Asarjan Posted April 2, 2022 Share Posted April 2, 2022 Hi guys, it's me again.After I created doors and power switches for my mod and was able to solve all the problems there with help, unfortunately one problem still remains unsolved. I created animated doors and switches in 3ds Max. The sequences are created using the Gamebryo Animation Manager and the corresponding tags are created under Extra Info Tags.So far everything works except for the sound. For example, I entered 'SoundPlayAt.OBJSwitchPowerAOff.SoundNode' as an extra info tag for the switches, but no sound is played in the game when the switch is pressed. Unfortunately, the Internet does not provide any solutions here. So the question to you is what am I doing wrong? Big thanks in advance for your help. Regards Link to comment Share on other sites More sharing options...
Zorkaz Posted April 2, 2022 Share Posted April 2, 2022 You could just add this script to your doors Sound Property MySound Auto Event OnActivate(ObjectReference AkActionRef) MySound.play(Self) EndEventAnd fill out the properties afterwards Link to comment Share on other sites More sharing options...
Asarjan Posted April 2, 2022 Author Share Posted April 2, 2022 You could just add this script to your doors Sound Property MySound Auto Event OnActivate(ObjectReference AkActionRef) MySound.play(Self) EndEventAnd fill out the properties afterwardsHi thanks for the reply. But i dont work here with scripts. Also the 'WorkshopPowerSwitchBox01' that is already in the game isnt using any scripts.The next problem with this script would be that my gate wont be activated directly by the player. The gate i have created open and close only when it is powered or unpowered. Link to comment Share on other sites More sharing options...
Zorkaz Posted April 2, 2022 Share Posted April 2, 2022 Ok. Just for reference you could use these Events then Event OnPowerOn(ObjectReference akPowerGenerator) Event OnPowerOff()Just make sure the object has the keyword "CanBePowered" Link to comment Share on other sites More sharing options...
Asarjan Posted April 2, 2022 Author Share Posted April 2, 2022 Thank you for your help. If no one else can help me with this, then I will use your suggested method. I would just like to do this using the Animation Manager Info Tags because it saves me one step. And somehow it has to work, because with many existing objects in the game it also works via the info tags within the respective animation. There must be an error somewhere, but I can't find it. Link to comment Share on other sites More sharing options...
pepperman35 Posted April 2, 2022 Share Posted April 2, 2022 Not exactly how to do it in max but you might take a gander at this thread. I was having a similar problem with a custom siren I was working and niston offered the following NIF related info "Look in NiTextKeyExtraData node under NiControllerSequence. Sound Descriptor names to play back, as well as the respective timing, may be defined there." https://forums.nexusmods.com/index.php?/topic/9641588-workshopsiren-question/ Link to comment Share on other sites More sharing options...
Asarjan Posted April 2, 2022 Author Share Posted April 2, 2022 Not exactly how to do it in max but you might take a gander at this thread. I was having a similar problem with a custom siren I was working and niston offered the following NIF related info "Look in NiTextKeyExtraData node under NiControllerSequence. Sound Descriptor names to play back, as well as the respective timing, may be defined there." https://forums.nexusmods.com/index.php?/topic/9641588-workshopsiren-question/The sounds are properly stored in the text keys under NiTextKeyExtraData. In principle, my sequences in the nif's look exactly the same as e.g. in the WorkshopPowerSwitchBox01.nif.So:1. Text KeyTime: 0.000000Value: start2. Text KeyTime: 0.000010Value: SoundPlayAt.OBJSwitchPowerAOff.SoundNodeEtc. You could say my Nif's are absolutely identical except for the mesh, but mine still don't play any sound in the game when pressed. I have already examined my nifs several times and compared them with original nifs. I don't get why it doesn't work that way. Link to comment Share on other sites More sharing options...
Asarjan Posted April 2, 2022 Author Share Posted April 2, 2022 Oh damn I just found the problem. In 3ds Max I use PointHelper as nodes, e.g. for snappoints and also for the SoundNodes. When exporting, the PointHelpers then become NiNodes in the Nif file. The problem was a space after "SoundNode".Your picture from your post made me check the nodes more closely. A damn space, so inconspicuous and yet so fatal xD Thanks for your help, now everything works as it should :D yay Link to comment Share on other sites More sharing options...
pepperman35 Posted April 2, 2022 Share Posted April 2, 2022 Perhaps you would consider writing up a little tutorial on the process as I am sure others could benefit for the expertise. Link to comment Share on other sites More sharing options...
Asarjan Posted April 2, 2022 Author Share Posted April 2, 2022 Perhaps you would consider writing up a little tutorial on the process as I am sure others could benefit for the expertise.Yes I plan to write some kind of tutorial. There are some tutorials on the Internet, but some things that I consider very important are only briefly mentioned. I will also provide files as examples and templates. Link to comment Share on other sites More sharing options...
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