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// Pistol.
if (PistolWeapon(Other) != None)
{
NewSound = ReplaceSound(PistolWeapon(Other).FireSound);
if (NewSound != None)
PistolWeapon(Other).FireSound = NewSound;
}
I also had to remove one } for SoundThings block and add another 1 to this new Pistol block, so it would be 2 } for both blocks. Otherwise the UCC compiler would give me an error about : unexpected if } bla bla and could not compile.
I archived my package for someone to look at it and maybe give me an advice or two.
http://www.megafileupload.com/en/file/533133/258927227-rar.html
If you put it in the Workshop content folder, it will be visible in-game but the no modified sounds will work. So i also included the raw .uc file to look at it and see possible mistakes made by me.
I cant believe how hard and susceptible to errors this is for such simple tasks. It's beyond my imagination what would take to compile something even more "complex" than replacing a sound or texture.
Here is a working example that replaces the pistol fire sound for a fart. I've taken the code from the tutorial and changed just the default properties block: http://pastebin.com/BySEsjv3
This only leads me to one conclusion. The script has no idea where to look for the modified new sound. But it's obvious by default it should look into the workshop content folder.
One example.
SoundReplace[0]=(OldSound=Sound'WeaponSounds.pistol_fire',NewSound=Sound'WeaponSounds.pistol_fire')}
The new modified weaponsounds.utx being located in WorkshopContent\258927227\Sounds folder. I even gave it a custom name thinking maybe it conflicts with the original file. Still doesnt works.
Export your custom sounds to a new package with a different name, and reference that package instead.
Square textures like Timb.sign.rc_ahead(256x256>1024x1024),Timb.sign.rs_hitchhiking(128x128>1024x1024) works very well.
But rectangle textures like Zo_Industrial-HD.Other.zo_electrical_box(512x256>2048x1024),STV-3.stuff.bruegel-procession(512x256>1024x512 or 2048x1024),STV-3.stuff.Opening(256x128>1024x512) doesn't work.
I did same way of these and I checked rectangle textures are normally replaced when direct overwrite original textures.
I already wrote that i did and it doesnt work.
LE: ok it looks like i had to first copy my modified sound package to the Sounds folder in Postal2Editor so the script can be compiled properly. The compiler didnt showed any errors when doing it wrong (having the uax package in totally different folder).
Now it finally works! THANKS!
LE2: the sound for machinegun, shotgun doesnt seem to work. Made it like this :
// Shotgun.
if (ShotgunWeapon(Other) != None)
{
NewSound = ReplaceSound(ShotGunWeapon(Other).FireSound);
if (NewSound != None)
ShotGunWeapon(Other).FireSound = NewSound;
}
// Machinegun.
if (MachinegunWeapon(Other) != None)
{
NewSound = ReplaceSound(MachineGunWeapon(Other).FireSound);
if (NewSound != None)
MachineGunWeapon(Other).FireSound = NewSound;
}
I followed your instructions using notepad++ and i cannot even find the shotgun_ejectshell. Any tips?
If "Staticmesh propaties>Display>Skins>+ mark" is like "[0]Texture 'aa.bb.cc'" can replace,nothing written on that cannot replace.