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Index |
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1. Map Structure |
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2. Unit Types |
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3. Bottom 2 Top |
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1. Map Structure |
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All Ack files are stored in the Sounds/Ack
folder. In this folder, create a new folder for your party (Greek
in this example). Next, in that new folder, you need Artillery,
Auto, Aviation,
Infantry, Tank
and/or Train folders. For each folder
you can have an equivalent xml file
like f.e. Artillery.xml in the Sounds/Ack/Greek
folder, although this is not an obligation. As you can see in the
picture below, i have a Auto.xml, but
no folder. It is f.e. possible that Auto.xml uses the sounds/samples
from the Tank folder or any other. However, in the beginning, it is
better to keep a clear structure, not to get confused.
These xml files hold the information
and definitions of which type
of unit will use what sound. In there, you can set your
path to the name
of the sound and set its probability.
The different folders (Artillery, Infantry, Tanks, etc.) contain the
actual wav or sound files and one xml
file for each sound.
This folder tree is basic and simple to understand. If you take a
look to the existing ack folders from the original data.pak
file, you will notice they are a bit more extensive (more folders
and more variety, but maybe a little more complicated). You could
however, copy these folders and change their names
and paths. |
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2. Unit Types |
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All acks have been given a specific Type,
which is set in the xml file. Artillery will use different Type
settings than Tanks or Aviation and a repair truck will use different
acks than a Infantry unit. In some cases, all units will use the same
Type.
The following list should make a bit easier to understand what Type
is used by which unit. |
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Type |
Ack |
Example Basic Sound |
Used by |
0 |
positive |
yes, sir
right away
arms ready
on our way
affirmative |
all |
1 |
negative |
no, sir
negatory
can't do that, sir
come again?
not possible, sir |
all |
2 |
selected |
ready, sir
your orders, sir?
co-ordinates
reporting |
all |
5 |
invalid target |
can't aim there
reconfirm co-ordinates |
artillery - infantry - tank |
6 |
don't see enemy |
can't see the target
can't see anyone |
artillery - infantry - tank |
7 |
invalid angle |
invalid angle, sir
cannot attack, sir |
artillery |
8 |
target too far |
cannot reach there
too far, sir |
artillery - infantry - tank |
9 |
target too close |
too close, sire
not enough distance |
artillery - tank |
10 |
no ammo |
we need ammo over here
get me some ammo |
artillery - infantry - tank |
11 |
cannot pierce |
armor's too tick, sir
we cannot pentrate the armor, sir |
artillery - infantry - tank |
12 |
invalid path |
can't find my way there
no path, sir |
artillery - infantry - tank |
13 |
invalid sector |
he's not within aim |
infantry |
14 |
need towing |
we need a heavy truck for towing, sir |
artillery |
15 |
broken track |
we need repairs
send a mechanic, sir |
artillery - trucks - tank |
16 |
going refill |
returning to the depot
we need to refill |
trucks |
17 |
no supply path |
we can't find the road
there's no way to get there |
trucks |
18 |
cannot find warehouse |
we can't find the warehouse
is this the right map? |
trucks |
19 |
no path to warehouse |
we can't get to the warehouse
seems like we're going in circles |
trucks |
20 |
wait for crew |
we have to pick up Joe first |
trucks |
21 |
start resupply |
you boys need ammo?
careful with that ammo! |
trucks |
22 |
start repairing |
we'll have this fixed in no time!
it will look like new
bring a hammer and a screwdriver! |
trucks |
24 |
plane taking off |
planes on route to co-ordinates
understood, sir! |
avia |
25 |
plane leaving |
going home
mission accomplished
returning to base |
avia |
26 |
not installed |
we're not ready, sir
we're still installing |
artillery |
27 |
cannot reach build |
how do we get there?
can't reach the site |
trucks |
29 |
too heavy for towing |
no way we can tow that
our heads will fall off! |
trucks |
30 |
cannot unhook |
we cannot unhook here, sir
not a good spot, sir! |
trucks |
37 |
bored attack |
attack!
fire! |
artillery - infantry - sniper - tank |
38 |
bored lowammo |
we're almost out of ammo
we're running low on ammo |
artillery - infantry - sniper - tank |
39 |
bored no ammo |
we're out of ammo
we need supplies, sir
don't have anything to shoot! |
artillery - infantry - sniper - tank |
40 |
bored idle |
i keep thinking of my girlfriend
i wish i could be sitting on a plaza
i wanna go home |
artillery - infantry - sniper - tank |
41 |
bored sniper |
i have a nice view from here
i'm getting tired of laying around here |
sniper |
42 |
minimum morale |
i've got a bad feeling about this
this doesn't look good |
artillery - trucks - infantry - sniper |
43 |
low hitpoints |
can't take another hit
we won't last much longer
i need a medic
i'm seriously wounded! |
all
infantry - sniper |
44 |
bored travel |
are we there yet?
how much further is it?
marching, always marching |
infantry - sniper |
45 |
getting ammo |
supplies are here
keep that ammo coming |
all |
46 |
attacking aviation |
enemy planes! |
artillery - tank |
48 |
attacked by avia |
air-strike!
take cover! |
all |
49 |
cannot hook up |
there's no way to hitch it
we can't hook it up, sir |
trucks |
50 |
selection too much |
yes, we know sir
what is it now? |
all |
51 |
plane reachpoint |
we're at the target/dropzone |
avia |
52 |
killed enemy |
target hit!
ripped them down
target eliminated! |
artillery - avia - tank
sniper |
53 |
finished |
finished!
completed! |
artillery - tank
trucks |
54 |
cannot build |
we can't dig in here
we cannot build here |
artillery - tank
trucks |
55 |
cannot finish |
we couldn't finish digging in
we couldn't finish building |
artillery - tank
trucks |
56 |
killed infantry |
infantry down!
dead meat! |
all |
57 |
killed aviation |
plane down!
nice hit! |
artillery - avia - tank |
58 |
killed tank |
target eliminated
more iron for the junk heap |
all |
59 |
unit died |
aaaaaaaarrrgghhh!!
i'm going down! |
artillery - infantry - sniper
avia |
Notice some Type numbers are missing. This is not on purpose, but
probably these were left out as i cannot find any proof of their existance.
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3. Building it all together from bottom to top |
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It all seems very straightforward, but... the naming and path references
in the xml's can be so very confusing...
Therefore it is best to build it up from bottom to top. 1.
Sound files
Record all necessary sound files in wav-format
(maybe mp3 works as well? Never actually tried) and place these for
each sort of unit in their corresponding folder (Artillery, Auto,
Aviation, etc.). Name your files however you want, but it is advisable
to maintain a logical approach. In this example, i have a sound file
named GRK_arty_noAmmo1.wav, making it
clear what it is about.
As said earlier, each sound file needs another xml
file with a reference to the file, so prepare for a longtime job.
Use copy/paste to avoid typos. Notice that .wav
is not included in the path-name.
Also notice you can set a minimum distance (MinDist="5")
and maximum distance (MaxDist="35")
from which point the sound will be heard within the game. 2.
Setting the Types and names
So, when all that hard work is done and all sound files are set in
their specific folders, it is time to move up one step and edit the
actual Ack xml's. This is where you
link your different sound files to a specific Type
(= unit response upon specific mouse action) as numbered in the list
above. In the following picture, i have opened
the Artillery.xml
file from the Sounds/Ack/Greek
folder
First notice <item Type="0">
From the list above, we know that Type 0 =
positive.
Depending on how many samples/sound files you have for this ack, you
need to add as many items to that specific Type.
Notice that for each item, another name must be given to the file.
In this case, the sound file named GRK_arty_noAmmo1.wav
has been given the name ack_greek_arty_noammo_1
for the ack. The picture above, however, shows for Type 0 ack_greek_infantry_select_1.
This shows that the same sound files can be shared by different units.
In my example, the artillery units are using the same sound file for
the positive ack as the infantry is using. Furthermore, this positive
ack has 4 selection possibilities, each a different sample. But the
same samples are used for both Type 0 positive and Type 2 selected.
This might be the most confusing part, but this name-giving will become
clear in the next step. Again, try to keep it logic to avoid that
confusion and use revealing names!
Also notice you can set the probability
of each sound in percentage. Probability
is the chance of hearing that particular
sound. If you have f.e. set only one sound with a probability of 100,
you will always hear that sound upon the corresponding action. If
you would set it to 25, there's one
chance out of four that you will hear it. This would be a good setting
for a (ambient) sound attached to a building or object, but in the
case of units, it is best to use the full 100%, so they will always
react upon your mouse-clciking. If you f.e. have 4 different sounds
for the Positive Ack, they are best set each to 25,
divided equally (although chosen randomly). You could as well use
20 different sounds for a specific Type
and set their probability to 5.
3. Adding to the ModObjects.xml
Next, moving up another step. Now all these acks need to be added
to the ModObjects list and here's where
the new name-giving, from the previous step, starts to make sense.
This is where you finally link your different acks to
the corresponding sound file.
4. Final steps
In a last fase, you still need to attach the sounds and acks to the
units and humans. As you will probably know, every unit folder contains
a 1.xml file. Open this file and look
for the following line: <AcksRefs></AcksRefs>.
Obviously, this is where you refer to the xml file that contains the
Types and names (like Artillery.xml, Infantry.xml, Tank.xml, etc.).
At this point, it might become clear that you can link any unit with
any specific Ack file (like Artillery.xml, Truck.xml or name it whatever
you want), which itself is linked (through Types and names) to certain
sound files. So as long as you keep names and paths correct, you are
unlimited in how many Ack files you create and/or how you want to
call them.
In case you have created an entire new party with its own language,
be sure to add this party to the partys.xml
and opponents folder in order to let the artillery also speak the
language from your chosen party.
It it possible to download these example files. They contain all xml
files and will make a good base to start from. All you need to do,
is change the names and paths. Download
Acks |
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