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Odd taunt error


LaVarious

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So, I've got my skin made, packed and ready to go. I decide that a custom taunt is a must and extract the needed files from the assests1.pk3 saving the subfolders as is requested. I create my taunt and convert it to an mp3. I then add it in the sound/chars/weequay/misc dir overwritting the original file.

 

Now I am all excited because I have a custome skin and a custom taunt. So I recompile my pk3 files with the sub folders clicked and hit the add wildcards button. Easy so far. It compiles and seems ready to go. I check its directory structure and all the files seem to point to the right place:

 

All the skin files point to:

 

/models/players/weequay

 

The taunt file points to:

 

/sound/chars/weequay/misc

 

I add the file to my base dir and launch the server.

 

I can select my skin just fine, but when I taunt it is oddly enough the taunt for the shadow trooper....the insane laugh. Any clue why it would be doing this?

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Alright I looked at the animsounds.cfg and it doesn't look like I should change anythis thus it is:

 

// Place UPPERSOUNDS or LOWERSOUNDS on a block of sounds

// To deviate from this will court disaster the likes of which have never before been

// seen

//

// RECORD STRUCTURE :

// Animation enum/name

// Frame into sequence where sound should start

// sound file

// starting number (if there are variations of the name: laser1laser2laser3)

// ending number

// probability sound will play

//

 

 

UPPERSOUNDS

{

BOTH_RIGHTHANDCHOPPEDOFF 25 sound/chars/weequay/misc/death%d.wav 1 3 30

BOTH_RIGHTHANDCHOPPEDOFF 64 sound/chars/weequay/misc/death%d.wav 1 3 0

BOTH_RIGHTHANDCHOPPEDOFF 88 sound/chars/weequay/misc/death%d.wav 1 3 30

BOTH_RIGHTHANDCHOPPEDOFF 100 sound/chars/weequay/misc/death%d.wav 1 3 30

BOTH_RIGHTHANDCHOPPEDOFF 110 sound/player/roll1.wav 0 0 0

}

 

LOWERSOUNDS

{

//walk1

BOTH_WALK1 6 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALK1 20 sound/player/footsteps/boot%d.wav 1 4 0

//walk1

BOTH_WALK2 5 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALK2 18 sound/player/footsteps/boot%d.wav 1 4 0

//fastwalk (run)

BOTH_RUN1 8 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_RUN1 20 sound/player/footsteps/boot%d.wav 1 4 0

//fastwalk (run)

BOTH_RUN2 8 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_RUN2 20 sound/player/footsteps/boot%d.wav 1 4 0

//

BOTH_RUNBACK1 3 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_RUNBACK1 8 sound/player/footsteps/boot%d.wav 1 4 0

//

BOTH_WALKBACK1 3 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALKBACK1 10 sound/player/footsteps/boot%d.wav 1 4 0

//

BOTH_RUNBACK2 3 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_RUNBACK2 8 sound/player/footsteps/boot%d.wav 1 4 0

//

BOTH_WALKBACK2 3 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALKBACK2 10 sound/player/footsteps/boot%d.wav 1 4 0

//

BOTH_DEATH1 13 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH2 13 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH3 15 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH4 19 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH5 19 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH6 14 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH7 13 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH8 17 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH9 21 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH9 40 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH10 26 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH10 52 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH11 19 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH11 40 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH12 14 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH13 33 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH14 24 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH15 15 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH15 43 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH16 25 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH17 56 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH18 68 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH19 68 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH20 33 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH21 34 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH22 6 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH23 6 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH24 15 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH25 15 sound/player/bodyfall_human%d.wav 1 3 0

}

 

Then I went and looked for the sound.cfg for the Weequay and couldn't find it. So I took the shadow troopers and renamed it as this:

 

chars/lav/misc

m

 

Both of the .cfg files now reside in:

 

/models/players/lav

 

But there is still no change. I still hear the wicked laughter instead of the taunt i created which is located in:

 

sound/chars/lav/misc

 

Any suggestions?

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It might help to have a sounds folder for your model/skin.

JO seems to use the default sounds if there exists no folder for your skin.

 

hope it works now

 

[edit] sorry i didnt read the last phrase...

 

now i have no clue

- is the file named taunt.mp3? (taunt1 may also work)

- are there other files with "taunt" in the name?

- no more ideas sorry

 

:confused:

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I've tried taunt.mp3 taunt1.mp3.....still nothing. The bizarre thing is I can add custom taunts from other skins, put them in my directory and they work fine. So I am thinking it must be the mp3 encoding that I am screwing up, but how I don't know. What is everyone else out there encoding their mp3's with? I edit in sound forge, but it won't convert it to a mp3 so I have been using a wav to mp3 compressor to create the actual mp3 file.

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