love the creativity of your mod as well [:)]

Thanks for that! I'm mainly working on play-ability and balance now. That might be even tougher than scripting. Overall, the mechanics are working pretty well though - kudos to a solid design and implementation at the game engine level! [&o]

-Mark R.


Post Reply

Return to “Scenario Design and Modding”