Mount sound question

Users who are viewing this thread

Cyclohexane

Knight at Arms
Hello fellow modders,
Does anyone out there know if it is possible to change the sound of a horse?  I am adding a camel mount to a mod I am working on and it really takes the feel out of the game when you run into a wall (or another unit) and your camel rears up and makes a horse sound.  I'd like to make it sound like a camel of course. 

Is this hard coded or can it be changed? 

Thank you in advance!
 
Yeah, certainly it is possible to change the sound of a horse, replacing sound files. Then all mounts in game would have a different sound ;)

I don't recall the WB changed anything in this department compared to 1.011
 
Yeah the game only recognizes one kind of mount, and therefore if you change the sounds you change them for all mounts.

You could, however, remove mount sounds altogether if a rearing camel bothers you. Not very realistic, but hey, its a solution. :mrgreen:
 
I remember Strategy Informer chat
Code:
3:29	
[Comment From okiN okiN : ] 
Still no support for custom mounts, though
	
Armagan Yavuz: 
Okin, It is possible to adjust the height of your mount. Though they will still use the same sounds.
	
Joe R: 
I think he may have been talking about different animals, like Camels and stuff. Or even Elephants.
	
Joe R: 
Elephants would own.
	
[Comment From okiN okiN : ] 
Or wargs for a LotR mod, etc
	
Armagan Yavuz: 
Hmm. It should be possible to add them in if you can get them to use the current animations. You would need to disable the default sounds and create the sounds from the scripts though.

- Disabling default sounds (for camel)
- Then creating new ones from scripts

Of course I have no clue how to do such things  :|
 
That's hard as hell to implement - all agent sounds are hardcoded, and there's no good way to catch those in triggers - unless you just check for animation, but then the sound wouldn't be consistent. There are walk/trot/canter/gallop/breath/snort/whinnying sounds, jumping sounds, dying sounds, charge sounds, etc. I suppose some of the sounds are common to all mounts (jumping/walking), so you don't have to disable them, but others are still difficult to implement.

For example:
Code:
  (0, 0, 0, [],
  [
  (try_for_agents, ":horse"),
    (agent_is_alive, ":horse"),
    (neg|agent_is_human, ":horse"),
    (agent_get_animation, ":anim", ":horse", 1), #lower body
    (agent_get_item_id, ":mount", ":horse"),
    (agent_get_slot, ":time", ":horse", slot_agent_next_action_time),
    (try_begin),
      (gt, ":time", 0),
      (val_sub, ":time", 1),
    (else_try),
      (try_begin),
        (eq, ":anim", "anim_horse_rear'),
        (try_begin),
          (eq, ":mount", "itm_camel"),
          (agent_play_sound, ":horse", "snd_camel_rear"),
        (else_try),  
          (agent_play_sound, ":horse", "snd_horse_rear"),
        (try_end),
        (assign, ":time", 1700),
      (else_try), #death
        (is_between, ":anim", "anim_horse_fall_in_place", "anim_unused_horse_anim_1"),
        (try_begin),
          (eq, ":mount", "itm_camel"),
          (agent_play_sound, ":horse", "snd_camel_dying"),
        (else_try),
          (agent_play_sound, ":horse", "snd_horse_dying"),
        (try_end),
        (assign, ":time", 2750), #average
      (try_end),
    (try_end),
    (agent_set_slot, ":horse", slot_agent_next_action_time, ":time"),
  (try_end),
  ]),
This code should run through all horse agents and play the appropriate sounds.
Initial death sounds could also be played inside a ti_on_agent_killed_or_wounded trigger.
 
Back
Top Bottom