How to add modded sounds into a game mod?

Hello comrades!

As the title says, how can i make that a modded bank file with modded sounds is automatically used in game mods which i created?

I made a gun game, which i want to have modded audio included.

Like, that if a player downloads my game mod, when he joins, that it also has the modded bank file.

How can i do that?

you can’t.

there’s no support for that.

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We can for music but I don’t know for other sounds

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so, you can add custom music for mods, but not other sounds?

wouldn’t the process be the same for both?.

Exactly, can you tell me how to do that? I want to add custom music, or replace some or whatever?

If you want to know more contact We_Be he have done it for his new mode

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How can i contact him? You got his @?

Enlisted Modders it our enlisted modding community server and you can join him there

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Aw… sadly i dont use discord… is there no other way to contact him to say how to get custom music in mods?

I just know him on discord unfortunatly

Mopuit. You just spread false information

The music wasn’t custom. It is Earth Shield background music, which is something the gamefiles have

And it was me who did it :), in case you didn’t know. The map is Nacht der Untoten, which is a jointly developped map by me and Webe

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If you want to add those music, you can try replacing the battle_music__intro path to one of the following paths:

events/z/music/z_moscow_battle_start
events/z/music/z_berlin_battle_start
events/z/music/z_pacific_battle_start
events/z/music/z_normandy_battle_start
events/z/music/z_tunisia_battle_start

I have no idea if they work outside zombie mode, but I am sure they would because it is just triggered by battle start

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So there is no way to include .bank files in a game mod?

Nope

Hello.
I tried to make a zombie mortarman. In the editor, he makes shots, albeit with a wide spread. But online he just sits and doesn’t make shots. What’s wrong? What could be the problem???

///The mortar itself.

zombie_mortar_rm_40_gun{
_use:t=“mortar_rm_40_gun”
gun_spread__maxDeltaAngle:r=9.0
gun_deviation__omegaDevInc:p2=0.35, 2.5
gun_deviation__movementDevInc:p2=0.0, 45.0
combatFiringRange:p2=1.0, 100.0
}

//Zombie mortar man

zombie_mortar_rm_40_armored{
_use:t=“base_zombie_armored_soldier”
killLogName:t=“zombie/uber_armored”

“human_weap__weapTemplates:object”{
primary:t=“zombie_mortar_rm_40_gun”
secondary:t=“”
tertiary:t=“”
melee:t=“”
grenade:t=“”
}

“human_weap__weapInfo:array”{

"human_weap__weapInfo:object"{
 reserveAmmoTemplate:t="mine_o822_mp_item"
  numReserveAmmo:i=100
}

"human_weap__weapInfo:object"{
}

"human_weap__weapInfo:object"{
}

"human_weap__weapInfo:object"{
}

"human_weap__weapInfo:object"{
}

}

_group{
_tags:t=“server”

"human_weap__template_deps_list:list<t>"{
  item:t="mine_o822_mp_item"
  item:t="zombie_mortar_rm_40_gun"
}

}

“walker_agent__distanceToShootError:shared:array”{

"error:object"{
  distance:r=0.0
  min:p2=0.0, 0.0
  max:p2=0.5, 0.9
  maxEnd:p2=0.0, 0.0
}

"error:object"{
  distance:r=25.0
  min:p2=0.3, 0.7
  max:p2=0.6, 1.1
  maxEnd:p2=0.3, 0.6
}

"error:object"{
  distance:r=50.0
  min:p2=0.6, 1.3
  max:p2=2.0, 2.0
  maxEnd:p2=1.3, 1.1
}

"error:object"{
  distance:r=100.0
  min:p2=0.6, 1.3
  max:p2=2.0, 2.0
  maxEnd:p2=2.0, 2.0
}

}
}

Z music its just for zombie mode, battle start on normal games was another files, in theoey, in i think in practical, z music work just ok zombie mode, i will test it

But im not 100% sure

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Battle_music_with_spawn_waves works by just replacing the battle music intro path with a zombie sound path (as well as having 2 more fields for paths for wave start and end). So practically you can just replace normal battle music path with zombie ones