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Slot call names and corresponding files in ra_m_pk


SS2K21

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Hi,

Quick question if at all possible, does anyone please have a crib sheet I can use to say what corresponding SLOT ID on CCT corresponds to what corresponding file in the ra_m.pk?

Obviously if I wipe over someone existings name and select the same caller ID as the slot, I can work out which one this is easily: IE Titus O Neil.

However, the additional slots are all set to the same slot number call name:

EG Slot 911 (Virgil / Vincent). Call ID is set to the same as the slot.

However, the person comes out with no call name, so I can't just hear what's said and replace it in the sound editor.

Is there any easy way without hex editing?

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19 minutes ago, SS2K21 said:

Hi,

Quick question if at all possible, does anyone please have a crib sheet I can use to say what corresponding SLOT ID on CCT corresponds to what corresponding file in the ra_m.pk?

Obviously if I wipe over someone existings name and select the same caller ID as the slot, I can work out which one this is easily: IE Titus O Neil.

However, the additional slots are all set to the same slot number call name:

EG Slot 911 (Virgil / Vincent). Call ID is set to the same as the slot.

However, the person comes out with no call name, so I can't just hear what's said and replace it in the sound editor.

Is there any easy way without hex editing?

 

Hi, That's not the way ring announcer ID's work in the game. There aren't any slot ID's listed in the ra_m.pck file.

Only stock in game characters have ring announcer data by default and the ID's of the characters are not linked to any data in sound editor.

There are other files in the game which manage how ring announcer  audio and commentary are assigned to superstars through some complex algorithm.

The announcer ID's for custom superstars you see in Data Editor are not linked to any data as we are not able to.

The only way we can get any ring announcement for a custom character is to assign ring announcer ID's in the sound_p30.pac file, which is one of the files which the gam reads to assign the audio in the sound folder to different events in the game.

Here is a link to a tutorial on ring announcer data 

PLEASE TAKE NOTE QUESTIONS SHOULD BE ASKED IN THE DISCUSSION AND SUPPORT SECTION NOT THE MODS SECTION

 

Edited by squaredcirclefan
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Thank you, that's really helpful. Apologies it was in the wrong place.

I've managed to follow a lot of your tutorials, such as removing the character specific commentary etc and all worked fine, I was just a bit daunted by the hex editing and adding as I'm ridiculously new to this. All makes sense, I'm just going to have take it slowly and follow the other tutorial.

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In theory, for those slots that don't have ring announcer audio assigned, one could also mix them into the Titantron at the appropriate time. That would require you to know how and have the tools to edit audio/videos, however.

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19 minutes ago, Cave Waverider said:

In theory, for those slots that don't have ring announcer audio assigned, one could also mix them into the Titantron at the appropriate time. That would require you to know how and have the tools to edit audio/videos, however.

I'm probably more comfortable doing that in Sony Vegas or something then converting the video files to bk2 than I am faffing with Hex, so I might give it a try !

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