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Weapon sounds and shots.
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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Wed Apr 11, 2007 4:09 am    Post subject:  Weapon sounds and shots. Reply with quote  Mark this post and the followings unread

At the moment i'm trying to follow the straight shots tutorial but im getting no success, the only thing that seems to work is the change in range. here is the code.

; anti-armor weapon ; straight hi-speed ballistic shot
[105mm]
Damage=65
ROF=60
ROT=1
;Arcing=true
Acceleration=100 ;this is most necessary. Can be higher if ya want.
Proximity=yes
Ranged=yes
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
Range=10
Projectile=Cannon
Speed=40
Warhead=AP
Report=GrizzlyTankAttack
Anim=GUNFIRE
Bright=yes

Firstly acceleration was 50, increasini it to 100 has made no difference. Also i increased the speed to 80 and again it has done nothing. I have also enabled and changed Arcing=false which also has no effect. The only noticable change is the doubling of the range which works well.

How can i go about replacing and adding sounds to the units. I've tried naming the new fire sound grizzly GrizzlyTankAttack, 105mm and vGTNatt, adding these into the RA2 folder has made no difference.

And finally how can i go about changing the projectile to that of TS's tank projectiles.

What i want to end up achieveing is similar shots to that of Dune 2000 tanks.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Wed Apr 11, 2007 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Report=GrizzlyTankAttack - sound
I think explosion is in the warhead section for that weapon

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Thu Apr 12, 2007 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey you know thats actually a good idea, i'll tryit and see what happens, thanx Smile

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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Fri Apr 13, 2007 12:30 am    Post subject: Reply with quote  Mark this post and the followings unread

The sounds are useless in the folder directory. You have to put them in a mix if they're EVA voices or into a new audio.bag if they're unit sounds. That process isn't easy and if you want to make the mod downloadable it makes the fileszie very large (since all the other sounds in the bag get copied).

XCC Mod Creator/Launcher will add sounds for you though. Look into it..

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Fri Apr 13, 2007 1:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Every new unit will have their own firing and explosion sound and afew others. Also they'll be between 10 and 15 tracks. So i'll look into the mod maker and see what comes up.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Fri Apr 13, 2007 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

An example of this would be the abrams and T80 firing.



vHTNatt.wav
 Description:
T80
 Filesize:  172.06 KB
 Viewed:  1807 Time(s)


Right Click To Download This File



vGTNatt.wav
 Description:
Abrams
 Filesize:  136.6 KB
 Viewed:  1807 Time(s)


Right Click To Download This File



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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Thu Apr 19, 2007 10:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok so how should the sound files be named so that they match a certain unit. ie the weapon firing sound etc.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu Apr 19, 2007 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

There is no such name. Look at soundmd.ini .

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