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THE AIRWOLF PROJECT IS soundscripts https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=9&t=2337 |
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Author: | Zaitsef [ Fri Sep 15, 2006 9:18 pm ] |
Post subject: | THE AIRWOLF PROJECT IS soundscripts |
erased |
Author: | Zaitsef [ Sat Sep 16, 2006 1:40 am ] |
Post subject: | |
to be able to test this on ur own add this to objectspawns.con (conquest) be aware that this script is for client use only, u will not be able to join multiplayer with this engine in ur file ObjectTemplate.create AirwolfTurbo_Engine ObjectTemplate.setMaxRotation 0/0/5000 ObjectTemplate.setMaxSpeed 0/0/100000 ObjectTemplate.setAcceleration 0/0/-100000 ObjectTemplate.setInputToRoll c_PIThrottle ObjectTemplate.setAutomaticReset 1 ObjectTemplate.setEngineType c_ETPlane ObjectTemplate.setTorque 80 ObjectTemplate.setDifferential 50 and then add in ObjectspawnTemplates.con ObjectTemplate.active AH64Complex ObjectTemplate.addTemplate AirwolfTurbo_Engine Note: I did not want to use existing Engines becuase they make to much noise already. If Turbo is added Serverside , the add on does just dandy We did spread itout among players ... amazing to hear the howl when an apache just comes up over the hill and screams over ur tank ... |
Author: | sephiroth [ Sat Sep 16, 2006 1:46 am ] |
Post subject: | |
no offense, what you did sounds cool (might need to reinstall DCF to try it)...but why not copy the map, rename it, and add your files so the El_Al Day 2 isn't affected? |
Author: | Zaitsef [ Sat Sep 16, 2006 4:16 pm ] |
Post subject: | |
In order for the sound to be attached to the Apache ,this was the only way i found. If u modify the file , e.g. unpack and rename the level to gazala or dc_desertshield and repack as 001 for those it will work too. U also may join other servers , as long as they dont run in pur mode. . I have some custom Texures installed for some Vehicles , like the M1A1 (i brake for T72s) or the Hind (looks like an Eagles Head) and have found but one server since DC_Final release that md5 ed me. Same goes for the sound add on here, the objecttemplates.con merely actives Apache Complex and tells it to run a soundscript which points to the map folder. the code i posted above is for singleplayer only. , the website however holds the example file for clientt and will work best if the server u connect to has turbos added to Helicopter. u will also be able to attach the sound script to other vehicles via objectTemplate.active "vehicle"dummyengine objecttemplate.loadsoundscritpt ../sounds/airwolfssc This what it looks like for gazala , file named airwolf.ssc, responsilbe for the howl #include EngineMap.ssc newPatch ############ ### Near ### ############ load @ROOT/bf1942/levels/gazala/carstereo/air.wav loop minDistance 20 randomStartPitch .05/.05 priority 10 *** Engine start *** beginEffect controlDestination Volume controlSource Time envelope Ramp param .4 param 1.2 param 0 param 1 endEffect *** Engine Pitch *** beginEffect controlDestination Pitch controlSource Extern #map<Engine::Rpm> envelope Ramp param .6 param 1.05 param 0.70 param 0.30 endEffect *** Engine Volume Start *** beginEffect controlDestination Volume controlSource Extern #map<Engine::Rpm> envelope Ramp param 0.6 param 1 param 0 param 1 endEffect *** Distance Volume *** beginEffect controlDestination Volume controlSource Distance envelope Ramp param 30 param 180 param 1 param -1 endEffect *** Engine stop *** beginEffect controlDestination Volume controlSource TimeRelease envelope Ramp param 0 param 0.2 param 1 param -1 endEffect And the directory structure is explained in this topic. viewtopic.php?t=2331 All wav files i have "created" to be able to play in-game are included in the rfa file . These are original sounds from the airwolf series website |
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