In BFME1, the most bizarre bugs have occured to me when I was messing with sounds.
Here I have a sound I want to play:
AudioEvent SomeSound Sounds = EUUnit_somesou Priority = high Volume = UNIT_RESPONSE_VOLUME MinVolume = UNIT_RESPONSE_MINVOLUME ; MinRange = 800 ; MaxRange = 2000 Type = world everyone SubmixSlider = voice End
Here's the thing. This sound plays just fine when I play it through command button, like this:
UnitSpecificSound = SomeSound
or weapon.ini, like this: FireFX = FX_SomeFX
But I don't want to play the sound after clicking the button or while firing the weapon, I want the sound to play when preparing to fire a weapon. And this is the whole problem.
While UnitSpecificSound and FireFX work, all of these things don't work:
Playing the sound via...
PreAttackFX (Weapon.ini)
InitiateAtLocationSound (SpecialPower.ini)
InitiateSound (Objects .ini in SpecialPowerModule)
TriggerFX (Objects .ini in SpecialPowerModule)
If I uncomment the MinRange and MaxRange, the sound will stop playing even in UnitSpecificSound, no matter how close to the unit I am with the camera.
What I actually want to achieve is to just play a sound (with limited range) from my object when it prepares to fire a weapon. I've tried that for over a day now, and it's not working. All I would need is to be able to fire this sound via PreAttackFX, and I'd be happy. Any ideas welcome.
I have another bug related to sounds but this one is more important right now.