@Kpax7 did not kill the soldiers prior to talking to the smugglers, if I understand correctly.So I think we can say this is fixed right?
That would be one more required check, I think?
Location types are defined in the PROGRAM\Locations\init files.I'd be happy to help! Just give me a clue about what needs to be done!
In this case, As far as I know I should find better sounds and upload them for you to put them (replace) on your game for next patch. Did I miss something?
The church, appropriately, uses "church":
Code:
//Sound
locations[n].type = "church";
Code:
case "church":
SetSoundScheme("church");
SetMusicAlarm("music_church");
break;
Code:
[church]
minDistance = 3.5
maxDistance = 7.0
volume = 0.2
name = AMBIENT\CHURCH\pope_out_01.wav
Code:
[church]
ch = snooze, 5, 15, 0.55
ch = AMBIENT\SHOP\cough.wav, 50, 150, 0.25
ch = noise, 15, 25, 0.47
ch = noise, 15, 25, 0.47
ch = noise, 15, 25, 0.47
ch = AMBIENT\silent_talks.wav, 76, 80, 0.35
ch = bell, 25, 45, 0.37
ch = bench, 15, 45, 0.50
The .wav files there are in the RESOURCE\Sounds folder.