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KillSh0t

Incomming arty sounds?

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Hi, I did some searching but didnt find just the "splash" sounds...

ya know, right before the arty hits...

Is there a seperate add-on for it anywhere or someway I can do it myself?

I'm using the "FO-FowardObserver" script by NouberNou and the only thing it's missing is that sound.

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Hi, I did some searching but didnt find just the "splash" sounds...

ya know, right before the arty hits...

Is there a seperate add-on for it anywhere or someway I can do it myself?

I'm using the "FO-FowardObserver" script by NouberNou and the only thing it's missing is that sound.

For the 31st Normandy mod we setup the round with the soundFly[] parameter in cfgAmmo and sampled some rounds. The problem is in multiplayer depending on the players latency to the server, the whistling sound happens at various times and not when they are supposed to. The player with the lowest latency gets the proper treatment while the rest experience some crazy business. The built in doppler effect could spell bad news with the wrong sampler for other players ears. Also if a player hosts on their own system, that player hears the sound, but the rest do not. Only works on dedicated servers.

IT works well for the person shooting the rounds. I think I posted video of it somewhere in my 31st thread on youtube.

You could do what some other mods do and present a delay of explosion after actual impact and play the explosion sound first which would include the incoming sound.

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For the 31st Normandy mod we setup the round with the soundFly[] parameter in cfgAmmo and sampled some rounds. The problem is in multiplayer depending on the players latency to the server, the whistling sound happens at various times and not when they are supposed to. The player with the lowest latency gets the proper treatment while the rest experience some crazy business. The built in doppler effect could spell bad news with the wrong sampler for other players ears. Also if a player hosts on their own system, that player hears the sound, but the rest do not. Only works on dedicated servers.

IT works well for the person shooting the rounds. I think I posted video of it somewhere in my 31st thread on youtube.

You could do what some other mods do and present a delay of explosion after actual impact and play the explosion sound first which would include the incoming sound.

lol Rip!

Ok ok ill just deal with it as is!

was just wondering cuz that sounds adds so much to a battle...

Anywhoz I found an arty addon that kinda adds those sounds to the splash not exactly what I was looking for but it will do!

P.S. RiP did you get my private message?

Oh and GREAT work with the moD:)

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just as a general info, since the artillery module its actually possible to define a incoming sound in the cfgAmmo.

class ARTY_Sh_Base : ShellBase {

ARTY_IncomingSounds[] = {};

ARTY_IncomingSoundAlt = 200;

ARTY_IncomingSoundAltError = 50;

ARTY_TrailFX = "\ca\modules\ARTY\data\fx\scripts\shellTrailsMedium.sqf";

whistleOnFire = 2;

};

sound needs to be in cfgSounds since the say command is used by the engine.

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Well this can be very easy made by adding a E.H. "Fired" to the given cannon and then detect the shell after it was fired and attach the sound to the shell.

The E.H. "Fired" is global so everyone will have the same result. ;)

Example:

T7vviYdCbdI

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nice indeed. but would shorter distance shots not stop the sound to early and longer shots maybe loose the sound effect at all, since it played a kilometer away?

with attach you mean a soundsource or do you mean the shell "say" the sound?

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nice indeed. but would shorter distance shots not stop the sound to early and longer shots maybe loose the sound effect at all, since it played a kilometer away?

Nope defenetly not. ;)

The scripts are executed and running within 0.01 second and even a very short shot will have a good sound of course to make it hear on longer distances the incoming sound should be at least a few second ( 1 - 2 ) long.

with attach you mean a soundsource or do you mean the shell "say" the sound?

No not "soundSource" sound source works global so if you create the soundSource on 15 clients then you will have 15 incoming sounds.

Create a "Logic" attach the logic to the shell and let the logic "say" the sound the shell can't say something that's why you need the "Logic". ;)

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hmm as written above the arty shells say the sound, possible that normal ammo cant say it, but arty module ammo can. but in the end the result is important not the way getting there, and obviously the result of the sounds in your little video are pretty amazing.

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