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#1 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Yeah, I've been looking at that too. Located the sounds, and think I know how to make a dummy gun that points up in the sky. Just don't know how to trigger the lot; wouldn't want to have the merchies going around blaring their horns and firing starshells continuously.
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#2 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
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Love the sound of this.
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#3 | |
Lucky Jack
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#4 | |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
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![]() ![]() ![]() Very long reload times? Limited ammunition? ![]() ![]()
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#5 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Yah, but you'd still hear them honking from miles away.
![]() Who needs sonar? Just follow the sound of the horns. ![]()
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#6 | |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
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![]() ![]() ![]() You must be very near to the ships to hear the horns in Racerboy's mod; about 500 meters. Only one or two whistles everytime. They are ships no ambulances. ![]() ![]()
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#7 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Uploads: 10
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Maybe can fix that too. Pretty sure you should be able to hear them from further away.
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#8 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Ok, pretty sure I could manage to get them firing starshells on appropriate moments, what I don't understand though is how you trigger a sound. What makes the DDs start sounding those collision sirens when alerted?
Can't find any relevant behaviour in the scripts. ![]() * and for that matter, where the heck does it come from? Looked at the models but couldn't find any soundsources that referenced the siren.
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#9 | |
Black Magic
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