Best Answer Bibber, 20 August 2014 - 11:57 AM
First, you should post in the official forums at http://www.commandan...uer.com/forums/ to get help in modding questions. No-one is reading here.
Well, for basic understanding:
We can't just make a Global.xml to put all our global stuff in there because the main global stream of the game is patched by the localalized global streams. So our mod's global stream can't patch the game's global stream anymore. So we use a workaround to get our global stuff working. We just use map streams for it as they are loaded by the game at the same level (actually before) the global stream.
So, for overriding existing assets, you can use the AdditionalMaps\MapMetaData_GlobalOverrides.xml. Don't reference this file in your Static.xml. The asset names are already known from the game's global stream which is referenced in the Static.xml. The assets are just overridden.
For new global assets you can use AdditionalMaps\MapMetaData_Global.xml. This file has to be referenced in your Static.xml, so all assets of it are known in the static stream and you can use them there.
<!-- Reference to the Game's Global Data --> <Include type="reference" source="Global.xml" /> <!-- Reference to the Mod's Global Data --> <Include type="reference" source="AdditionalMaps/MapMetaData_Global.xml" />
The reason why you have no sounds might be that you don't prepend the type of the asset. e.g. use
<AudioEntry Sound="AudioEvent:ALL_MirageTank_VoiceAttack" AudioType="voiceAttack" />instead of
<AudioEntry Sound="ALL_MirageTank_VoiceAttack" AudioType="voiceAttack" />Same applies to Multisound, W3DContainer, W3DMesh, etc. Go to the full post