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| Sounds Issue with Disc |
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| chino987:
i have an issue with mine and pickleberrys throwing disc. it will come up on the weapon list and appear without issue, but it is always all brown and doesnt play sound. can someone help me? btw the script is an edit of the spear. --- Code: ---//Disc.cs datablock AudioProfile(DiscExplosionSound) { filename = "./ DiscHit.wav"; description = AudioClose3d; preload = false; }; datablock AudioProfile(DiscFireSound) { filename = "./ DiscFire.wav"; description = AudioClose3d; preload = true; }; //Disc trail datablock ParticleData(DiscTrailParticle) { dragCoefficient = 3.0; windCoefficient = 0.0; gravityCoefficient = 0.0; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 600; lifetimeVarianceMS = 0; spinSpeed = 10.0; spinRandomMin = -50.0; spinRandomMax = 50.0; useInvAlpha = true; animateTexture = false; //framesPerSec = 1; textureName = "base/data/particles/ring"; //animTexName = " "; // Interpolation variables colors[0] = "0.75 0.75 0.75 0.3"; colors[1] = "0.75 0.75 0.75 0.2"; colors[2] = "1 1 1 0.0"; sizes[0] = 0.15; sizes[1] = 0.35; sizes[2] = 0.05; times[0] = 0.0; times[1] = 0.1; times[2] = 1.0; }; datablock ParticleEmitterData(DiscTrailEmitter) { ejectionPeriodMS = 5; periodVarianceMS = 0; ejectionVelocity = 0; //0.25; velocityVariance = 0; //0.10; ejectionOffset = 0; thetaMin = 0.0; thetaMax = 90.0; particles = DiscTrailParticle; useEmitterColors = true; uiName = "Disc Trail"; }; //effects datablock ParticleData(DiscExplosionParticle) { dragCoefficient = 3.0; windCoefficient = 0.0; gravityCoefficient = 0.5; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 900; lifetimeVarianceMS = 300; spinSpeed = 10.0; spinRandomMin = -50.0; spinRandomMax = 50.0; useInvAlpha = true; animateTexture = false; //framesPerSec = 1; textureName = "base/data/particles/cloud"; //animTexName = "~/data/particles/cloud"; // Interpolation variables colors[0] = "0.3 0.3 0.2 0.9"; colors[1] = "0.2 0.2 0.2 0.0"; sizes[0] = 4.0; sizes[1] = 7.0; times[0] = 0.0; times[1] = 1.0; }; datablock ParticleEmitterData(DiscExplosionEmitter) { ejectionPeriodMS = 7; periodVarianceMS = 0; lifeTimeMS = 21; ejectionVelocity = 8; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 90; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "DiscExplosionParticle"; uiName = "Disc Smoke"; emitterNode = TenthEmitterNode; }; datablock ParticleData(DiscExplosionParticle2) { dragCoefficient = 0.1; windCoefficient = 0.0; gravityCoefficient = 2.0; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 1000; lifetimeVarianceMS = 500; spinSpeed = 10.0; spinRandomMin = -50.0; spinRandomMax = 50.0; useInvAlpha = true; animateTexture = false; //framesPerSec = 1; textureName = "base/data/particles/chunk"; //animTexName = "~/data/particles/cloud"; // Interpolation variables colors[0] = "0.0 0.0 0.0 1.0"; colors[1] = "0.0 0.0 0.0 0.0"; sizes[0] = 0.5; sizes[1] = 0.5; times[0] = 0.0; times[1] = 1.0; }; datablock ParticleEmitterData(DiscExplosionEmitter2) { ejectionPeriodMS = 1; periodVarianceMS = 0; lifetimeMS = 7; ejectionVelocity = 15; velocityVariance = 5.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 90; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "DiscExplosionParticle2"; useEmitterColors = true; uiName = "Disc Chunk"; emitterNode = HalfEmitterNode; }; datablock ExplosionData(DiscExplosion) { //explosionShape = ""; lifeTimeMS = 150; soundProfile = DiscExplosionSound; emitter[0] = DiscExplosionEmitter; emitter[1] = DiscExplosionEmitter2; //particleDensity = 30; //particleRadius = 1.0; faceViewer = true; explosionScale = "1 1 1"; shakeCamera = true; camShakeFreq = "7.0 8.0 7.0"; camShakeAmp = "1.0 1.0 1.0"; camShakeDuration = 0.5; camShakeRadius = 15.0; // Dynamic light lightStartRadius = 4; lightEndRadius = 3; lightStartColor = "0.45 0.3 0.1"; lightEndColor = "0 0 0"; //impulse impulseRadius = 3.5; impulseForce = 2000; //radius damage radiusDamage = 50; damageRadius = 5.0; }; //projectile AddDamageType("DiscDirect", '<bitmap:add-ons/Weapon_Disc/CI_Disc> %1', '%2 <bitmap:add-ons/Weapon_Disc/CI_Disc> %1',1,1); AddDamageType("DiscRadius", '<bitmap:add-ons/Weapon_Disc/CI_DiscRadius> %1', '%2 <bitmap:add-ons/Weapon_Disc/CI_DiscRadius> %1',1,0); datablock ProjectileData(DiscProjectile) { projectileShapeName = "./DiscProjectile.dts"; directDamage = 60; directDamageType = $DamageType::DiscDirect; radiusDamageType = $DamageType::DiscRadius; impactImpulse = 1000; verticalImpulse = 1000; explosion = DiscExplosion; particleEmitter = DiscTrailEmitter; brickExplosionRadius = 1; brickExplosionImpact = true; //destroy a brick if we hit it directly? brickExplosionForce = 20; brickExplosionMaxVolume = 200; brickExplosionMaxVolumeFloating = 200; muzzleVelocity = 50; velInheritFactor = 1; armingDelay = 0; lifetime = 20000; fadeDelay = 19500; bounceElasticity = 0; bounceFriction = 0; isBallistic = true; gravityMod = 0.20; hasLight = false; lightRadius = 3.0; lightColor = "0 0 0.5"; uiName = "Disc"; }; ////////// // item // ////////// datablock ItemData(DiscItem) { category = "Weapon"; // Mission editor category className = "Weapon"; // For inventory system // Basic Item Properties shapeFile = "./Disc.dts"; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; //gui stuff uiName = "Disc"; iconName = "./icon_Disc"; doColorShift = false; colorShiftColor = "0.400 0.196 0 1.000"; // Dynamic properties defined by the scripts image = DiscImage; canDrop = true; }; //function Disc::onUse(%this,%user) //{ // //mount the image in the right hand slot // %user.mountimage(%this.image, $RightHandSlot); //} //////////////// //weapon image// //////////////// datablock ShapeBaseImageData(DiscImage) { // Basic Item properties shapeFile = "./Disc.dts"; emap = true; // Specify mount point & offset for 3rd person, and eye offset // for first person rendering. mountPoint = 0; offset = "0 0 0"; //eyeOffset = "0.1 0.2 -0.55"; // When firing from a point offset from the eye, muzzle correction // will adjust the muzzle vector to point to the eye LOS point. // Since this weapon doesn't actually fire from the muzzle point, // we need to turn this off. correctMuzzleVector = true; // Add the WeaponImage namespace as a parent, WeaponImage namespace // provides some hooks into the inventory system. className = "WeaponImage"; // Projectile && Ammo. item = DiscItem; ammo = " "; projectile = DiscProjectile; projectileType = Projectile; //melee particles shoot from eye node for consistancy melee = false; //raise your arm up or not armReady = true; //casing = " "; doColorShift = false; colorShiftColor = "0.400 0.196 0 1.000"; // Initial start up state stateName[0] = "Activate"; stateTimeoutValue[0] = 0.1; stateTransitionOnTimeout[0] = "Ready"; stateSequence[0] = "ready"; stateSound[0] = weaponSwitchSound; stateName[1] = "Ready"; stateTransitionOnTriggerDown[1] = "Charge"; stateAllowImageChange[1] = true; stateName[2] = "Charge"; stateTransitionOnTimeout[2] = "Armed"; stateTimeoutValue[2] = 0.7; stateWaitForTimeout[2] = false; stateTransitionOnTriggerUp[2] = "AbortCharge"; stateScript[2] = "onCharge"; stateAllowImageChange[2] = false; stateName[3] = "AbortCharge"; stateTransitionOnTimeout[3] = "Ready"; stateTimeoutValue[3] = 0.3; stateWaitForTimeout[3] = true; stateScript[3] = "onAbortCharge"; stateAllowImageChange[3] = false; stateName[4] = "Armed"; stateTransitionOnTriggerUp[4] = "Fire"; stateAllowImageChange[4] = false; stateName[5] = "Fire"; stateTransitionOnTimeout[5] = "Ready"; stateTimeoutValue[5] = 0.5; stateFire[5] = true; stateSequence[5] = "fire"; stateScript[5] = "onFire"; stateWaitForTimeout[5] = true; stateAllowImageChange[5] = false; stateSound[5] = DiscFireSound; }; function DiscImage::onCharge(%this, %obj, %slot) { %obj.playthread(2, spearReady); } function DiscImage::onAbortCharge(%this, %obj, %slot) { %obj.playthread(2, root); } function DiscImage::onFire(%this, %obj, %slot) { %obj.playthread(2, SpearThrow); Parent::onFire(%this, %obj, %slot); } --- End code --- |
| -Jetz-:
Looks like you just did a find and replace, changing spear to Disc. Does DiscFire.wav exist? |
| heedicalking:
Change this --- Code: --- doColorShift = true; --- End code --- to --- Code: --- doColorShift = false; --- End code --- You are most likely missing the sound files for the sound not working. Check the console. This is also a problem --- Code: --- %obj.playthread(2, DiscThrow); --- End code --- That is calling the player to play an animation called Diskthrow, which te player does not have. Change that to this --- Code: --- %obj.playthread(2, SpearThrow); --- End code --- |
| chino987:
thank you i have replaced the parts that you suggested |
| chino987:
--- Quote from: -Jetz- on June 28, 2010, 01:41:21 PM ---Looks like you just did a find and replace, changing spear to Disc. Does DiscFire.wav exist? --- End quote --- yes it does. |
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