Kydoimos 916 Posted June 12, 2015 Hi there, I'm in the process of editing the object: Land_Shoot_House_Wall_F, and was wondering - if I wanted to change the sounds and particle effects from a wooden object to a metal one, how would I go about it? :p I've had a good look at the config and couldn't see anything that related to this (I know it must be there somewhere!). Essentially, I'd like to be able to make it so that when a bullet hits the object, a metallic sound is heard and a spark appears, as if it were armour. Any thoughts? Just not too sure what I need to change in the config! Thanks in advance for any help. Sorry if I've missed something obvious - I have had a search - but not quite sure what I'm searching for! :D Share this post Link to post Share on other sites
swtx 42 Posted June 12, 2015 Please post the config and let's take a look :) Share this post Link to post Share on other sites
Kydoimos 916 Posted June 13, 2015 Hiya swtx! Thanks for your response :) Here's the config entry: _generalMacro = "Land_Shoot_House_Wall_F"; access = 0; accuracy = 1000; aggregateReflectors[] = {}; airCapacity = 10; allowTabLock = 1; alwaysTarget = 0; animated = 0; antiRollbarForceCoef = 0; antiRollbarForceLimit = 5; antiRollbarSpeedMax = 60; antiRollbarSpeedMin = 20; armor = 500; armorLights = 0.4; armorStructural = 1; artilleryScanner = 0; artilleryTarget = 0; attendant = 0; attenuationEffectType = ""; audible = 0; author = "Bohemia Interactive"; autocenter = 1; brakeDistance = 5; cameraSmoothSpeed = "5.0f"; camouflage = 2; cargoAction[] = {}; cargoCanEject = 1; cargoCompartments[] = {"Compartment1"}; cargoGetInAction[] = {}; cargoGetOutAction[] = {}; cargoIsCoDriver[] = {0}; castCargoShadow = 0; castDriverShadow = 0; coefInside = 2; coefInsideHeur = 2; coefSpeedInside = 2; commanderCanSee = 31; cost = 1000; countsForScoreboard = 0; crew = "Civilian"; crewCrashProtection = 1; crewVulnerable = 1; damageFull[] = {}; damageHalf[] = {}; damageResistance = 0.004; damageTexDelay = 0; destrType = "DestructBuilding"; detectSkill = 20; displayName = "Shoot House - Wall"; driverAction = ""; driverCanEject = 1; driverCanSee = "2+8+16"; driverCompartments = "Compartment1"; driverForceOptics = 0; driverInAction = ""; driverOpticsColor[] = {1,1,1,1}; driverOpticsEffect[] = {}; driverOpticsModel = ""; dustBackLeftPos = "dustBackLeft"; dustBackRightPos = "dustBackRight"; dustFrontLeftPos = "dustFrontLeft"; dustFrontRightPos = "dustFrontRight"; ejectDeadCargo = 0; ejectDeadDriver = 0; emptySound[] = {"",0,1}; enableGPS = 0; enableManualFire = 1; enableRadio = 0; enableWatch = 0; engineer = 0; epeImpulseDamageCoef = 30; extCameraPosition[] = {0,2,-20}; faction = "Default"; features = ""; featureSize = 0; fireResistance = 10; forceHideDriver = 0; formationTime = 5; formationX = 10; formationZ = 20; fuelCapacity = 0; fuelConsumptionRate = "0.01f"; getInAction = ""; getInRadius = 2.5; getOutAction = ""; gForceShakeAttenuation = 0.5; ghostPreview = ""; groupCameraPosition[] = {0,5,-30}; gunnerCanSee = "4+8+16"; gunnerHasFlares = 1; hasDriver = 0; HeadAimDown = 0; hiddenSelections[] = {"decal1","decal2","decal3","decal4","decal5","decal6","decal7","decal8"}; hiddenSelectionsMaterials[] = {}; hiddenSelectionsTextures[] = {"#(argb,8,8,3)color(0,0,0,0,ca)","#(argb,8,8,3)color(0,0,0,0,ca)","#(argb,8,8,3)color(0,0,0,0,ca)","#(argb,8,8,3)color(0,0,0,0,ca)","#(argb,8,8,3)color(0,0,0,0,ca)","#(argb,8,8,3)color(0,0,0,0,ca)","#(argb,8,8,3)color(0,0,0,0,ca)","#(argb,8,8,3)color(0,0,0,0,ca)"}; hiddenUnderwaterSelections[] = {}; hiddenUnderwaterSelectionsTextures[] = {}; hideProxyInCombat = 0; hideUnitInfo = 0; hideWeaponsCargo = 0; hideWeaponsDriver = 1; icon = "iconObject_10x1"; impactEffectsSea = "ImpactEffectsSea"; incomingMissileDetectionSystem = 0; indirectHitCivilianCoefAI = "-20.0f"; indirectHitEnemyCoefAI = "10.0f"; indirectHitFriendlyCoefAI = "-20.0f"; indirectHitUnknownCoefAI = "-0.5f"; insideDetectCoef = 0.5; insideSoundCoef = 0.5; irScanGround = 1; irScanRangeMax = 0; irScanRangeMin = 0; irScanToEyeFactor = 1; irTarget = 0; keepInEPESceneAfterDeath = 0; killFriendlyExpCoef = 1; ladders[] = {}; laserScanner = 0; laserTarget = 0; limitedSpeedCoef = 0.22; lockDetectionSystem = 0; magazines[] = {}; mapSize = 4; maxDetectRange = 20; maxFordingDepth = 1; maxGForce = 2; maxSpeed = 0; memoryPointSupply = "doplnovani"; mineAlertIconRange = 200; minFireTime = 20; minGForce = 0.2; model = "\A3\Structures_F\Training\Shoot_House_Wall_F.p3d"; nameSound = "obj_building"; nightVision = 0; normalSpeedForwardCoef = 0.85; numberPhysicalWheels = 0; nvScanner = 0; nvTarget = 0; obstructSoundLFRatio = 0; obstructSoundsWhenIn = 0.562341; occludeSoundLFRatio = 0.25; occludeSoundsWhenIn = 0.316228; outsideSoundFilter = 0; picture = "pictureStaticObject"; portrait = ""; precision = 5; predictTurnPlan = 1; predictTurnSimul = 1.2; preferRoads = 0; radarType = 0; replaceDamaged = ""; replaceDamagedHitpoints[] = {}; replaceDamagedLimit = 0.9; reversed = 0; scope = 2; scopeCurator = 2; secondaryExplosion = -1; selectionBackLights = ""; selectionClan = ""; selectionDamage = "zbytek"; selectionDashboard = ""; selectionFireAnim = ""; selectionShowDamage = ""; sensitivity = 2.5; sensitivityEar = 0.0075; shadow = 1; showAllTargets = 0; shownUnderWaterSelections[] = {}; showNVGCargo[] = {0}; showNVGCommander = 0; showNVGDriver = 0; showNVGGunner = 0; side = 3; simulation = "house"; slingLoadCargoMemoryPoints[] = {}; slingLoadCargoMemoryPointsDir[] = {}; slowSpeedForwardCoef = 0.3; soundArmorCrash[] = {"emptySound",0}; soundAttenuationCargo[] = {1}; soundBuildingCrash[] = {"emptySound",0}; soundBushCrash[] = {"emptySound",0}; soundCrash[] = {"",0.316228,1}; soundCrashes[] = {"soundCrash",1}; sounddamage[] = {"",1,1}; soundDammage[] = {"",1,1}; soundElevation[] = {"",1,0.5}; soundEngine[] = {"",1,1}; soundEngineOffExt[] = {"",1,1}; soundEngineOffInt[] = {"",1,1}; soundEngineOnExt[] = {"",1,1}; soundEngineOnInt[] = {"",1,1}; soundEnviron[] = {"",1,1}; soundFlapsDown[] = {"",1,1}; soundFlapsUp[] = {"",1,1}; soundGearDown[] = {"",1,1}; soundGearUp[] = {"",1,1}; soundGetIn[] = {"",0.000316228,1}; soundGetOut[] = {"",0.000316228,1}; soundIncommingMissile[] = {"",1,1}; soundLandCrash[] = {"",1,1}; soundLandCrashes[] = {"soundLandCrash",1}; soundLocked[] = {"",1,1}; soundServo[] = {"",0.00316228,0.5}; soundWaterCrash[] = {"",0.177828,1}; soundWaterCrashes[] = {"soundWaterCrash",1}; soundWoodCrash[] = {"emptySound",0}; speechPlural[] = {}; speechSingular[] = {}; spotableDarkNightLightsOff = 0.003; spotableNightLightsOff = 0.035; spotableNightLightsOn = 4; steerAheadPlan = 0.4; steerAheadSimul = 0.3; supplyRadius = -1; textPlural = "unknown"; textSingular = "unknown"; threat[] = {0,0,0}; transportAmmo = 0; transportFuel = 0; transportMaxBackpacks = 0; transportMaxMagazines = 0; transportMaxWeapons = 0; transportRepair = 0; transportSoldier = 0; transportVehiclesCount = 0; transportVehiclesMass = 0; type = 1; typicalCargo[] = {}; Uav = 0; uavHacker = 0; unitInfoType = "RscUnitInfoTank"; unitInfoTypeLite = 0; unloadInCombat = 0; usePreciseGetInAction = 0; vehicleClass = "Fortifications"; viewCargoShadow = 1; viewCargoShadowAmb = 1; viewCargoShadowDiff = 1; viewDriverShadow = 1; viewDriverShadowAmb = 1; viewDriverShadowDiff = 1; visibleNightLightsOff = 0.1; visibleNightLightsOn = 0.2; waterAngularDampingCoef = 0; waterDamageEngine = 0.2; waterLeakiness = 0.5; waterLinearDampingCoefX = 0; waterLinearDampingCoefY = 0; waterResistance = 10; waterResistanceCoef = 0.5; weapons[] = {}; weaponSlots = 0; wheelCircumference = 1; windSockExist = 0; Share this post Link to post Share on other sites
x3kj 1247 Posted June 13, 2015 It can't be defined in the config (also, why do you put all those unnecessary config entries in your config? If you inherit from House you don't need stuff like getInAction or antirollbar). The hit effect depends on the rvmat of the components in the fire geometry LOD Share this post Link to post Share on other sites
Kydoimos 916 Posted June 13, 2015 @X3KJ - hi, mate! :) That was a copy and paste from the in-game config! I assumed SWTX wanted to see the original. Thanks so much for your info; I'm not familiar with the rvmat of the components in the fire geometry LOD, I'll investigate and see if I can work it out - thanks again! Much appreciated! ---------- Post added at 11:56 ---------- Previous post was at 11:43 ---------- Aha - this link proved really helpful! https://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial#TUT_Wall.rvmat- thanks for getting me on the right track, guys! Share this post Link to post Share on other sites
Kydoimos 916 Posted June 13, 2015 (edited) Okay, so it's something that has to actually be defined in the model then, via O2? Edited June 13, 2015 by Kydoimos Share this post Link to post Share on other sites
h4wek 43 Posted January 16 what is soundAttenuationCargo[] value from where you get this ? Share this post Link to post Share on other sites