mr.g-c 6 Posted June 8, 2008 Hi i have made a custom ammo for a weapon i modeled. However its "based" inheritance on the 50cal M2 MG. OK but its a explosive ammo with explosive=1 and furthermore i added: CraterEffects = "ExploAmmoCrater"; explosionEffects = "ExploAmmoExplosion"; Well everything is working fine, except that it don't make any explosion sound on impact. Is there something similar to the "explosionEffects=" so something which can define the fitting sound? And by the way, is there any reference about config "commands" ? Regards, Christian Share this post Link to post Share on other sites
mr.g-c 6 Posted June 8, 2008 Ok i found now in a other weapon addon this: soundHit[] = {"\ca\weapons\Data\Sound\explosion_mega_01", 20, 1}; However when i add that and a greande impacts it makes no sound at all.... Can't someone help me? Share this post Link to post Share on other sites
maddogx 13 Posted June 8, 2008 Ok i found now in a other weapon addon this:soundHit[] = {"\ca\weapons\Data\Sound\explosion_mega_01", 20, 1}; However when i add that and a greande impacts it makes no sound at all.... Can't someone help me? Hay mate. Add the following right after the "soundHit[] = ..." line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hitGround[] = {"soundHit", 1}; hitMan[] = {"soundHit", 1}; hitArmor[] = {"soundHit", 1}; hitBuilding[] = {"soundHit", 1}; Share this post Link to post Share on other sites
mr.g-c 6 Posted June 8, 2008 Hi Luke... great you helped me with this! And its working Now i have a question: Lets assume i want more variation in the impact sounds, can i set then more than one sound in this sound line and select them with the hitGround[] = ...... lines like from a array? Regards, Christian Share this post Link to post Share on other sites
maddogx 13 Posted June 8, 2008 No probs. Â Yeah, you can add more sounds. Basically you can do it like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> soundHit1[] = {"\ca\weapons\Data\Sound\explosion_mega_01", 20, 1}; soundHit2[] = {"\ca\weapons\Data\Sound\explosion_mega_02", 20, 1}; soundHit3[] = {"\ca\weapons\Data\Sound\explosion_mega_03", 20, 1}; soundHit4[] = {"\ca\weapons\Data\Sound\explosion_mega_03", 20, 1}; hitGround[] = {"soundHit1", 0.25, "soundHit2", 0.25, "soundHit3", 0.25, "soundHit4", 0.25}; In the last array, I'm pretty sure the numbers stand for the probability of the sound occurring. So if you want a certain sound to happen less frequently, you set that to a lower number. Share this post Link to post Share on other sites
mr.g-c 6 Posted June 8, 2008 No probs. Yeah, you can add more sounds. Basically you can do it like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> soundHit1[] = {"\ca\weapons\Data\Sound\explosion_mega_01", 20, 1}; soundHit2[] = {"\ca\weapons\Data\Sound\explosion_mega_02", 20, 1}; soundHit3[] = {"\ca\weapons\Data\Sound\explosion_mega_03", 20, 1}; soundHit4[] = {"\ca\weapons\Data\Sound\explosion_mega_03", 20, 1}; hitGround[] = {"soundHit1", 0.25, "soundHit2", 0.25, "soundHit3", 0.25, "soundHit4", 0.25}; In the last array, I'm pretty sure the numbers stand for the probability of the sound occurring. So if you want a certain sound to happen less frequently, you set that to a lower number. Wow Awesome!!! Thanks for that Share this post Link to post Share on other sites
mr.g-c 6 Posted June 8, 2008 While we on it, and you seems to be good in model-config: What is the difference in the ammo-config of "typicalSpeed = " and in the magazine-config of "initSpeed = " What is real responsible for the velocity of the projectile, and what means then the other value? Regards, Christian Share this post Link to post Share on other sites
scars09 9 Posted June 8, 2008 initspeed in ammo cfg is the muzzle velocity, typical speed is the speed the shell needs to make the maximum ammount of dammage. not sure if typical speed has any influence with explosive = 1 at all. since the dammage isnt made by the shell itself and explosive shells usually have a much lower initspeed then ap shells. Share this post Link to post Share on other sites