Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Jul 24, 2025 12:23 am
All times are UTC + 0
Multiple Gate Sounds?
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [3 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Oct 20, 2012 4:19 pm    Post subject:  Multiple Gate Sounds? Reply with quote  Mark this post and the followings unread

So I've recently cobbled up a workable set of 3 Gate Sounds... Now I need help getting them to work for each side's gate.

Each one is pretty much the same though so heres the Soviet one.

RULES
Code:

; Soviet Gate EW
[NAGAT_B]
UIName=NOSTR:Gate EW
Name=Soviet Gate EW
BuildCat=Combat
Strength=1000
Prerequisite=NACNST
Armor=wood
TechLevel=1
Selectable=yes
Capturable=false
Insignificant=yes
Adjacent=8
Owner=British,Americans,Alliance,Russians,Confederation,Arabs,YuriCountry,Germans,Africans
Cost=500
Points=50
Repairable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Gate=yes
DeployTime=.044
GateCloseDelay=.2
ThreatPosed=0   ; This value MUST be 0 for all building addons
BaseNormal=no
AIBuildThis=no


ART
Code:

[NAGAT_A]
Image=NAGATE_A
Remapable=yes
CameoPCX=nagaticon1.pcx
Foundation=3x1
Buildup=NAGATE_A
SpecialZOverlay=NAGATEZA
GateStages=15
NewTheater=yes

[NAGAT_B]
Image=NAGATE_B
Remapable=yes
CameoPCX=nagaticon2.pcx
Foundation=1x3
Buildup=NAGATE_B
SpecialZOverlay=NAGATEZB
GateStages=15
NewTheater=yes

_________________
~ Excelsior ~

Back to top
View user's profile Send private message Visit poster's website
Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sat Oct 20, 2012 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Impossible to do properly. It would work out if the gate opening 'animation' was actually a building animation but it isn't. I don't think it's possible to use weapon or anything like that as a workaround either.

Being able to define the opening & closing sounds on a BuildingType could be useful enough to warrant a feature request for Ares.

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Twitter Channel URL
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Oct 21, 2012 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Niether StartSound= "for building anims" or Report= "for overlaying anims" wont work for this?

[edit] nvm, that would only give one specific sound for both open and close.
But then again does that matter? Wouldnt a dummy weapon with cellspread=0 or 1 work with AttackFriendlies and AffectsAllies work, so when a unit comes close it plays the specific sound?

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [3 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1820s ][ Queries: 11 (0.0074s) ][ Debug on ]