| Blockland Forums > Modification Help |
| Custom sounds don't work? |
| (1/1) |
| TheLegomaster:
Here's the code: --- Code: ---//rocketBox.cs //audio datablock AudioProfile(rocketFireSound) { filename = "Add-Ons/Weapon_RocketBox/boxFire.wav"; description = AudioClosest3d; preload = false; }; datablock AudioProfile(rocketExplodeSound) { filename = "Add-Ons/Weapon_RocketBox/boxExplode.wav"; description = AudioDefault3d; preload = false; }; datablock AudioProfile(rocketLoopSound) { filename = "Add-Ons/Weapon_RocketBox/boxLoop.wav"; description = AudioCloseLooping3d; preload = false; }; //muzzle flash effects datablock ParticleData(rocketBoxFlashParticle) { dragCoefficient = 1; gravityCoefficient = 1.5; inheritedVelFactor = 0.2; constantAcceleration = 0.0; lifetimeMS = 1500; lifetimeVarianceMS = 150; textureName = "base/data/particles/star1"; spinSpeed = 10.0; spinRandomMin = -500.0; spinRandomMax = 500.0; colors[0] = "0.9 0.4 0.0 0.9"; colors[1] = "0.9 0.5 0.0 0.0"; sizes[0] = 0.25; sizes[1] = 0.0; useInvAlpha = false; }; datablock ParticleEmitterData(rocketBoxFlashEmitter) { ejectionPeriodMS = 3; periodVarianceMS = 0; ejectionVelocity = 10.0; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 180; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "rocketBoxFlashParticle"; uiName = "Rocket Launcher Spark"; }; datablock ParticleData(rocketBoxSmokeParticle) { dragCoefficient = 5; gravityCoefficient = -0.5; inheritedVelFactor = 0.2; constantAcceleration = 0.0; lifetimeMS = 300; lifetimeVarianceMS = 250; textureName = "base/data/particles/cloud"; spinSpeed = 10.0; spinRandomMin = -500.0; spinRandomMax = 500.0; colors[0] = "0.5 0.5 0.5 0.0"; colors[1] = "0.5 0.5 0.5 0.9"; colors[2] = "0.5 0.5 0.5 0.0"; sizes[0] = 0.25; sizes[1] = 1.0; sizes[2] = 1.75; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; useInvAlpha = false; }; datablock ParticleEmitterData(rocketBoxSmokeEmitter) { ejectionPeriodMS = 5; periodVarianceMS = 0; ejectionVelocity = 10.0; velocityVariance = 0.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 25; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "rocketBoxSmokeParticle"; uiName = "Rocket Launcher Smoke"; }; //bullet trail effects datablock ParticleData(rocketTrailParticle) { dragCoefficient = 3; gravityCoefficient = -0.0; inheritedVelFactor = 0.15; constantAcceleration = 0.0; lifetimeMS = 1000; lifetimeVarianceMS = 805; textureName = "base/data/particles/cloud"; spinSpeed = 10.0; spinRandomMin = -150.0; spinRandomMax = 150.0; colors[0] = "1.0 1.0 0.0 0.4"; colors[1] = "1.0 0.2 0.0 0.5"; colors[2] = "0.20 0.20 0.20 0.3"; colors[3] = "0.0 0.0 0.0 0.0"; sizes[0] = 0.25; sizes[1] = 0.85; sizes[2] = 0.35; sizes[3] = 0.05; times[0] = 0.0; times[1] = 0.05; times[2] = 0.3; times[3] = 1.0; useInvAlpha = false; }; datablock ParticleEmitterData(rocketTrailEmitter) { ejectionPeriodMS = 5; periodVarianceMS = 1; ejectionVelocity = 0.25; velocityVariance = 0.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 90; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "rocketTrailParticle"; uiName = "Rocket Trail"; }; datablock ParticleData(rocketExplosionParticle) { dragCoefficient = 3; gravityCoefficient = -0.5; inheritedVelFactor = 0.2; constantAcceleration = 0.0; lifetimeMS = 700; lifetimeVarianceMS = 400; textureName = "base/data/particles/cloud"; spinSpeed = 10.0; spinRandomMin = -50.0; spinRandomMax = 50.0; colors[0] = "0.9 0.9 0.6 0.9"; colors[1] = "0.9 0.5 0.6 0.0"; sizes[0] = 10.0; sizes[1] = 15.0; useInvAlpha = true; }; datablock ParticleEmitterData(rocketExplosionEmitter) { ejectionPeriodMS = 3; periodVarianceMS = 0; ejectionVelocity = 10; velocityVariance = 1.0; ejectionOffset = 3.0; thetaMin = 89; thetaMax = 90; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "rocketExplosionParticle"; uiName = "Rocket Explosion Smoke"; emitterNode = TenthEmitterNode; }; datablock ParticleData(rocketExplosionRingParticle) { dragCoefficient = 8; gravityCoefficient = -0.5; inheritedVelFactor = 0.2; constantAcceleration = 0.0; lifetimeMS = 40; lifetimeVarianceMS = 10; textureName = "base/data/particles/star1"; spinSpeed = 10.0; spinRandomMin = -500.0; spinRandomMax = 500.0; colors[0] = "1 0.5 0.2 0.5"; colors[1] = "0.9 0.0 0.0 0.0"; sizes[0] = 8; sizes[1] = 13; useInvAlpha = false; }; datablock ParticleEmitterData(rocketExplosionRingEmitter) { lifeTimeMS = 50; ejectionPeriodMS = 1; periodVarianceMS = 0; ejectionVelocity = 5; velocityVariance = 0.0; ejectionOffset = 3.0; thetaMin = 0; thetaMax = 180; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "rocketExplosionRingParticle"; uiName = "Rocket Explosion Flash"; }; datablock ExplosionData(rocketExplosion) { //explosionShape = ""; explosionShape = "./explosionSphere1.dts"; soundProfile = rocketExplodeSound; lifeTimeMS = 150; particleEmitter = rocketExplosionEmitter; particleDensity = 10; particleRadius = 0.2; emitter[0] = rocketExplosionRingEmitter; faceViewer = true; explosionScale = "1 1 1"; shakeCamera = true; camShakeFreq = "10.0 11.0 10.0"; camShakeAmp = "3.0 10.0 3.0"; camShakeDuration = 0.5; camShakeRadius = 20.0; // Dynamic light lightStartRadius = 5; lightEndRadius = 20; lightStartColor = "1 1 1 1"; lightEndColor = "0 0 0 0"; damageRadius = 3; radiusDamage = 100; impulseRadius = 6; impulseForce = 4000; }; AddDamageType("RocketDirect", '<bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocket> %1', '%2 <bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocket> %1',1,1); AddDamageType("RocketRadius", '<bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocketRadius> %1', '%2 <bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocketRadius> %1',1,0); datablock ProjectileData(rocketBoxProjectile) { projectileShapeName = "Add-Ons/Projectile_GravityRocket/RocketGravityProjectile.dts"; directDamage = 60; directDamageType = $DamageType::RocketDirect; radiusDamageType = $DamageType::RocketRadius; impactImpulse = 1000; verticalImpulse = 1000; explosion = rocketExplosion; particleEmitter = rocketTrailEmitter; brickExplosionRadius = 5; brickExplosionImpact = false; //destroy a brick if we hit it directly? brickExplosionForce = 30; brickExplosionMaxVolume = 30; //max volume of bricks that we can destroy brickExplosionMaxVolumeFloating = 60; //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume) sound = rocketLoopSound; muzzleVelocity = 55; velInheritFactor = 1.0; armingDelay = 00; lifetime = 4000; fadeDelay = 3500; bounceElasticity = 0.5; bounceFriction = 0.20; isBallistic = true; gravityMod = 0.75; hasLight = true; lightRadius = 5.0; lightColor = "1 0.5 0.0"; uiName = "Heavy Rocket"; }; ////////// // item // ////////// datablock ItemData(rocketBoxItem) { category = "Weapon"; // Mission editor category className = "Weapon"; // For inventory system // Basic Item Properties shapeFile = "./rocketBoxItem.dts"; rotate = false; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; //gui stuff uiName = "RocketBox"; iconName = "./icon_rocketBox"; doColorShift = true; colorShiftColor = "0.100 0.500 0.250 1.000"; // Dynamic properties defined by the scripts image = rocketBoxImage; canDrop = true; }; //////////////// //weapon image// //////////////// datablock ShapeBaseImageData(rocketBoxImage) { // Basic Item properties shapeFile = "./rocketBox.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; //"0.7 1.2 -0.5"; rotation = eulerToMatrix( "0 0 0" ); // 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 = BowItem; ammo = " "; projectile = rocketBoxProjectile; projectileType = Projectile; //casing = rocketBoxShellDebris; shellExitDir = "1.0 -1.3 1.0"; shellExitOffset = "0 0 0"; shellExitVariance = 15.0; shellVelocity = 7.0; //melee particles shoot from eye node for consistancy melee = false; //raise your arm up or not armReady = true; minShotTime = 1700; //minimum time allowed between shots (needed to prevent equip/dequip exploit) doColorShift = true; colorShiftColor = rocketBoxItem.colorShiftColor;//"0.400 0.196 0 1.000"; //casing = " "; // Images have a state system which controls how the animations // are run, which sounds are played, script callbacks, etc. This // state system is downloaded to the client so that clients can // predict state changes and animate accordingly. The following // system supports basic ready->fire->reload transitions as // well as a no-ammo->dryfire idle state. // Initial start up state stateName[0] = "Activate"; stateTimeoutValue[0] = 0.1; stateTransitionOnTimeout[0] = "Ready"; stateSound[0] = weaponSwitchSound; stateName[1] = "Ready"; stateTransitionOnTriggerDown[1] = "Fire"; stateAllowImageChange[1] = true; stateTransitionOnNoAmmo[1] = "NoAmmo"; stateSequence[1] = "Ready"; stateName[2] = "Fire"; stateTransitionOnTimeout[2] = "Smoke"; stateTimeoutValue[2] = 0.1; stateFire[2] = true; stateAllowImageChange[2] = false; stateSequence[2] = "Fire"; stateScript[2] = "onFire"; stateWaitForTimeout[2] = true; stateEmitter[2] = rocketBoxFlashEmitter; stateEmitterTime[2] = 0.05; stateEmitterNode[2] = tailNode; stateSound[2] = rocketFireSound; stateSequence[2] = "Fire"; //stateEjectShell[2] = true; stateName[3] = "Smoke"; stateEmitter[3] = rocketBoxSmokeEmitter; stateEmitterTime[3] = 0.05; stateEmitterNode[3] = "muzzleNode"; stateTimeoutValue[3] = 0.1; stateSequence[3] = "TrigDown"; stateTransitionOnTimeout[3] = "CoolDown"; stateName[5] = "CoolDown"; stateTimeoutValue[5] = 0.5; stateTransitionOnTimeout[5] = "Reload"; stateSequence[5] = "TrigDown"; stateName[4] = "Reload"; stateTransitionOnTriggerUp[4] = "Ready"; stateSequence[4] = "TrigDown"; stateName[6] = "NoAmmo"; stateTransitionOnAmmo[6] = "Ready"; }; --- End code --- What am I doing wrong? |
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