so we have a sound hit table now? like:http://springrts.com/wiki/Weapon_Variables wrote:SoundHit
The sound made when the weapon hits. Must reference a .wav file in the .\Sounds directory. Deprecated in 89.0, use SoundHit{Dry,Wet}
Code: Select all
SoundHit = {
Dry = drySoundFileName,
Wet = wetSoundFileName,
}
because these guys indicate they are their own tag as in:http://springrts.com/wiki/Weapon_Variables wrote:SoundHitDry
The sound made when the weapon hits land. Must reference a .wav file in the .\Sounds directory.
SoundHitWet
The sound made when the weapon hits water. Must reference a .wav file in the .\Sounds directory.
Code: Select all
SoundHitWet = wetSoundFileName,
SoundHitDry = drySoundFileName,
question 2b) also the two tags above are described as hitting land or water. What about unit impacts?
question 2c) is this more about if a unit is IN water or ON land?
when a weapon fires there are 3 stages according to (this page)
- fireweapon(initial trigger to begin a volley of 1-X count shots)
- shot(happens each shot)
- EndBurst1(end of the volley, I have not tested if this is called for non burst weapons)
question 3b) is there a way to control whether the fire sound is played at fireweapon() or per shot() stage?