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Vehicle.dbc

By Смердокрыл
in Serverside

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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 :) 

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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


 skarnnoggitlogpost.thumb.jpg.d752b4e8541

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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


 skarnnoggitlogpost.thumb.jpg.d752b4e8541

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