Quote:
Originally Posted by Liz Shaw
I've got a couple of improvement suggestions for "Embassy":
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Great
Quote:
Originally Posted by Liz Shaw
Volkov: I think you should replace his Colt 1911 pistol with a silenced Nagant, like what you did with his anonymous counterpart in "Hotel". It's really weird having a Soviet defector carrying an American pistol, plus everyone else carries a Colt as their sidearm.
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Sure, you're right. I will fix that...
Quote:
Originally Posted by Liz Shaw
The archives chief: Maybe you should take away his pistol and reset his AI to that of a civilian (ie. cowers at the first sign of trouble). The reason is, why would someone in a civilian position like running the embassy's archives be issued with a gun??? British soldiers are guarding the freakin' place, why would the archives chief have a gun? Also there's a clone of the archives chief somewhere on the second floor, and he has civilian AI...
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...this also...
Quote:
Originally Posted by Liz Shaw
And by the way, how did you add music to levels that didn't have music before? Just wondering if you came up with a breakthrough for adding new sound files, that's all...
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Unfortunately not

The ambient musics are added to the levels a different way.
Sound FX etc. are defined in the SWD map file. It's a binary file with
almost unknown structure.
The ambient musics are defined in the LUA script file of every level.
It's very simple to add, edit or remove them.
The script commands are:
Level.AddMusic( Level.MUSIC_MOOD_ATTENTION,"sounds\\music\\danger. ogg");
Level.AddMusic( Level.MUSIC_MOOD_ACTION, "sounds\\music\\action_3.ogg" );
Level.AddMusic( Level.MUSIC_MOOD_DEFAULT, "#0.50#sounds\\music\\loud_speaker.ogg" );
Arguments are:
- Event state ("Attention" is before an alert, "action" is during alert, "default" is the normal state)
- [optional: volume in decimal percent this means 0.5 = 50%]
- Path to music file in Ogg-Vorbis format (*.ogg)