At the behest of others, I've decided to (attempt) to re-add a horn to a Red Orchestra vehicle, lets say BA64 for simplicities sake, both to help me learn unrealscript coding and for the humor of it.
Of course, I have no idea where to start. Looking at the code, UnrealPlayer still has the ability to PlayVehicleHorn, which ROPlayer overrides via an empty function.
Meanwhile, Vehicle has a HornSounds array. No idea why it's an array.. although the Vehicle class has its horn related functions overriden by ROVehicles.
If I understand correctly, the only way to re-enable sounds at this point would be to alter ROPlayer (or make a ROPlayerAlt that extends it then switch stuff to look to it, which is ARGH), which seems like a no no. Once that is done, I can just add the vehicle horn code to whatever vehicle I design/desire, since it will override ROVehicle's code and essentially re-enable the horn.
That still leaves the question of ... why is it a HornSounds array? I don't even know what's stored IN the array.. so that's a big "hmm".
Of course, I have no idea where to start. Looking at the code, UnrealPlayer still has the ability to PlayVehicleHorn, which ROPlayer overrides via an empty function.
Meanwhile, Vehicle has a HornSounds array. No idea why it's an array.. although the Vehicle class has its horn related functions overriden by ROVehicles.
If I understand correctly, the only way to re-enable sounds at this point would be to alter ROPlayer (or make a ROPlayerAlt that extends it then switch stuff to look to it, which is ARGH), which seems like a no no. Once that is done, I can just add the vehicle horn code to whatever vehicle I design/desire, since it will override ROVehicle's code and essentially re-enable the horn.
That still leaves the question of ... why is it a HornSounds array? I don't even know what's stored IN the array.. so that's a big "hmm".