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Thread: mounted gunners

  1. #1

    Default mounted gunners

    i have moded the musketeers on horse back they worked fine and work like the camel gunners but on horses. but there is a small problem when the start to fire their gun you will hear a gun shot as well as a arrow shot on the back ground. how do i get rid of the arrow fire sound

    btw i use the french mounted arch.

  2. #2

    Default Re: mounted gunners

    found this in the search and bumping it because I have the same problem.... anyone know how to fix this?


    "Close your eyes, Pray for Plagues"

  3. #3
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: mounted gunners

    It is most likely connected with the evt file that is referred to in the descr_skeletons file. I assum eit is this line:

    Code:
    anim        attack_missile_release            data/animations/MTW2_Musket/MTW2_Musket_attack_missile_release.cas            -fr        -id:0.0, 1.5, 1.0    -if:3,     -evt:data/animations/MTW2_Musket/MTW2_Musket_attack_missile_release.evt










  4. #4

    Default Re: mounted gunners

    So, how do you fix it? I'm experiencing the same type of bugs.
    Son of PW

  5. #5

    Default Re: mounted gunners

    Comment out the .evt part and re-build the anim packs.

  6. #6

    Default Re: mounted gunners

    where's the descr_skeletons file at? I don't think I've seen that file before.


    "Close your eyes, Pray for Plagues"

  7. #7

    Default Re: mounted gunners

    Quote Originally Posted by jetlee81 View Post
    i have moded the musketeers on horse back they worked fine and work like the camel gunners but on horses. but there is a small problem when the start to fire their gun you will hear a gun shot as well as a arrow shot on the back ground. how do i get rid of the arrow fire sound

    btw i use the french mounted arch.
    Quote Originally Posted by PrayForPlagues View Post
    found this in the search and bumping it because I have the same problem.... anyone know how to fix this?
    Quote Originally Posted by Theodotos I View Post
    So, how do you fix it? I'm experiencing the same type of bugs.
    Have no fear my TWbrothers the sound master is hear.
    Ok serious mode activated.
    U see guys if we are hearing in correct or double sounds then the main reason behind that is, mounted gunners or any type of gunners are specified under the category of missile in their EDU entries. So when u make a new gunner unit say for eg "abcxy" we hear a gunshot coz of the animation and a missile arrow fire coz we are missing something.

    This is entirely a sound problem and has nothing to do with animations. All u need to do is add the new gun type unit in the descr_sounds_units_fire.txt file, rebuild the sound events and voila. baby.

    Like by default the entry of this file (descr_sounds_units_fire.txt) goes like this(the spoiler) and i have to add a new unit that is a Gunner(for eg.abcxy) and a Mounted gunner(for eg.abcxy2) so just do this and problem is solved.
    Spoiler Alert, click show to read: 
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;; INFANTRY GUNNERS ;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    type Cossack Musketeers, Arquebusiers, Musketeers, Hand Gunners, Portuguese Arquebusiers, Mercenary Arquebusiers, Janissary Musketeers, ME Hand Gunners, Sudanese Gunners, abc_xy


    stage ready
    event lod 5
    folder data/sounds/SFX/Group/Missile/Muskets


    end
    event lod 15
    folder data/sounds/SFX/Group/Missile/Muskets


    end
    event lod 25
    folder data/sounds/SFX/Group/Missile/Muskets


    end



    stage aim
    event lod 5
    folder data/sounds/SFX/Group/Missile/Muskets


    end
    event lod 15
    folder data/sounds/SFX/Group/Missile/Muskets

    end
    event lod 25
    folder data/sounds/SFX/Group/Missile/Muskets


    end



    stage fire
    event lod 5 volume 0 mindist 20 effect_level 0
    folder data/sounds/SFX/Group/Missile/Muskets
    musket_group_fire_distant_small_01
    musket_group_fire_distant_small_02
    musket_group_fire_distant_small_03
    end

    event lod 15 volume 0 mindist 20 effect_level 0
    folder data/sounds/SFX/Group/Missile/Muskets
    musket_group_fire_distant_medium_01
    musket_group_fire_distant_medium_02
    musket_group_fire_distant_medium_03
    end

    event lod 25 mindist 20 effect_level 0
    folder data/sounds/SFX/Group/Missile/Muskets
    musket_group_fire_distant_large_01
    musket_group_fire_distant_large_02
    musket_group_fire_distant_large_03

    end





    ;;;;;;;;;;;;;; CAVALRY GUNNERS ;;;;;;;;;;;;;;;;;;;;;


    type Elephants, Elephants Mercs, Reiters, Camel Gunners, abc_xy2

    stage ready
    event lod 5 mindist 6
    folder data/sounds/SFX/Group/Missile/Muskets


    end
    event lod 15 mindist 6
    folder data/sounds/SFX/Group/Missile/Muskets


    end
    event lod 25 mindist 6
    folder data/sounds/SFX/Group/Missile/Muskets


    end



    stage aim
    event lod 5 mindist 6
    folder data/sounds/SFX/Group/Missile/Muskets


    end
    event lod 15 mindist 6
    folder data/sounds/SFX/Group/Missile/Muskets

    end
    event lod 25 mindist 6
    folder data/sounds/SFX/Group/Missile/Muskets


    end



    stage fire
    event lod 5 volume 0 mindist 20 effect_level 0
    folder data/sounds/SFX/Group/Missile/Muskets
    musket_group_fire_distant_small_01
    musket_group_fire_distant_small_02
    musket_group_fire_distant_small_03
    end

    event lod 15 volume 0 mindist 20 effect_level 0
    folder data/sounds/SFX/Group/Missile/Muskets
    musket_group_fire_distant_medium_01
    musket_group_fire_distant_medium_02
    musket_group_fire_distant_medium_03
    end

    event lod 25 mindist 20 effect_level 0
    folder data/sounds/SFX/Group/Missile/Muskets
    musket_group_fire_distant_large_01
    musket_group_fire_distant_large_02
    musket_group_fire_distant_large_03

    end

    All hail to the sound revolution.
    Last edited by Ishan; July 25, 2010 at 12:48 AM.

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