Quote:
Originally Posted by urfisch
what about a sound bound to this? maybe you could make a node, with the event when they hit water or hull. or the more simply way, to rework the flaksound and add some pling pling...after the firesound.
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sound can be added. Do you have a soundfile in mind? The sound could start as soon as the shell appears thus simulating the 'ding' of the shell being ejected. If you have a soundfile that has the sound of the breech opening with the 'ding' of the shell that would be awesome.
The sound of the watersplash for the shell can be done also. Just need a soundfile for it.
I was unable to keep the shells from passing through solid objects. I'm still trying to find a solution to this.
Currently shells (and effects) are only done for the 20mm single UFlak and I haven't released any BETA files for the mod yet. It still has location tweaking to be done but the 'ruffing' in is coming along nicely.
It is pretty cool to see the shells flying when you're shooting at airplanes. You can even see the shells being ejected from the AA view (the view with the scope on the AA gun).
Maybe someone knows a better way than I'm currently using to figure out the x,y,z location where the shell should appear. If someone can give me an offset from the end of the barrell to where the shell should appear that would help alot. Currently I have the shell ejecting from the right side of the gun - is that even correct?
From under the water you can 'see' the shells falling from the gun (part of the waterreflection node settings).
I'm liking this mod very much so far. There is a ton of work involved though for each shell/gun but it's worth it.
When the shell impacts the water and the splash happens the shell keeps falling through the water tumbling end over end. I gave it sufficient life so that it reaches a good depth before disappearing.