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No, it's my mod and I hate the torpedo sound. I wanted them silent so i added the functionality to my mod. If you, or anyone else, want the sound returned: just delete the file as I outlined previously.
As for retargeting of torpedoes, that might be possible. I never looked into it because that wasn't really a concern I had.
In theory, they should exist as entities and the destroyed targets could be removed from the target list. But the target list would need to be repopulated (easy enough to recall the function) so that it registers the destroyed enemies.
However, I am not sure you can force the torpedo to retarget as I don't know what functions are afforded it after launch.
Just remove the "volumes" configuration from the mod/data/sfx folder.
It won't break the mod at all, but will return the sound
You're so welcome! I wanted them to be fun, and when I killed myself or have 10 tubes but can only target 1 target (and therefore need to weapon group hotkey cycle) it becomes not fun... So I sought to fix it.
Thanks for your effort and hopefully I can help
On Windows:
You will find you Client log here:
%appdata%\Avorion\
something like: clientlog 2024-03-13 10-37-05
You will find your Server log here:
%appdata%\Avorion\galaxies\*galaxyname*
something like: serverlog 2024-03-13 10-37-05
on Linux:
~/.avorion
I won't need the whole file just the lines about SerinaAI
Resubscribing might help. You could also try creating a new creative mode galaxy with just my mod enabled to see if it works then. That will help narrow down where the issue lies.
For my testing I created a new game, created a ship tested the torpedoes. Created an alliance ship and tested the torpedoes again.
Finally, if you add dev mode to your ship you can see what scripts you have on your ship (make sure SerinaAI is there) and you can also spawn enemies, torpedoes, etc so you can test it out.
in game chat enter:
/run Entity():addScript("lib/entitydbg.lua")