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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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