robanglican

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Everything posted by robanglican

  1. I've been trying to approach this from multiple different angles but I'm completely lost. At it's most basic: is it possible to play a sound when a player presses a key? And if so, roughly how would you achieve it?
  2. At this point I've got the speed of the fighters increased by about 33%, I have four normal fighters and two distinct red-coloured fighters, the TIE fighter attack music from A New Hope playing (instead of the generic combat music), new sounds for interceptors blowing up and your turrets now sound like the Millenium Falcon's. The best way to have the minigame affected by difficulty appears to be to duplicate the minigame module and adjust these copies with personalised hp, damage, number of fighters etc. I would then adjust the galaxmap and galaxymap scripts so that you are loaded into an instance of the minigame module based on what difficulty setting you have. Something I am having trouble with is triggering scripts to play sounds. What I would like to do is play a ratcheting gear sound when your turret turns (https://www.youtube.com/watch?v=LwiOCsfa_ZA) and have TIE fighter flyby sounds (https://www.youtube.com/watch?v=izZm4oYpLCc) play as they go past you, but I'm struggling to find a trigger that will run the sound-playing scripts I've written. Anyone aware of how to trigger these scripts within the minigame? I've tried using other script triggers mentioned in the .are (heartbeat, onfire, I tried adding values to the engine field under sounds, no luck). Any ideas?
  3. Question in the subject - is it possible to adjust the speed of the Sith fighters as they fly around their paths in the KotOR turret minigame? I'm fairly new to modding but something I'd like to try is making the turret minigame a little deadlier. I've reskinned the fighters so they have the ruby red of the Sith heavy troopers, I've bumped up their hp and damage, and given them a new fire sound effect. What I'd like to do next is make them faster. I remade the "on create" script for the fighters - while the script ran without issue, it appears that Sith fighters are not affected by the increase speed effect (not too surprised given they are not NPCs in a traditional sense). Anyone aware of a way to make Sith fighters move at a different rate? The only reference to Sith fighter speed in the .are file determines the speed of their blaster shots, not what I wanted to change. If the Sith fighter speed is hardcoded then I will try something else like making the models and hitboxes smaller, but ideally I would like those buggers flying around faster.
  4. Just in case there are still people looking for this in 2019 (and in case I ever forget), Miles Sound Studio is still available from the following archive location: https://web.archive.org/web/20080512093039/http://www.radgametools.com/mssdown.htm I can confirm the tool still works on Windows 10. As others have mentioned, the dialogue files should be in the following locations for KoTOR and KoTORII, respectively: swkotor\streamwaves Knights of the Old Republic II\StreamVoice I needed to do the following to decompress and play the dialogue files on Win 10: 1) For safety, copy the source .wav files from the install location and paste elsewhere on your PC 2) Change the files to .mp3 by modifying the extension 3) Open milesstu.exe from Miles Sound Tools\tools\win Note: The 64-bit versions of Miles Sound Tools do not appear to work with Win 10. The 32-bit versions work, but you must run them in Windows XP Service Pack 3 compatibility mode 4) Select one of the copied .mp3 dialogue files, choose "Decompress", save with a new file name This process should give you a useable .mp3 file that any player can work with. Good luck KoTOR fans!