add sound JDA Striker Help me
Posted: Wed Mar 04, 2015 6:38 am
Hi, does anyone know why it's just me in the explosion sound and no sound when firing?
My configuration code here
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the sound is simply not play even though I have it anyway named
My configuration code here
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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