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Old 05-25-2004, 12:40 PM   #2 (permalink)
CodeCat
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Join Date: May 2003
Location: Eindhoven, Netherlands
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I knew all that, but it's probably still interesting for some of the newbies out there. About that "realistic tankshells" thing: you could also add a trail to the shells. Just add this to the shell object's default ConditionState:

Code:
ParticleSysBone = None ArtilleryBarrageTrail
And about the fire distance thingy: I tried something similar myself, and I got the same result. I never heard of "MinimumWeaponTargetingDistance", but I did it with MinimumAttackRange and got the same thing. Don't really know how to solve it.

Here's some more tips (more might follow):

-Burst-fire sounds-

If you have a sound that sounds like a machine gun firing a whole salvo, then it would sound ugly if that sound would be played each time the weapon fires, assuming that the weapon fires multiple shots too (ClipSize is not 0). So to get the sound to only play once, yet still have the weapon fire multiple shots in 1 burst, there's a little trick.

First, go to the sound's entry in SoundEffects.ini. Change "Sounds" to "Attack". Then add "loop" to the "Control" line. So now we have a looped sound, which STARTS the loop by playing the weapon sound, but plays nothing when the loop continues.

Next, go to the entry of the weapon in Weapon.ini, and add "FireSoundLoopTime = n" to the weapon somewhere, where n should be just slightly shorter than the weapon's ClipReloadTime. This ensures that the sound will only stop looping after n milliseconds of no firing. If n is larger than ClipReloadTime, then the sound will keep looping until after the second salvo starts, so it will never stop looping. Remember that the sound only plays when a NEW loop starts, not when an existing one continues.
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