Posted: Sun Sep 23, 2018 5:58 am Post subject:
Sound dependant on firer and (hit) target
Subject description: This goes for TS too...
I'd re-post this in the TS forum, but then someone would come around and accuse me of being a bot and/or warn/suspend/ban me
These are just the basics, and will probably be expanded upon.
Assuming you can have such sounds being dependant not only on who fired the weapon, but also what it hit.
What I'm looking for is where to start with combat-specific sounds.
For instance, a GI's or Conscripts weapon ricochets when the weapon hits tanks with the sound "metalbullets-hit-metal". But if fired on terrain (by using force-fire or something) "metallbullets-hit-ground" is heard by players instead.
The same game again with tanks: Armor-piercers (like from MBTs APOCs, etc.) hit tanks, you hear "metal-on-metal_heavy". _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
You can only have one sound per weapon, so you'd need to make a unit with multiple weapons. Then make each weapon only target specific target armour types & give each of them different sounds. _________________
@Mig
i was recently informed, there is no such thing in YR like in TS, where a unit choses between Primary/Secondary according to the warheads Verses effectiveness. How would you achieve this anyway? _________________ SHP Artist of Twisted Insurrection: Nod buildings
@Mig
i was recently informed, there is no such thing in YR like in TS, where a unit choses between Primary/Secondary according to the warheads Verses effectiveness. How would you achieve this anyway?
It fits, actually. It could/should work in theory. Will be needing Ares, tho.
TANY's DualPistols for instance having a warhead with non-0% only for infantry, and another one but with non-0% warheads for everything that isn't infantry armor.
This'll suck tho for units that already have a secondary...
NOTE: I'm already using Ares. So if vanilla can't handle it, but Ares can, please share. QUICK_EDIT
Ouch. Didn't know you could split splitted AirburstWeapons, tho.
Sure that can work?
And I take it Damage=0 on all the Weapons is just a place-holder?
In any case, I might scrap this idea and (ab)use it much later. Shame.
On the flip-side, this allows for cutomizable damage to different types.
Is this what I could abuse for Long range weapon and short range KillDriver? QUICK_EDIT
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