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Nysha's New Creators for March - posted on 1st Apr 2018 at 9:00 AM
Replies: 16 (Who?), Viewed: 1974 times.
Test Subject
Original Poster
#1 Old 17th Mar 2018 at 11:02 PM Last edited by whiteman-Dara : 19th Mar 2018 at 6:09 PM.
Default action "Haunt" bug
Hello, there is a problem, the fact is that the ghosts when use action "Haunt", both male and female, is playing male voice, i found this sound resource "vo_react_death_enmylaugha_ma" but in the code of references to it I did not find. I hope that among you there are those who can help me. thank you advance
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Test Subject
Original Poster
#2 Old 21st Mar 2018 at 4:43 AM
I re-searched for all the code files, but unsuccessfully.
LeaderOfTheMantisShrimps
staff: super moderator
#3 Old 21st Mar 2018 at 10:22 PM
With that you probably mean you checked in the Jazz files to find it right? Usually they're mentioned in the stateMachine code, so that's a way to refer it in your own code So I'd look for the original script, look at the statemachine code and see if they mention the same name (or something close to that)
Test Subject
Original Poster
#4 Old 22nd Mar 2018 at 4:46 AM
Quote:
Originally Posted by Lyralei
With that you probably mean you checked in the Jazz files to find it right? Usually they're mentioned in the stateMachine code, so that's a way to refer it in your own code So I'd look for the original script, look at the statemachine code and see if they mention the same name (or something close to that)

No! basics file is Sims3GameplaySystems.dll and the additional are Sims3GameplayObjects.dll, UI.dll, Metadata.dll, Scriptcore.dll, SimIFace.dll, mscorlib.dll, System.dll, Systemxml.dll. In the given files I did not find it: vo_react_death_enmylaugha_ma, a as sound resource only this file was mentioned: ghost_haunt_obj_float_obj. In the stateMachine code and StateMachineClient also nothing like.
Field Researcher
#5 Old 23rd Mar 2018 at 12:32 AM
Have you checked the animation itself? Check the event in the animation with S3PE grid view. The sound in an animation is directly added in the animation clip not in the C#.
Test Subject
Original Poster
#6 Old 23rd Mar 2018 at 12:33 PM Last edited by whiteman-Dara : 23rd Mar 2018 at 1:13 PM.
SkyDome, Thanks, now I went to the file "a2o_ghost_haunt_object_rise_x" But here is not of division on age and gender .
Quote:
Unknown01: 0x00000000
Unknown02: 0x00000001
--- IKTargetTable: IKTargetInfo ---
--- IKChainList: IKChains (0x5) ---
--- IKChains[0] ---
--- IKTargetList: IKTargets (0x1) ---
--- IKTargets[0] ---
Index: 0x00000000
TargetNamespace: x
TargetName: b__L_ThighTarget_slot
---
--- IKChains[1] ---
--- IKTargetList: IKTargets (0x1) ---
--- IKTargets[0] ---
Index: 0x00000000
TargetNamespace: x
TargetName: b__R_ThighTarget_slot
---
--- IKChains[2] ---
--- IKTargetList: IKTargets (0x1) ---
--- IKTargets[0] ---
Index: 0x00000000
TargetNamespace: x
TargetName: L_footWorld
---
--- IKChains[3] ---
--- IKTargetList: IKTargets (0x1) ---
--- IKTargets[0] ---
Index: 0x00000000
TargetNamespace: x
TargetName: R_footWorld
---
--- IKChains[4] ---
--- IKTargetList: IKTargets (0x1) ---
--- IKTargets[0] ---
Index: 0x00000000
TargetNamespace: x
TargetName: rootWorld
---
---
---
ActorName: x
--- EventTable: EventSection ---
Version: 0x00000103
--- EventList: Events (0x4) ---
--- Events[0] ---
EventName:
Float01: -1,0000
Float02: -1,0000
Id: 0x00000003
Int01: 0x00000003
Short01: 0xC1E4
Timecode: 0,8000
Visibility: 0,0000
Type: 0x00000006 (Visibility)
--- Events[1] ---
EventName:
Float01: -1,0000
Float02: -1,0000
Id: 0x00000004
Int01: 0x00000003
Short01: 0xC1E4
Timecode: 0,0000
Visibility: 1,0000
Type: 0x00000006 (Visibility)
--- Events[2] ---
EventName: jump
Float01: -1,0000
Float02: -1,0000
Id: 0x00000064
Int01: 0x00000007
Short01: 0xC1E4
Timecode: 0,8000
Type: 0x00000004 (Script)
--- Events[3] ---
EventName: vo_react_death_enmylaughA
Float01: -1,0000
Float02: -1,0000
Id: 0x00000002
Int01: 0x00000003
Short01: 0xC1E4
Timecode: 0,0000
SoundName: vo_react_death_enmylaughA
Type: 0x00000003 (Sound)
---
---
--- ClipEndSection: EndSection ---
X: 0,0000
Y: 0,0000
Z: 0,0000
W: 1,0000
---
Field Researcher
#7 Old 23rd Mar 2018 at 4:09 PM
Quote:
Originally Posted by whiteman-Dara
SkyDome, Thanks, now I went to the file "a2o_ghost_haunt_object_rise_x" But here is not of division on age and gender .

Age restrictions are in the animation itself. a2o means adult to object animation. c2o means child to object animation. I have not seen gender restrictions in animations. I think the male and female voices are referenced in the same sound event.
I think that the reason it's only playing male voice is because that was the only voice recorded or something.
Test Subject
Original Poster
#8 Old 23rd Mar 2018 at 11:29 PM
skydome, There is a bug with the fact that the calculate to hash of the clip file name does not give the same hash as in the file itself. And children-ghost at use action "haunt" they
of noiseless.At this game There is all voices.
Field Researcher
#9 Old 24th Mar 2018 at 12:05 AM Last edited by skydome : 24th Mar 2018 at 2:39 PM.
Quote:
Originally Posted by whiteman-Dara
skydome, There is a bug with the fact that the calculate to hash of the clip file name does not give the same hash as in the file itself. And children-ghost at use action "haunt" they
of noiseless.At this game There is all voices.

Look for an animation called a2o_ghost_haunt_object_rise_x for the child haunting animation and check the sound event there. The clip files are hashed using clipid not fnv64 hash, maybe that's why they don't match. I'm guessing that the voices are not playing because of the voice actors for women and children didn't make the voices for this interaction.
Field Researcher
#10 Old 24th Mar 2018 at 12:06 AM
I'll check the animation myself too.
Test Subject
Original Poster
#11 Old 24th Mar 2018 at 2:33 PM
skydome, this is the event
Quote:
ActorName: x
--- EventTable: EventSection ---
Version: 0x00000103
--- EventList: Events (0x4) ---
--- Events[0] ---
EventName:
Float01: -1,0000
Float02: -1,0000
Id: 0x00000003
Int01: 0x00000003
Short01: 0xC1E4
Timecode: 0,8000
Visibility: 0,0000
Type: 0x00000006 (Visibility)
--- Events[1] ---
EventName:
Float01: -1,0000
Float02: -1,0000
Id: 0x00000004
Int01: 0x00000003
Short01: 0xC1E4
Timecode: 0,0000
Visibility: 1,0000
Type: 0x00000006 (Visibility)
--- Events[2] ---
EventName: jump
Float01: -1,0000
Float02: -1,0000
Id: 0x00000064
Int01: 0x00000007
Short01: 0xC1E4
Timecode: 0,8000
Type: 0x00000004 (Script)
--- Events[3] ---
EventName: vo_react_death_enmylaughC
Float01: -1,0000
Float02: -1,0000
Id: 0x00000001
Int01: 0x00000003
Short01: 0xC1E4
Timecode: 0,0000
SoundName: vo_react_death_enmylaughC
Type: 0x00000003 (Sound)
---
---

somewhere there is a file with this name that maybe written this: ma, mb, mc, fa, fb, fc, ca, cb.
Field Researcher
#12 Old 24th Mar 2018 at 2:39 PM
Sorry I made a mistake. I meant look for an animation called c2o_ghost_haunt_object_rise_x I wrote a2o by mistake.
Test Subject
Original Poster
#13 Old 24th Mar 2018 at 7:34 PM
skydome, What other files are there after "C#" between Clip and Audt?
Field Researcher
#14 Old 24th Mar 2018 at 11:04 PM
Quote:
Originally Posted by whiteman-Dara
skydome, What other files are there after "C#" between Clip and Audt?

Mmm C# has the main script. Clip is the animation. Audt is the sound. Then there's XML and Itun. Not all interactions have itun files and in this case ituns are useless. There is an XML file that contains all the base game interactions, I forgot the name of that file though I will try to find it.
Test Subject
Original Poster
#15 Old 25th Mar 2018 at 11:32 PM
skydome, the developers deliberately made a mistake, because in the base game ghosts instead of voice sounds the netherworld, and so the developers had to make one voice.
Field Researcher
#16 Old 28th Mar 2018 at 6:17 PM
Quote:
Originally Posted by whiteman-Dara
skydome, the developers deliberately made a mistake, because in the base game ghosts instead of voice sounds the netherworld, and so the developers had to make one voice.


Yes that's what I think as well.
LeaderOfTheMantisShrimps
staff: super moderator
#17 Old 30th Mar 2018 at 1:03 PM
To be honest I think a big part of that is due to the fact that you can now (with supernatural of course) change the occults in CAS. So it's either defined there and unfinished at the bits you guys are looking into I've seen a few 'spooky scripts' myself and noticed that those are pretty modified to a point that i'm wondering if they even work correctly. Probably because of the release of supernatural and having it to work for both the EP and occult. Same can be found when looking for vampire stuff, because it already existed
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