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#16 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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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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#17 | |
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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#18 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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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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#19 |
Navy Seal
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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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#20 | |
Black Magic
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#21 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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*sigh*
Sooo, use a dummy placed at the command deck for example and give it sound or playlist controller or something? Still leaves me wondering what triggers the playback. It happens for DDs so should be able to use the same trigger to get the merchies going. ![]() Just guessing here, really. ![]()
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#22 | |
Black Magic
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#23 |
Navy Seal
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Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Aye, thanks, might just get this done yet.
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#24 |
Sea Lord
![]() Join Date: Mar 2005
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for damaged ships this is easy:
you take racerboys particles.dat and the certain *.dsd file from his mod and place it in the "Library" Folder. Now you go into the "zones.cfg" file and add the entry for the certain effect. I dont know the starshell effect name, but you add this as it was a damage effect. you add the entry with e.g. 10% damage. this should look like: [ShipsType] Category=Freighter Multiplier=1.000000 Flotability=20.00000 HitPoints=250 Destructible=No Armor Level=-1 Critic Flotation=0.15 Critical=No Effect1=#dc_bubbles, 10 Effect2=#Oil_trace, 20 Effect3=#RB_Starshell, 10 FloodingTime=120 CargoType=None that should do the trick... ![]()
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#25 |
Ace of the Deep
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And some steam horns:
http://www.sounddogs.com/results.asp...bcategoryID=51 http://www.sounddogs.com/results.asp...bcategoryID=44 http://www.findsounds.com/ISAPI/sear...?keywords=ship http://www.findsounds.com/ISAPI/sear...ywords=whistle
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#26 | |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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![]() Quote:
![]() But I'm trying to create a dummy gun, and a mount for it to go on, but for the life of me I can't see how you create new items in Goblin. ![]() Actually scripting it woudln't be that much of a problem at this point, it's understanding that damn editor. ![]() Coronas, thanks, will have a listen. There are 1 or 2 of them in the game already though.
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#27 |
Navy Seal
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This ever get figured out? I'm thinking for SH4. And instead of a starshell, I want it to make the merchies drop DCs
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#28 |
Navy Seal
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Not by me, anyway. Might ask TheDarkWraith.
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#29 |
Black Magic
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#30 |
The Old Man
![]() Join Date: Mar 2010
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Hey TDW, what all are you working on in regard to this? I touched up the textures for explosions a while ago, and then never did anything with them. You could have them, and I could help you touch up or redo other effect related textures if you would like.
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