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Sound dependant on firer and (hit) target
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Sep 23, 2018 5:58 am    Post subject:  Sound dependant on firer and (hit) target
Subject description: This goes for TS too...
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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 #Tongue

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".

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Sep 23, 2018 7:50 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Sun Sep 23, 2018 8:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Airburst chained weapons giving different AEs sounding differently to different types of units can do it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Sep 23, 2018 8:18 am    Post subject: Reply with quote  Mark this post and the followings unread

@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?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Sep 23, 2018 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
@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.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Sep 23, 2018 9:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:
[WeaponTypes]
...

[YourProjectile]
...
Splits=yes
AirburstWeapon=HitInfantry
Cluster=1

[HitInfantry]
Damage=0
ROF=150
Range=0
Projectile=HitInfantryProj
Speed=100
Warhead=HitInfantryWH

[HitInfantryProj]
Arcing=yes
Vertical=yes
DetonationAltitude=0
Splits=yes
AirburstWeapon=HitVehcle
Cluster=1

[HitInfantryWH]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
AttachEffect.Animation=hitinfantryanim
AttachEffect.Duration=1

[HitVehcle]
Damage=0
ROF=150
Range=0
Projectile=HitVehcleProj
Speed=100
Warhead=HitVehcleWH

[HitVehcleProj]
Arcing=yes
Vertical=yes
DetonationAltitude=0
Splits=yes
AirburstWeapon=HitBuilding
Cluster=1

[HitVehcleWH]
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,0%,0%
AttachEffect.Animation=hitvehicleanim
AttachEffect.Duration=1

[HitBuilding]
Damage=0
ROF=150
Range=0
Projectile=HitBuildingProj
Speed=100
Warhead=HitBuildingWH

[HitBuildingProj]
Arcing=yes
Vertical=yes
DetonationAltitude=0
;Splits=yes
;AirburstWeapon=HitTerrorDrone
;Cluster=1

[HitBuildingWH]
Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,0%
AttachEffect.Animation=hitbuildinganim
AttachEffect.Duration=1

;artmd.ini
[hitinfantryanim]
Report=HitInfantrySound

[hitvehicleanim]
Report=HitVehicleSound

[hitbuildinganim]
Report=HitBuildingSound

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Sep 23, 2018 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Spoiler (click here to read it):
Code:
[WeaponTypes]
...

[YourProjectile]
...
Splits=yes
AirburstWeapon=HitInfantry
Cluster=1

[HitInfantry]
Damage=0
ROF=150
Range=0
Projectile=HitInfantryProj
Speed=100
Warhead=HitInfantryWH

[HitInfantryProj]
Arcing=yes
Vertical=yes
DetonationAltitude=0
Splits=yes
AirburstWeapon=HitVehcle
Cluster=1

[HitInfantryWH]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
AttachEffect.Animation=hitinfantryanim
AttachEffect.Duration=1

[HitVehcle]
Damage=0
ROF=150
Range=0
Projectile=HitVehcleProj
Speed=100
Warhead=HitVehcleWH

[HitVehcleProj]
Arcing=yes
Vertical=yes
DetonationAltitude=0
Splits=yes
AirburstWeapon=HitBuilding
Cluster=1

[HitVehcleWH]
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,0%,0%
AttachEffect.Animation=hitvehicleanim
AttachEffect.Duration=1

[HitBuilding]
Damage=0
ROF=150
Range=0
Projectile=HitBuildingProj
Speed=100
Warhead=HitBuildingWH

[HitBuildingProj]
Arcing=yes
Vertical=yes
DetonationAltitude=0
;Splits=yes
;AirburstWeapon=HitTerrorDrone
;Cluster=1

[HitBuildingWH]
Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,0%
AttachEffect.Animation=hitbuildinganim
AttachEffect.Duration=1

;artmd.ini
[hitinfantryanim]
Report=HitInfantrySound

[hitvehicleanim]
Report=HitVehicleSound

[hitbuildinganim]
Report=HitBuildingSound


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?

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