jabba_band = {
{"sy_snootles", 60, -9, 2, 37, 0, 1177487, "Sy Snootles", "themepark_sy_snootles"},
{"max_rebo", 60, -11, 2, 36, 0, 1177487, "Max Rebo","themepark_music_3"},
{"droopy_mccool", 60, -13, 2, 37, 0, 1177487, "Droopy McCool","themepark_music_3"},
{"oola", 60, -10, 2, 43, 180, 1177487, "Oola", "themepark_oola"}
},
}
Ambient sounds are set in the datables/environment iff'sAeryna said:I see . Maybe this can clarify my own post. Maybe?...
In bin/scripts/screenplays/poi/ you can read some interesting points. You can find great clues in
"tatooine_jabbas_palace_mobs.lua":
Code:jabba_band = { {"sy_snootles", 60, -9, 2, 37, 0, 1177487, "Sy Snootles", "themepark_sy_snootles"}, {"max_rebo", 60, -11, 2, 36, 0, 1177487, "Max Rebo","themepark_music_3"}, {"droopy_mccool", 60, -13, 2, 37, 0, 1177487, "Droopy McCool","themepark_music_3"}, {"oola", 60, -10, 2, 43, 180, 1177487, "Oola", "themepark_oola"} }, }
That's very interesting.drdax said:....as said above, using SIE, open a existing world file .WS -
For example open up naboo.ws .. sort by object path .. find object\soundobject and you will see many entries for various sound objects in the TRE files.. many to chose from - or like above, make your own.
Also meant to add.. for screenplays you can like the example : CreatureObject(pPlayer)layMusicMessage("sound/tut_01_welcome.snd") for specific target