how to embed sounds so that when you click on blintz is lowe

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Petas
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how to embed sounds so that when you click on blintz is lowe

Post by Petas »

How to embed sounds so that when you click on blintz is lowered?
:PB :PB :PB


---------------------------Configuration File-------------------------------------------------------------------

Code: Select all

///////////////////////////////////////////////////////////////////////////////
//
// Pandemic Studios
//


// UNIT
CreateObjectType("Blintz", "Unit")
{
  GameObj()
  {
    ThinkInterval(1);
    IdleTask("Tasks::UnitIdle");
    Properties()
    {
      Add("Filter::Army");
      Add("Filter::Mechanical");
      Add("Filter::Unit");
      Add("Client::FacilityBar");
      Add("Client::NoGroupSelect");
    }
  }

  MapObj()
  {
    GodFile("army_blintz.god");
    PhysicsModel("Vehicle");
    TractionType("vehicle");

    ReticleType("Vehicle");

    ArmourClass("vehicle");
    HitPoints(500);

    TypeDisplay()
    {
      Image()
      {
        Image("if_game_portraits-Blintz.tga", 0, 168, 42, 42);
        Mode("Centre");
      }
    }
    GenericFX()
    {
      Add("MapObj::Health::Low", "damage.bulldozer");
      Add("MapObj::Death", "death.vehicle-large");
      Add("Restore::Target::Process", "restore-small");
      Add("MapObj::AddToMap2", "restore-small-puff");
    }
  }

  UnitObj()
  {
    TopSpeed(45);
    TurnSpeed(540);

    SeeingRange(57);
    MoveIntoRange(80);


    Constructor("army.building.hq1");
    ConstructionTime(20);
    CreateSource("resource.blob.vehicle1");
    CommandCost(1);
    ResourceCost()
    {
      Add("Plastic", 250);
      Add("Electricity", 0);
    }
    Prereqs()
    {
      Add("army.building.hq1");
    }
  }
}
Last edited by TommyCD1 on Thu Oct 31, 2019 9:02 am, edited 1 time in total.
Reason: Added code tags
I'm not saying I have good maps and that I'm a great player. I'm giving into that the most of my time.
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Re: how to embed sounds so that when you click on blintz is

Post by TommyCD1 »

Code: Select all

///////////////////////////////////////////////////////////////////////////////
//
// Pandemic Studios
//


// UNIT
CreateObjectType("Blintz", "Unit")
{
  GameObj()
  {
    ThinkInterval(1);
    IdleTask("Tasks::UnitIdle");
    Properties()
    {
      Add("Filter::Army");
      Add("Filter::Mechanical");
      Add("Filter::Unit");
      Add("Client::FacilityBar");
      Add("Client::NoGroupSelect");
    }
  }

  MapObj()
  {
    GodFile("army_blintz.god");
    PhysicsModel("Vehicle");
    TractionType("vehicle");

    ReticleType("Vehicle");

    ArmourClass("vehicle");
    HitPoints(500);

    TypeDisplay()
    {
    Image()
      {
        Image("if_game_portraits-Blintz.tga", 0, 168, 42, 42);
        Mode("Centre");
      }
    }
    GenericFX()
    {
      Add("MapObj::Health::Low", "damage.bulldozer");
      Add("MapObj::Death", "death.vehicle-large");
      Add("Restore::Target::Process", "restore-small");
      Add("MapObj::AddToMap2", "restore-small-puff");
    }
  }

  UnitObj()
  {
    TopSpeed(45);
    TurnSpeed(540);

    SeeingRange(57);
    MoveIntoRange(80);

    ResponseEvents() // This is where your sound clips go.
    {
      Add("Attack") // These are the sounds your unit will say when you tell them to attack something.
      {
        Add("sound.wav");
      }
      Add("Attacked") // These are the sounds your unit will say when they are attacked.
      {
        Add("sound.wav");
      }
      Add("Move") // These are the sounds your unit will say when you move them.
      {
        Add("sound.wav");
      }
      Add("Select") // These are the sounds your unit will say when you select them.
      {
        Add("sound.wav");
      }
      Add("Spotted") // These are the sounds your unit will say when they see an enemy.
      {
        Add("sound.wav");
      }
    }

    Constructor("army.building.hq1");
    ConstructionTime(20);
    CreateSource("resource.blob.vehicle1");
    CommandCost(1);
    ResourceCost()
    {
      Add("Plastic", 250);
      Add("Electricity", 0);
    }
    Prereqs()
    {
      Add("army.building.hq1");
    }
  }
}

Code: Select all

    ResponseEvents() // This is where your sound clips go.
    {
      Add("Attack") // These are the sounds your unit will say when you tell them to attack something.
      {
        Add("sound.wav");
      }
      Add("Attacked") // These are the sounds your unit will say when they are attacked.
      {
        Add("sound.wav");
      }
      Add("Move") // These are the sounds your unit will say when you move them.
      {
        Add("sound.wav");
      }
      Add("Select") // These are the sounds your unit will say when you select them.
      {
        Add("sound.wav");
      }
      Add("Spotted") // These are the sounds your unit will say when they see an enemy.
      {
        Add("sound.wav");
      }
    }
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
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GameRanger ID: 913974
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Petas
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Re: how to embed sounds so that when you click on blintz is

Post by Petas »

Thanks :D
I'm not saying I have good maps and that I'm a great player. I'm giving into that the most of my time.
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
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Re: how to embed sounds so that when you click on blintz is

Post by Kennedy »

Code: Select all

///////////////////////////////////////////////////////////////////////////////
//
// Pandemic Studios
//


// UNIT
CreateObjectType("Blintz", "Unit")
{
GameObj()
{
ThinkInterval(1);
IdleTask("Tasks::UnitIdle");
Properties()
{
Add("Filter::Army");
Add("Filter::Mechanical");
Add("Filter::Unit");
Add("Client::FacilityBar");
Add("Client::NoGroupSelect");
}
}

MapObj()
{
GodFile("army_blintz.god");
PhysicsModel("Vehicle");
TractionType("vehicle");

ReticleType("Vehicle");

ArmourClass("vehicle");
HitPoints(500);

TypeDisplay()
{
Image()
{
Image("if_game_portraits-Blintz.tga", 0, 168, 42, 42);
Mode("Centre");
}
}
GenericFX()
{
Add("MapObj::Health::Low", "damage.bulldozer");
Add("MapObj::Death", "death.vehicle-large");
Add("Restore::Target::Process", "restore-small");
Add("MapObj::AddToMap2", "restore-small-puff");
}
}

UnitObj()
{
TopSpeed(45);
TurnSpeed(540);

SeeingRange(57);
MoveIntoRange(80);


Constructor("army.building.hq1");
ConstructionTime(20);
CreateSource("resource.blob.vehicle1");
CommandCost(1);
Resou
for change speed edit the Top Speed. like this:

Code: Select all

///////////////////////////////////////////////////////////////////////////////
//
// Pandemic Studios
//


// UNIT
CreateObjectType("Blintz", "Unit")
{
GameObj()
{
ThinkInterval(1);
IdleTask("Tasks::UnitIdle");
Properties()
{
Add("Filter::Army");
Add("Filter::Mechanical");
Add("Filter::Unit");
Add("Client::FacilityBar");
Add("Client::NoGroupSelect");
}
}

MapObj()
{
GodFile("army_blintz.god");
PhysicsModel("Vehicle");
TractionType("vehicle");

ReticleType("Vehicle");

ArmourClass("vehicle");
HitPoints(500);

TypeDisplay()
{
Image()
{
Image("if_game_portraits-Blintz.tga", 0, 168, 42, 42);
Mode("Centre");
}
}
GenericFX()
{
Add("MapObj::Health::Low", "damage.bulldozer");
Add("MapObj::Death", "death.vehicle-large");
Add("Restore::Target::Process", "restore-small");
Add("MapObj::AddToMap2", "restore-small-puff");
}
}

UnitObj()
{
TopSpeed(80);  <-------HERE
TurnSpeed(540);

SeeingRange(57);
MoveIntoRange(80);


Constructor("army.building.hq1");
ConstructionTime(20);
CreateSource("resource.blob.vehicle1");
CommandCost(1);
Resou
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