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Most I our data the basic mechanism is that accessories of the given type share "sound.sui" file that contains mentioned sounds array. In array are links to shared soudrefs or to unique soundrefs, and in them are names of specific banks and events are former attributes . This can be modded by many ways and on many levels. First, you can directly change the accessory itself (eg make own sound set). Or you can change content of old shared "sound .sui" (without touching the accessoryitself which will make mod more compatible with future updates). For detailed info about all events Or you can mod a single sound just by modifying its soundref (both shared or unique sounds). Or you can change sample in each accessory see their lists belowbank.
→Accessories
All core vehicle accessories have new attribute '''sounds'''. It is string array and each item has format of '''sound_name|sound_path'''. Sound path could be defined by three ways:
* empty string or "-" means no sound is played. also if the item is missing at all no sound sample will be plaed for given eventsound.* path to sound reference file ("*.soundref" ) file where sound event is written. This indirection suport easier modding if you only need link another osund sound wihtout actually touching sound banks.* "bank_path#event_name" whi which directly specified specifies event in sound bank. Advantage of this direct approach is mostly simplicityand readability.Most of the sounds events are former attributes of old sound accessory. For detailed info about all events in each accessory see their lists below.
== Vehicle Data ==