add sound JDA Striker Help me

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Petas
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add sound JDA Striker Help me

Post by Petas »

Hi, does anyone know why it's just me in the explosion sound and no sound when firing? :PB idk

My configuration code here
______________________Code______________________________________

Code: Select all

///////////////////////////////////////////////////////////////////////////////
//   
// Pandemic Studios Dark Reign 2
//
//

//#include "fx_army_unit_chopper.cfg"
//#include "fx_chopperblades.cfg"

// UNIT
CreateObjectType("Striker", "Unit")
{
  GameObj()
  {
    ThinkInterval(1);
    IdleTask("Tasks::UnitIdle");
    Properties()
    {
      Add("Filter::Weapon");
      Add("Filter::Army");
      Add("Filter::MechanicalFlyer");
      Add("Filter::Unit");
    }
  }
  MapObj()
  {
    GodFile("jda_striker.god");
    PhysicsModel("Flyer");
    TractionType("ground", "flyer");

    ReticleType("Vehicle");

    ArmourClass("flyer");
    HitPoints(1600);

    TypeDisplay()
    {
      Image()
      {
        Image("jda_units_5.tga", 64, 0, 64, 64);
        Mode("Centre");
      }
    }
    GenericFX()
    {
      Add("Weapon::Fire", "jda.weapon.striker");
      Add("MapObj::Health::Low", "damage.chopper");
      Add("Restore::Target::Process", "restore-small");
      Add("MapObj::AddToMap2", "restore-small-puff");
      Add("UnitObj::Engine", "water.chopper.ripple");
    }
  }

  UnitObj()
  {
    TopSpeed(99);
    TurnSpeed(540);
    Altitude(3, 18);

    SeeingRange(65);

    ResponseEvents()
    {
      Add("Attack")
      {
        Add("jda.unit.artillery_attack-0.wav");
        Add("jda.unit.artillery_attack-1.wav");
      }
      Add("Attacked")
      {
        Add("jda.unit.artillery_attacked-0.wav");
        
      }
      Add("Move")
      {
        Add("jda.unit.artillery_move-0.wav");
        Add("jda.unit.artillery_move-1.wav");
        Add("jda.unit.artillery_move-2.wav");
		Add("jda.unit.artillery_move-3.wav");
      }
      Add("Select")
      {
        Add("jda.unit.artillery_select-0.wav");
        Add("jda.unit.artillery_select-1.wav");
        Add("jda.unit.artillery_select-2.wav");
		Add("jda.unit.artillery_select-3.wav");
      }
      Add("Spotted")
      {
        Add("jda.unit.artillery_spotted-0.wav");
      }
    }

    Constructor("army.building.hq1");
    ConstructionTime(10);
    CreateSource("resource.blob.vehicle1");
    CommandCost(1);
    ResourceCost()
    {
      Add("Plastic", 250);
      Add("Electricity", 150);
    }
    Prereqs()
    {
      Add("army.building.hq1");
    }

      Weapon("jda.weapon.striker");
  }
}

//
// WEAPON DEFINITION
//
CreateWeaponType("jda.weapon.striker")
{
  Style("Projectile");
  MaxRange(72);

  HorizAngle(90);
  HorizSeparation(180);
  VertAngle(90);
  VertSeparation(35);
  TurnRate(90);
  LeadAngle(1);

  Damage()
  {
    Amount(100);

    Effective("infantry", 100%);
    Effective("vehicle", 80%);
    Effective("structure", 90%);
    Effective("flyer", 80%);
    Effective("mine", 100%);
  }

  Delay(1.0);
  Speed(400);
  Projectile("jda.proj.striker");
}

//
// PROJECTILE DEFINITION
//
CreateObjectType("jda.proj.striker", "Projectile")
{
  MapObj()
  {
    Mesh();

    GenericFX()
    {
      Add("ProjectileObj::Trail", "jda.fx.striker.proj");
      Add("ProjectileObj::Hit", "jda.fx.striker.exp");
    }
  }

  ProjectileObj()
  {
    ProjectileModel("GuidedTrajectory");
    HomingRate(90);
    TopSpeed(400);
  }
}

//
// WEAPON LAUNCH EFFECT
//
CreateEffectType("jda.fx.striker.fire")
{
  Sound()
  {
    File("large explosion.WAV");
    Priority(2);
    MinDistance(5);
    MaxDistance(150);
  }
  Particles()
  {
    Add()
    {
      Particle("jda.fx.striker.fire");
      Point("HP-FIRE");
    }
    Add()
    {
      Particle("jda.fx.striker.fire");
      Point("HP-FIRE02");
    }
    Add()
    {
      Particle("jda.fx.striker.fire");
      Point("HP-FIRE03");
    }
  }
}



//
// PROJECTILE TRAIL EFFECT
//
CreateEffectType("jda.fx.striker.proj")
{
  Sound();
  Particles()
  {
    Add(1)
    {
      Particle("jda.fx.striker.proj-flare");
      SingleParticle(1);
      Destroy(1);
    }
    Add(1)
    {
      Particle("jda.fx.striker.proj-trail");
      SingleParticle(1);
      Destroy(1);
    }
  }
}

//
// PROJECTILE EXPLOSION EFFECT
//
CreateEffectType("jda.fx.striker.exp")
{
  Sound()
  {
    File("blaster.WAV");
    Priority(2);
    MinDistance(5);

    MaxDistance(150);
  }
  Particles()
  {
    Add(1)
    {
      Particle("jda.fx.striker.exp-core");
    }
    Add(1)
    {
      Particle("jda.fx.striker.exp-glow");
    }
	  Add(10)
	  {
      Particle("jda.fx.striker.exp-spark");
	    VelocityPosition(5, 5, 5);
	    Random(1.0, 1.0, 1.0);
	  }
	  Add(5)
	  {
      Particle("jda.fx.striker.exp-smoke");
	    VelocityPosition(1, 1, 1);
	    Random(1.0, 1.0, 1.0);
	  }
  }
}

//
// WEAPON PARTICLES
//
CreateParticleType("jda.fx.striker.fire", "Particle")
{
  lifeTime(0.5);
  RenderBase("jda.fx.striker.fire");
}
CreateParticleRenderType("jda.fx.striker.fire", "Sprite")
{
  TextureName("MUZZLE.tga");
  TextureBlend("srcalpha one modulatealpha");
  StartColor(255, 255, 255, 255);
  FinishColor(0, 127, 255, 0);
  StartRadius(5.0);
  FinishRadius(0.0);

  Sorting( "Light");
}


//
// PROJECTILE FLARE PARTICLE
//
CreateParticleType("jda.fx.striker.proj-flare", "Particle")
{
  MakeUnderFog(1);

  lifeTime(0);
  Priority(.74);  // lowest priority that doesn't go away

  RenderBase("jda.fx.striker.proj-flare");
}
CreateParticleRenderType("jda.fx.striker.proj-flare", "Sprite")
{
  TextureName("energyflare.tga");
  TextureBlend("srcalpha one modulatealpha");
  StartColor(80, 150, 255, 225);
  FinishColor(80, 150, 255, 225);
  StartRadius(1);
  FinishRadius(1);

  Sorting( "Light");
}

//
// PROJECTILE TRAIL PARTICLE
//
CreateParticleType("jda.fx.striker.proj-trail", "Particle")
{
  MakeUnderFog(1);

  lifeTime(0);
  RenderBase("jda.fx.striker.proj-trail");
}
CreateParticleRenderType("jda.fx.striker.proj-trail", "Trail")
{
  TextureName("bolt.tga");
  TextureBlend("srcalpha one modulatealpha");
  StartColor(0, 255, 255, 127);
  FinishColor(0, 0, 255, 0);
  StartRadius(0.5);
  FinishRadius(0.0);

  AnimRate(2.2);
  Decay(.2);

  Sorting( "Flame", 0);
}

//
// EXPLOSION CORE PARTICLE
//
CreateParticleType("jda.fx.striker.exp-core", "Particle")
{
  lifeTime(0.5);
  Priority(.74);  // lowest priority that doesn't go away

  RenderBase("jda.fx.striker.exp-core");
}
CreateParticleRenderType("jda.fx.striker.exp-core", "Sprite")
{
  TextureName("exploder.tga");
  TextureBlend("modulate");
  StartColor(255, 255, 0, 255);
  FinishColor(255, 0, 0, 0);
  StartRadius(1.0);
  FinishRadius(5.0);

  Sorting( "Flame", 1);
}

//
// EXPLOSION GLOW PARTICLE
//
CreateParticleType("jda.fx.striker.exp-glow", "Particle")
{
  lifeTime(1.0);
  Priority(.74);  // lowest priority that doesn't go away

  RenderBase("jda.fx.striker.exp-glow");
}
CreateParticleRenderType("jda.fx.striker.exp-glow", "Sprite")
{
  TextureName("lightflare.tga");
  TextureBlend("srcalpha one modulatealpha");
  StartColor(255, 255, 255, 255);
  FinishColor(255, 63, 0, 0);
  StartRadius(5.0);
  FinishRadius(1.0);

  Sorting( "Light", 1);
}

//
// EXPLOSION SPARK PARTICLE
//
CreateParticleType("jda.fx.striker.exp-spark", "Particle")
{
  lifeTime(0.6);
  Priority(1.5);  // disappear at medium detail

  RenderBase("jda.fx.striker.exp-spark");
}
CreateParticleRenderType("jda.fx.striker.exp-spark", "Sprite")
{
  TextureName("lightflare.tga");
  TextureBlend("srcalpha one modulatealpha");
  StartColor(255, 255, 0, 255);
  FinishColor(255, 0, 0, 0);
  StartRadius(1.0);
  FinishRadius(0.0);

  Decay(0.5);

  Sorting( "Flame", 2);
}

//
// EXPLOSION SMOKE PARTICLE
//
CreateParticleType("jda.fx.striker.exp-smoke", "Particle")
{
  lifeTime(1.5);
  RenderBase("jda.fx.striker.exp-smoke");
}
CreateParticleRenderType("jda.fx.striker.exp-smoke", "Sprite")
{
  TextureName("puff.tga");
  TextureBlend("srcalpha invsrcalpha modulatealpha");
  StartColor(15, 15, 15, 127);
  FinishColor(0, 0, 0, 0);
  StartRadius(0.5);
  FinishRadius(3.0);

  Sorting( "Smoke");
}
_____________________________________________
the sound is simply not play even though I have it anyway named :-(( idk
Last edited by TommyCD1 on Thu Oct 31, 2019 9:25 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.
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
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TommyCD1
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Re: add sound JDA Striker Help me

Post by TommyCD1 »

You need to include the "large explosion.wav" file in the mission.
Attachments
large explosion.7z
(66.87 KiB) Downloaded 97 times
large explosion.7z
(66.87 KiB) Downloaded 97 times
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
User avatar
Petas
Map Maker
Map Maker
Posts: 563
Joined: Tue Jan 06, 2015 1:34 pm
Location: Czech Republic
Contact:
Czech Republic

Re: add sound JDA Striker Help me

Post by Petas »

well thanks =D>
Last edited by TommyCD1 on Thu Oct 31, 2019 9:27 am, edited 1 time in total.
Reason: Removed unnecessary quote w/ dead link
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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