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Thread: How to attach musket sounds to a new weapon/projectiles ?

  1. #1
    Decanus
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    Default How to attach musket sounds to a new weapon/projectiles ?

    Ok, I've created a new projectile in projectiles_tables 'blunderbuss' It works perfect in game exept one thing - there are no musket sounds when unit fires. This is a problem. What should we do to attach sounds to new weapons? Any ideas?

  2. #2

    Default Re: How to attach musket sounds to a new weapon/projectiles ?

    I always assumed it was the third to last column in the projectiles table, but after taking a closer look, the sounds don't seem to be referenced in the projectiles table at all. Hmm. I'm guessing it must be the other way round, i.e the projectiles are referenced by the sound files :S

  3. #3

    Default Re: How to attach musket sounds to a new weapon/projectiles ?

    Possibly it's a column in units or unit_stats_land?

  4. #4

    Default Re: How to attach musket sounds to a new weapon/projectiles ?

    Could be. Looking at some of the animation files, I'm beginning to think that the sounds are chosen by the animation. I'm looking at sounds_animation_trigger.pack here.

  5. #5
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default Re: How to attach musket sounds to a new weapon/projectiles ?

    Quote Originally Posted by LtChambers View Post
    Possibly it's a column in units or unit_stats_land?

    LT is correct - it is one of the columns in units_stats_land - I will post which one when I get home to look.
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  6. #6
    Decanus
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    Default Re: How to attach musket sounds to a new weapon/projectiles ?

    no clue yet?

  7. #7

    Default Re: How to attach musket sounds to a new weapon/projectiles ?

    Quote Originally Posted by l33tl4m3r View Post
    LT is correct - it is one of the columns in units_stats_land - I will post which one when I get home to look.
    I doubt it.
    Using HellFell's blunderbuss unit, I just changed Projectile ID to another, and then tested it.
    They fired with sound, but their entire projectile characteristics also had changed to the new projectile.
    I agree with Flobulon- I think projectiles are referenced by sound files.
    I looked at sounds.pack\sounds\sound_bank_projectile_fire.xml, but I can't make sense of it.

  8. #8
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    Icon3 Re: How to attach musket sounds to a new weapon/projectiles ?

    Quote Originally Posted by HellFell View Post
    Ok, I've created a new projectile in projectiles_tables 'blunderbuss' It works perfect in game exept one thing - there are no musket sounds when unit fires. This is a problem. What should we do to attach sounds to new weapons? Any ideas?
    open this file:
    data(folder)/sound.pack/sound_bank_projectile_fire.xml

    there're two categories your MUST refers!!
    gun_type:
    airgun,camel_gun,cannon,fougasse_basic,fougasse_improved,grenade_launched,grenade,howitzer,mortar,musket_breech,musket_carbine,musket_flintlock,musket_matchlock,musket,naval_mortar,pistol,puckle,rockets_naval,rockets,none,

    shot_type:
    round_shot,explosive_shell,percussive_shell,canister,shrapnel,carcass,quicklime,chain,grape,hot_shot,rocket,fragment,bullet,air_pellet,fougasse,arrow,javelin,throwing_axe,chakkar_ring,grenade,improved_grenade,grappling_hook,rifled_naval_cannon,improved_grape,

    for example:
    my projectile ID: musket_breech_custom (you justmatch it from gun_type:musket_breech)
    second column on projectiles_tables: bullet (this is shot_type)
    look for this on file and match it with your mod
    <sound_bank_event sound_event_name ="GUN_MusketBreechLoader">
    <gun_type>musket_breech</gun_type>
    <shot_type>bullet</shot_type>
    </sound_bank_event>

    just for your information the code "GUN_MusketBreechLoader" is connected to
    data(folder)/patch.pack/sounds/events/sound_events_weapons.csv

    so, in other way you just make a new projectile based on data on that file with addition custom name behind it.
    that's all what i found yet..
    as far it works on mine, hope it works too on yours..
    Last edited by martelor; June 25, 2011 at 02:25 PM.

  9. #9

    Default Re: How to attach musket sounds to a new weapon/projectiles ?

    Just today i found that it looks like rifled_naval_canon and improved_grape doesnt have sound attached with them, at least when i enable them in projectile file (Yes, they are not enabled in vanilla file btw...) firing guns make no "boom" sound,but just clicking sound (i'm guessing its for flintlock mechanism)

    Any idea how to fix that?

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