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Luke Danger

Modding Help - Unable to Locate Strings for NamedEvents

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I've been bashing my head against the wall on this issue and both google and the WrathED documentation is not able to help.

I downloaded WrathEd and ran into the 'units make no sound' issue with my first test, and was able to find the answer here. This has been working for the standard audio (move, attack, etc.), but when I get to special abilities such as GDI Zone Trooper/Commando Jump Jets or GDI Riflemen digging in, nothing I do seems to work and they remain silent. Guns and some contextual abilities like commando C4 still seem to work fine, but jump jets, dig in, and Awakened EMP do not.

According to the WrathEd documentation, I am supposed to pull up the StringHash for it. For the example of the Annhilator Tripod that is provided in the WrathEd documentation:

Quote

If you extract AlienAnnihilatorTripod in the AudioArrayVoice element you will get this element:
            <NamedEntry
                Sound="ALI_Buzzers_SoundSplit"
                Name="04FEE848" />
You will have to replace the value of the Name attribute with UncombineWithUnit (and as said before add the type for the Sound attribute). So you get:
            <NamedEntry
                Sound="AudioEvent:ALI_Buzzers_SoundSplit"
                Name="UncombineWithUnit" />
You can open the asset in the stringhashes stream with Big View to search for hashed strings.

 

However, when I look up the stringhashes they are in a completely different format.

Quote

 

        <StringAndHash
            Hash="238611497"
            Text="SpecialPowerUncombineWithUnit" />

        <StringAndHash
            Hash="83814472"
            Text="UncombineWithUnit" />

 

 

I pulled this from WrathEd 1.07 Gamma, but when I tried other WrathEd downloads they all seemed to come in the same format. I am getting them through WrathEd -> Open SkuDef... -> data/stringhashes currently.

Am I just trying to pull the StringAndHash from the wrong source? I've tried to guess and check based on names, but it isn't working.

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Posted (edited)

I won't recommand use WEd 1.07 in general since it's outdated and don't include some lines that relate to voice lines (that at least work for me just fine),

For the NamedEntry thing you can just the name as is, for example:

Gameobject:

<AudioArrayVoice>
<NamedEntry Sound="AudioEvent:GDI_Sniper_VoiceCallAirstrike" Name="0x67F01E10"/>  <----------------------------------
</AudioArrayVoice>

SpecialPowerTemplate:

<SpecialPowerTemplate 
id="SpecialPowerCallAirstrike"
TargetType="LOCATION" 
Flags="LIMIT_DISTANCE" 
ReloadTime="180s" 
RadiusCursorRadius="50" 
MinCastRange="50" 
EvaEventToPlayWhenSelectingTarget="SelectSpecialPowerTarget" 
NameOfVoiceNameToUseAsInitiateIntendToDoVoice="0x67F01E10"   <-----------------------------------------------
WaypointModeTerminal="False">
<ObjectFilter Rule="UNPARSED"/>
<ForbiddenObjectFilter Rule="UNPARSED"/>
<GameDependency>
<RequiredObject>GDIAirTower</RequiredObject>
</GameDependency>
</SpecialPowerTemplate>

You will also need to add the AudioEvent: or what match your sound event in general, 
But you already did that part

 

 

Edited by Egozi44

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Posted (edited)
16 hours ago, Egozi44 said:

I won't recommand use WEd 1.07 in general since it's outdated and don't include some lines that relate to voice lines (that at least work for me just fine),

For the NamedEntry thing you can just the name as is, for example:

Gameobject:


<AudioArrayVoice>
<NamedEntry Sound="AudioEvent:GDI_Sniper_VoiceCallAirstrike" Name="0x67F01E10"/>  <----------------------------------
</AudioArrayVoice>

SpecialPowerTemplate:


<SpecialPowerTemplate 
id="SpecialPowerCallAirstrike"
TargetType="LOCATION" 
Flags="LIMIT_DISTANCE" 
ReloadTime="180s" 
RadiusCursorRadius="50" 
MinCastRange="50" 
EvaEventToPlayWhenSelectingTarget="SelectSpecialPowerTarget" 
NameOfVoiceNameToUseAsInitiateIntendToDoVoice="0x67F01E10"   <-----------------------------------------------
WaypointModeTerminal="False">
<ObjectFilter Rule="UNPARSED"/>
<ForbiddenObjectFilter Rule="UNPARSED"/>
<GameDependency>
<RequiredObject>GDIAirTower</RequiredObject>
</GameDependency>
</SpecialPowerTemplate>

You will also need to add the AudioEvent: or what match your sound event in general, 
But you already did that part

 

 

Thank you, that was where I was confused. Unfortunately it doesn't seem to be working still.

For example with GDI Riflemen digging in:

The original line from WEd is:

Quote

            <NamedEntry
                Sound="GDI_RifleSoldier_VoiceDigIn"
                Name="D451C3CA" />

 

I had previously tried updating it to:

Quote

            <NamedEntry
                Sound="AudioEvent:GDI_RifleSoldier_VoiceDigIn"
                Name="InfantryDigInTrigger" />

Which aligns with the SpecialPowerTemplateInfantryDigInTrigger based on the WEd documentation,

Quote

 

    <SpecialPowerTemplate
        id="SpecialPowerInfantryDigInTrigger"

.[snip].

        NameOfVoiceNameToUseAsInitiateIntendToDoVoice="D451C3CA"

.[snip].

 

Unfortunately, there are still no voices, even when I try setting the name to variants like 'SpecialPowerInfantryDigInTrigger' or even 'voiceInfantryDigInTrigger' like the others, to no avail.

I also tried with TriggerJumpJets on some Zone Troopers I had given ZOCOM in my mod, and again no effect.

I'll try again on 1.08 or 1.10 for WrathEd tomorrow to see if that has any effect.

 

EDIT: Okay, for some reason WrathEd 1.08 wasn't actually loading the unit information; the sample mod does have it's miscellaneous stuff loaded like changing the quit to 'quit sample mod', but all the actual gameplay stuff isn't loading... so that test is a bust. :/ 1.10 didn't seem to have the 'buildmod' file, just the WrathEd tool itself for pulling out information.

Tried to fix it from some googling - such as this thread to see if the issue was I just didn't put "DATA" into the Static folder, but that wasn't helping either. Only the misc.big file seems to be having any data; the rest just exists as what I'm guessing is a 1kb empty file.

Edited by Luke Danger
Tried WrathEd 1.08 the next day.

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