Author Topic: Overiding weapon fields with ammo fields: Firesound  (Read 3004 times)

Offline BlackLibrary

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Overiding weapon fields with ammo fields: Firesound
« on: February 16, 2014, 12:29:03 pm »
When I attempted to override a weapons fire sound with an ammos fire sound, it did not seem to work.  It stayed with the fire sound for the weapon.  This is different than the hit sound field.  That does get replaced by the ammo's hit sound. 

Am I missing something? 

I tried emptying the value of the fire sound in the weapon item itself with no success, either.

Offline BlackLibrary

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Re: Overiding weapon fields with ammo fields: Firesound
« Reply #1 on: February 17, 2014, 03:18:23 am »
Ok...my post must be confusing folks.  What I'm playing with is the idea of recoverable battery that goes with laser weapons.  However, your engineers can rig a battery to output exponentially more power based on certain research actions accomplished.  So I wanted to play with the experience.  The rigged batteries will various properties.  One will get rigged with elerium (consume) to output damage comparable plasma rifle (not hvy rifle).    Another jury rig will up the damage if alien alloy is utilized (consumed) in its construction.  Another rig, this one, basically blows things up like a turbolaser.  I just want to vary the player experience with each jury rigged battery utilized.

So include an exhibit A for consumption:

items:
  - type: STR_RIGGED_LASER_BATTERY
    size: 0.1
    costBuy: 0
    costSell: 350
    weight: 2
    bigSprite: 123
    floorSprite: 92
    fireSound: 104
    hitSound: 105 
    hitAnimation: 36
    power: 95
    damageType: 3
    clipSize: 4
    battleType: 2
    armor: 50
    recover: true
    listOrder: 2209
  - type: STR_LASER_BATTERY
    size: 0.1
    costBuy: 500
    costSell: 350
    weight: 2
    bigSprite: 123
    floorSprite: 92
    fireSound: 11
    hitSound: 19
    hitAnimation: 36
    power: 46
    damageType: 4
    clipSize: 99
    battleType: 2
    armor: 50
    recover: true
    listOrder: 2208
  - type: STR_LASER_PISTOL
    fireSound: 104
    bulletSprite: 5
    compatibleAmmo:
      - STR_LASER_BATTERY
      - STR_RIGGED_LASER_BATTERY
extraSprites:
  - type: BIGOBS.PCK
    files:
      123: Resources/lasertech/battery_pack.gif
  - type: FLOOROB.PCK
    files:
      92: Resources/lasertech/floorob_ammo.gif
extraSounds:
  - type: BATTLE.CAT
    files:
      104: Resources/lasertech/Overcharged_Laser.wav
      105: Resources/lasertech/Overcharged_laser_hit.wav
« Last Edit: February 17, 2014, 03:32:11 am by BlackLibrary »

Offline Warboy1982

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Re: Overiding weapon fields with ammo fields: Firesound
« Reply #2 on: February 19, 2014, 08:38:06 am »
ammo overriding fire sounds has now been implemented. enjoy.

Offline BlackLibrary

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Re: Overiding weapon fields with ammo fields: Firesound
« Reply #3 on: February 20, 2014, 07:38:11 am »
Does what it says on the tin!  LOL!  Awesome.
« Last Edit: February 20, 2014, 08:28:38 am by BlackLibrary »