Ricebug on 16/7/2013 at 22:31
Currently, my mission is cursed with no lootsounds. Going to each and every item and adding the lootsound script gives me a generic "doink" which I can't seem to track down in the SND.CRF. So how do I get the loot to sound off with the proper PICKLOOT.WAV?
MysteryMan on 16/7/2013 at 22:42
Quote Posted by Ricebug
Currently, my mission is cursed with no lootsounds. Going to each and every item and adding the lootsound script gives me a generic "doink" which I can't seem to track down in the SND.CRF. So how do I get the loot to sound off with the proper PICKLOOT.WAV?
Edit:
In your t2 directory, in the folder name sfx, pickloot.wav is for your Loot, and pickpwr.wav is for powerups, or any object you choose providing that the script LootSounds is on the object that goes into inventory.
Just find a sound you like and rename the .wav, .ogg pickloot.xxx or pickpwr.xxx TDS has a variety of .oggs that include Loot, Special Loot, and Powerups.
R Soul on 16/7/2013 at 23:26
Here is a description of the LootSounds script:
(
http://www.thiefmissions.com/telliamed/scripts.html#lootsounds)
The schema played depends on whether or not the object has the IsLoot metaproperty. The description also mentions the two schemas, which are set up in miscsfx.sch.
If you want the loot sound without the object being genuine loot, try making use of NVSimpleSchemaPlayerTrap, activated by the object getting the Contained message.
Ricebug on 17/7/2013 at 02:02
So it looks like none of my loot archetypes in the gamesys have Isloot prescribed. Oh, well. That's the price one pays for [cough] stealing someone else's gamesys.