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Battlefield Modding Tutorials BFMODS • View topic - Some trouble with AreaObjects....

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Apr 01, 2009 12:46 am 
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I am coding AreaObjects for the first time as I am doing some upgrades to the Golf of Oman map conversion for my mod. I got all the custom ambient sound effects to work via AreaObjects only problem here is that whenver I am in the "trigger" range of one and therefor a ambient sound is playing, it endsup silancing most weapon fire sound effects.

For example I am near a area where an AreaObject has triggered some neat background noise of birds singing and such. I fire my weapon, but only the first shot is heard and the rest is silant except for bullet impacts and shell ejection sound effects.

This only seems to effect small arms as things like tanks weapons and engine sounds and such are not effected.

I suspect I screwed up somewhere in the sound script files the area objects use. Any help from someone familiar with coding this stuff would be appreciated. (and no this isn't a server side mod)

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PostPosted: Wed Apr 01, 2009 12:48 am 
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When will you learn that its "Gulf" not "Golf" ! :lol:

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PostPosted: Wed Apr 01, 2009 12:52 am 
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lol sorry. Typo. Don't worry the map isn't spelled like that ingame. :P

EDIT: After further checking it is spelled wrong ingame. LOL. Don't blame me though. I didn't make the map, so whoever converted it spelled the base path wrong....I should be able to correct it without much trouble. I checked the vanilla BF2 files. Looks like EA got the spelling correct as it uses Gulf and not Golf.

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PostPosted: Wed Apr 01, 2009 12:58 am 
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:lol: I noticed it has been "Golf" ever since you first posted it here however long ago that was....

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PostPosted: Wed Apr 01, 2009 1:01 am 
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lol indeed. Thanks for spotting that. Dumb mistake on the original auther's part. Should have noticed this as I did infact take stuff out of the vanilla BF2 map. Funny how I missed that mistake...

Ok back on topic now!

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PostPosted: Wed Apr 01, 2009 1:06 am 
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Could the problem lie in the sounds priority level?


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PostPosted: Wed Apr 01, 2009 1:10 am 
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That was the first thing I thought of. At first the property wasn't defined at all in my sound scrips. So I looked at existing area object sound scripts from other objects and found that the priority level is -10. So I set all my area objects to that but still end up with muffled weapon sounds.

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PostPosted: Wed Apr 01, 2009 4:14 pm 
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