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Recent Posts

  • Re background music

    I suggest you have a soundtrack of your background music that is as long as possible, and use it for game_start, then I'm fairly sure it will play throughout the whole game. I don't think it should have that much effect on the download time if you compress it. However such a sound might be annoying for people as the sound will just continue even if you close the game. Only when you close TripleA the sound will stop.

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  • @tanq78 Yes, you need a sounds.properties folder which looks like this:

    Using the map "Aggression 1942" as an example here which uses several custom sounds.
    1211d681-4b80-49ea-adbd-a1d3189946a8-image.png

    The second thing you need is a sound folder where all the sound files are stored.

    1f33cb6b-1104-4422-a958-9acdf949ec24-image.png

    So to give some explanations, each event in TripleA has a name. The start of someone's combat phase is "phase_move_comat", when something is placed into the sea is called "placed_sea", etc.

    In the sound.properties folder, you simply need to type the game event name, followed by an '=', and then the full name of the sound you want to use for that event.

    You can use more sounds for the same event, in which case you need to separate them with a ';'. The engine will then randomly select one (can be useful for land battle sounds).

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  • T

    @victoryfirst Thank you!
    My map isn't near finished though, it is becoming a really big project now. Would you by chance know anything about changing how sound works? I am experimenting with adding background music that plays every turn for certain powers, but I am not sure how to get the sings to repeat. I have been able to add my own background music, but it only plays once for every power before ending. I could make them really really long, but it would make the file too big to download. Any thoughts?

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  • That is the Pacific mod. You should be able to upload the file changes directly to that folder.

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