I have also tried re-exporting the sounds and still after building mod.ff and sounds i still receive no errors and the correct number of updated sounds yet the raw/sound/announcer folder is still empty. I have no idea what is going wrong.
My sounds have been changed to mono and exported to WAV unsigned 8bit and cleared all tags using Audacity 1.3 Beta.
I have then copied them to the root/sound_assets/raw/sound/announcer.
I copied the sound aliases from dlc_share.csv including the correct header info at the top to my maps sound alias and adjusted the filename to fit the new location.
I have then loaded up Launcher added my maps sound alias to the mod.csv as well as the sounds themselves
I have then ticked build mod.ff and build sounds and then built my mod.
The converter completes with no errors and lists the correct number of updated sounds.
But when i go to copy the sounds to my mod folder from root/raw/sound/announcer the folder is empty.
I dont understand what has gone wrong the converter had no errors so why are the files missing.
BTW i am using UGX Mod 1.0.3
If anyone can help it would be very much appreciated.
I know it is possible as I have seen the sound entity in fx editor, I have never used it myself. Look at where you set the type of fx entity (billboard sprite, line, light, etc) there should be a sound setting.
That's what i found as well but i don't know how to set a sound alias
I was wondering if there was a way to add sound to an FX? I noticed when tinkering with an FX there is an element type for sound but i was not sure how to add sound.
Do you know of any way to stop the perk power switches from turning on any light_electic scripted primary lights i have in my map and to set up a seperate power switch for them?
Im making a map that is located on a spaceship and want the screen to shake for a few seconds at random intervals with a minimum and maximum wait time.
If you're going to do it on the power switch, select the prefab, stamp it (with this button: (Image removed from quote.)), select the trigger, press N, enter the KVPs i gave you on the previous post. If the trigger is not in a prefab, just add the KVP.