Sound from mods are loaded directly from the mod directory "IF" there is a function inside the init file.
Normal FAF start uses (init_faf.lua) and has such a function in it.
The coop init file has no sound mounting from mod directories.
There are 2 ways to solve this problem.
1. copy all soundfiles from mods\Total Mayhem\sounds\*.* to your game-sound folder eg: SupCom\sound\*.*
OR
2. Open your coop inifile "C:\ProgramData\FAForever\bin\init_coop.lua"
Paste this at the end of the file:
- Code: Select all
-- This section mounts sounds from the mods directory to allow mods to add custom sounds to the game
function mount_mod_sounds(MODFOLDER)
-- searching for mods inside the modfolder
for _,mod in io.dir( MODFOLDER..'\\*.*') do
-- do we have a true directory ?
if mod != '.' and mod != '..' then
-- searching for sounds inside mod folder
for _,folder in io.dir(MODFOLDER..'\\'..mod..'\\*.*') do
-- if we found a folder named sounds then mount it
if folder == 'sounds' then
LOG('Found mod sounds in: '..mod)
mount_dir(MODFOLDER..'\\'..mod..'\\sounds', '/sounds')
break
end
end
end
end
end
mount_mod_sounds(SHGetFolderPath('PERSONAL') .. 'My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\mods')
mount_mod_sounds(InitFileDir .. '\\..\\user\\My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\mods')
Save it, and start coop.
[Edit] Coop GitHub:
https://github.com/FAForever/fa-coop (there you can directly talk/message the coop developer team)