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Old 04-19-2007, 12:08 PM   #9
stoffe
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Quote:
Originally Posted by oldflash
That fiels is for sound ("0xFFFFFFFF" value = no sound). I test this by replacing values and it works. However the sound file must be loaded in that module or to be present in override because if I set a sound which is used in other module will do nothing.
Ok, thanks for the confirmation. I've updated TalkEd to handle the values as sound reference numbers and not display them in hexadecimal notation.

Quote:
Originally Posted by oldflash
I like how easy is to attach scripts for diferite events by editing ar_*.2da files.
Haven't had much time to look at how things fit together yet since I've only had the game installed for roughly a day so far, but that may be very useful if they don't have any debug console in the game (haven't managed to find one)


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