The discussion on this thread seems to have petered out with this message left un-replied to:-another_commander wrote: ↑Fri Mar 28, 2025 12:47 pmTheoretically those two could be triggered, I just can't see how this would occur in practice right now. If you have an AI in plist format that sends the message AEGIS_CLOSE_TO_MAIN_PLANET or AEGIS_IN_DOCKING_RANGE then the sounds should play, but if you are the player ship chances are this won't be happening anytime soon (since you, yourself, are the AI for the player ship and not some plist). But I gave just a cursory look at that code so I could have very well missed something there. I just can't see it happening based on what I have seen so far.
I don't know whether discussion continued elsewhere, or folks just lost interest.tinker wrote: ↑Tue Sep 09, 2008 2:31 pmI just added this oxp and while I find most if not all the sounds good I did notice that the advanced space compass no longer worked. I removed the oxp and tried again and the compass worked normally.
As the only thing in this apart from .ogg files is a customsounds.plist, which seems to me to be Ok I cannot understand why it breaks the compass.
Yes, I verified the others worked before I started searching the forum. That's why I revived this thread in particular.another_commander wrote: ↑Fri Mar 28, 2025 12:47 pmIf you try with the weapon overheating sound or the escape pod scooped one (make sure a ship ejects the pod, do NOT spawn it yourself because it won't work, it needs to have a pilot inside), you will find out that the sounds play normally.
Thanks, a_c.