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colonel_klink

Change object material sounds

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Because we cannot place machinegun positions in buildings/bunkers etc without using either the jeepmg or the m2static classes this raises the problem of eliminating the metallic clunk when the "new building/bunker etc" is hit by a bullet.

What i would like to know, is there any way in which the models material (so something) can be changed to wood, dirt, rock etc?

Here are some examples of what i am striving:

http://www.dc3d.co.nz/graphics/ofp/mod/gpmg_bunker6.jpg

http://www.dc3d.co.nz/graphics/ofp/mod/gpmg_bunker5.jpg

http://www.dc3d.co.nz/graphics/ofp/mod/gpmg_bunker4.jpg

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Don't know if this helps ( me no expert smile_o.gif ), but something like this (?):

class CfgSurfaces

{

class CarrierDeck

{

files="blackbit";

rough=0.0001500;

dust=0.0010000;

soundEnviron="metal";

};

PS: exemple of CBFASI's hermes. But this is for surface (and is static). So nothing to do with bullet "hit".

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Straight from config190.cpp. This is for class Man but I expect it will work with other classes.

hitSound1[]={"voices\Hit11",0.056234,1};

hitSound2[]={"voices\Hit12",0.056234,1};

hitSound3[]={"voices\Hit13",0.056234,1};

hitSound4[]={"voices\Hit14",0.056234,1};

hitSound5[]={"voices\Hit15",0.056234,1};

hitSound6[]={"voices\Hit16",0.056234,1};

hitSound7[]={"voices\Hit17",0.056234,1};

hitSound8[]={"voices\Hit18",0.056234,1};

hitSound9[]={"voices\Hit19",0.056234,1};

hitSound10[]={"voices\Hit20",0.056234,1};

hitSound11[]={"voices\Hit21",0.056234,1};

hitSound12[]={"voices\Hit22",0.056234,1};

hitSound13[]={"voices\Hit23",0.056234,1};

hitSound14[]={"voices\Hit24",0.056234,1};

hitSound15[]={"voices\Hit25",0.056234,1};

hitSound16[]={"voices\Hit26",0.056234,1};

hitSound17[]={"voices\Hit27",0.056234,1};

hitSound18[]={"voices\Hit28",0.056234,1};

hitSound19[]={"voices\Hit29",0.056234,1};

hitSound20[]={"voices\Hit30",0.056234,1};

hitSounds[]={"hitSound1",0.050000,"hitSound2",0.050000,"hitSound3",0.050

000,"hitSound4",0.050000,"hitSound5",0.050000,"hitSound6",0.

050000,"hitSound7",0.050000,"hitSound8",0.050000,"hitSound9"

,0.050000,"hitSound10",0.050000,"hitSound11",0.050000,"hitSound12

",0.050000,"hitSound13",0.050000,"hitSound14",0.050000,"hitS

ound15",0.050000,"hitSound16",0.050000,"hitSound17",0.050000,&amp

;quo

t;hitSound18",0.050000,"hitSound19",0.050000,"hitSound20",0.05000

0};

moves="NoDefaultMoves";

soundEnviron[]={"People\dirt_L",0.000316,1};

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