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ModuleManager Experts i need your help! :O


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Hello everyone, thanks for reading.

Im the creator of the Audio Replacement Project Mod ( A.R.P ) in Version 1.0 i used a simple method to change the sounds for the rockets. Then i started working on a way to used ModuleManager to implement the new way audio works.

It was working in a way, sound was being played BUT! a new problem Arrived :(

Since the release of Nazari's HOT ROCKETS, i noticed my sound stopped working with that mod. check the cfg and found that it overrides the default ksp sounds, and it overrides my cfg for ModuleManager.

i got no ideas on how to make it work.

I have a simple request, i need help to fix my mod. Ive got no programming experience to make a plugin.

Here is an example of how my sound CFG looks like for the lv-909

//----------------------------------------------------------

//--LV909

//----------------------------------------------------------

@PART[liquidEngine3] // lv-909

{

EFFECTS

{

engage

{

AUDIO

{

channel = Ship

clip = BARP/Sounds/sound_eng_bullettarp_v0100

!clip = sound_vent_medium

volume = 1.0

pitch = 1.0

}

}

running

{

AUDIO

{

channel = Ship

clip = BARP/Sounds/sound_lv909_bullettarp_v0100

!clip = sound_rocket_hard

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.5

pitch = 1.0 1.0

loop = true

}

}

disengage

{

AUDIO

{

channel = Ship

clip = BARP/Sounds/sound_dis_bullettarp_v0100

!clip = sound_sound_vent_soft

volume = 1.0

pitch = 1.0

}

}

flameout

{

AUDIO

{

channel = Ship

clip = BARP/Sounds/sound_flo_bullettarp_v0100

!clip = sound_explosion_low

volume = 1.0

pitch = 1.0

}

}

}

}

And this is Hot Rockets part for the same Engine (notice it's addressing the ksp sounds too, and will override my configuration )

@PART[liquidEngine3] //LV-909

{

!fx_exhaustFlame_blue

!fx_exhaustLight_blue

!fx_smokeTrail_light

!fx_exhaustSparks_flameout

!sound_vent_medium

!sound_rocket_hard

!sound_vent_soft

!sound_explosion_low

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/flamestandard

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.70

speed = 1.0 1.65

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

AUDIO

{

channel = Ship

clip = sound_rocket_hard

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.2

pitch = 1.0 1.0

loop = true

}

}

powersmoke

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokejet

transformName = thrustTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.2 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.15 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 1.0 // Rescale the particles to +0%

size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = false // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

AUDIO

{

channel = Ship

clip = sound_vent_soft

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

@MODULE[ModuleEngines]

{

@name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

!fxOffset

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

IN NEED OF HELP!

TO MAKE A.R.P COMPATIBLE WITH HOT ROCKETS.

AS HOT ROCKETS FILES OVERRIDES MY MODULE MANAGER CONFIGURATION >:( (btw no screaming CAPS ;)

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From the module manager thread:

2. @PART[myPart]:Final {...} is for "tweakers", who want to release a set of reconfigurations of other peoples' parts that changes gameplay, or personal patch. The change with :Final are applied after all others are done.

Try just putting :Final at the end of your part MM declerations, to make sure they're loaded last.

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Hey Technogeeky!

Thanks for the tip, i'll be trying it ASAP! :) i was starting to get frustrated :/

From the module manager thread:

2. @PART[myPart]:Final {...} is for "tweakers", who want to release a set of reconfigurations of other peoples' parts that changes gameplay, or personal patch. The change with :Final are applied after all others are done.

Try just putting :Final at the end of your part MM declerations, to make sure they're loaded last.

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Also, the new version of module manager has "per mod passes": you can do stuff like:


@PART
[*]:AFTER[HotRockets]
{
}

But there are some conditions for this, you better check the MM thread.

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Sarbian has mentioned me by name oh god OH GOD this is the best day EVAH *_*

Seriously though: I really want to thank you for Module Manager, it's such an awesome tool for this game and community. Thank you!

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