Sounds for units

Sounds for units

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Sounds for units

Post by Erik »

How to do sounds for movement, shooting and impact of units?
Would be nice if someone could show me how to do this, i use Lua for unit defs and .bos for scripts atm.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Sounds for units

Post by smoth »

Erik wrote:How to do sounds for movement
units do not have sounds on start, moving and stop, you have to write your own lua/bos for it.
Erik wrote:shooting and impact of units?
Shooting and impact of a weapon are covered in the weapon description:
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local weaponDef = {
accuracy = 500,
areaOfEffect = 8,
beamTime = 0.4,
beamWeapon = true,
rgbColor = "1 0.7 0.0", -- outer
rgbColor2 = "1 0.7 0.5", -- inner
coreThickness = 0.1,
explosionGenerator = "custom:BulletImpact",
fallOffRate = 0.1,
filename = "weapons/machineguns.tdf",
impactOnly = 0,
impulseFactor = 0,
largeBeamLaser = true,
lineOfSight = true,
movingAccuracy = 500,
name = "100mmacc",
noSelfDamage = true,
range = 500,
reloadtime = 0.4,
renderType = 0,
selfprop = true,

soundHit = "boom1mechgun",
soundStart = "uzisingle",

soundTrigger = true,
sprayAngle = 1024,
startVelocity = 1000,
texture1 = "shot",
texture2 = "empty",
texture3 = "empty",
texture4 = "empty",
thickness = 4,
turret = true,
weaponVelocity = 1000,
damage = {
building = "50",
commander = "80",
default = 140,
},
}
--------------------------------------------------------------------------------

return lowerkeys({["100mmacc"] = weaponDef})

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Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Sounds for units

Post by Pendrokar »

Erik wrote:How to do sounds for movement
Check Krogoth in Complete Annihilation or some other big unit. They have step sounds.
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