barncastle Posted July 31, 2017 Share Posted July 31, 2017 I'm not at my pc to verify this particular model but some M2s have events that trigger sounds of which some contain sound entry ids. Link to comment Share on other sites More sharing options...
Смердокрыл Posted July 31, 2017 Author Share Posted July 31, 2017 I found these sound entries for the carriage, but there is no entry in CreatureSoundData that uses them. Would it be possible for me to create one, stick those sound entries into the right fields, and then make another carriage model use them in the same fashion? or not Link to comment Share on other sites More sharing options...
barncastle Posted August 1, 2017 Share Posted August 1, 2017 I don't see why that wouldn't work. If I were to take a guess I'd say that these type of sound events are mainly used when the sounds are unique to a model which would save the designer from having to edit DBCs or... out of laziness Link to comment Share on other sites More sharing options...
Смердокрыл Posted August 1, 2017 Author Share Posted August 1, 2017 46 minutes ago, barncastle said: I don't see why that wouldn't work. If I were to take a guess I'd say that these type of sound events are mainly used when the sounds are unique to a model which would save the designer from having to edit DBCs or... out of laziness I know, but the fields in CreatureSoundData seem rather specific, and I'm not sure as to which Sound entry goes into which field (such as Jingles or Wheels) or not Link to comment Share on other sites More sharing options...
barncastle Posted August 1, 2017 Share Posted August 1, 2017 Ah sorry I thought you meant in general I misread what you're trying to achieve. Wouldn't it just be easier to replicate the events in your new model? Or take an educated guess of what sound goes where. Link to comment Share on other sites More sharing options...
Смердокрыл Posted August 1, 2017 Author Share Posted August 1, 2017 1 hour ago, barncastle said: Wouldn't it just be easier to replicate the events in your new model? Since players are actually going to mount the harness, not the carriage itself, I want the harness to make all those sounds on movement/idle/etc. Strangely enough, all events in struct M2Array events are exactly the same for this harness model and for that original carriage model, yet the former makes no sounds at all. 1 hour ago, barncastle said: guess of what sound goes where 1 No problem 1 hour ago, barncastle said: educated Problem or not Link to comment Share on other sites More sharing options...
Vehicle.dbc
By Смердокрылin Serverside
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