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View Full Version : Syntax for calling up sound permutations



HCS09
August 3rd, 2009, 04:38 PM
I'm using a sound impulse command to make an elite berserk in a cutscene. There are two permuations for the berserking sound, but only one of them looks good-- the other one plays too long.

I thought the syntax for the sound's file name
"sound_impulse_start sound\dialog\elite\conditional\combat2\exclamation s\berserk"
would be (by looking at a sound_looping file):
"sound_impulse_start sound\dialog\elite\conditional\combat2\exclamation s\berserk:4#0"
but that doesn't work either. Does the engine not support this?