Change firing sound
6 replies



04.08.14 08:49:23 am
There is any way to change the bow behavior firing sound?
Sorry, I am not good with scripts (I understand and I can edit, but "create" scripts is another stuff).
Thank you.
Sorry, I am not good with scripts (I understand and I can edit, but "create" scripts is another stuff).
Thank you.
*Hello*
no, I dont think this is possible with just scripts normally.
what might work though is to replace the bow sound in the sfx folder with an empty sound file and "override" the sound for every item which uses the bow behaviour by hand by using the
play command.
what might work though is to replace the bow sound in the sfx folder with an empty sound file and "override" the sound for every item which uses the bow behaviour by hand by using the

Oh, I'm sorry, what I tried to say:
Bow
name=Bow
id=...
behavior=bow
//Bow default shooting sound
My crazy gun
name=Wunnderwaffe MM-118
id=...
behavior=bow
//my weapon sound
do you understand? I want to change just for my weapon.
Bow
name=Bow
id=...
behavior=bow
//Bow default shooting sound
My crazy gun
name=Wunnderwaffe MM-118
id=...
behavior=bow
//my weapon sound
do you understand? I want to change just for my weapon.
*Hello*
well, since there is no definition line for a firing sound I'm pretty sure that this is tied to the behaviour.
thus to change the sound you would have to either pick a different behaviour (see here for reference, scroll down to "item beaviours") or do what I described above.
obviously you'd have to make the script play the old sound for the weapons which are supposed to keep the old sound and play your new sound for your own weapon.
thus to change the sound you would have to either pick a different behaviour (see here for reference, scroll down to "item beaviours") or do what I described above.
obviously you'd have to make the script play the old sound for the weapons which are supposed to keep the old sound and play your new sound for your own weapon.
this is from the game itself (not my code)
and this is a tweaked version
pretty basic really =]
Code:
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### Shotgun
id=110
name=Shotgun
group=weapon
icon=gfx\shotgun.bmp
model=gfx\shotgun.b3d
scale=0.335
behaviour=gun
range=120
rate=800
mat=metal
weight=2500
info=this gun causes a lot of damage but it has only a very small range
damage=10
healthchange=0
script=start
on:attack1 {
if (gety("unit",1)<-15){
skipevent;
speech "negative";
}else{
if (playergotitem(29)>0) { play "shotgun.wav"; }
}
}
on:impact {
$tmp=impact_class();
$tmp2=impact_id();
//+100 Bonus Damage on Flesh
if (compare_material($tmp,$tmp2,"flesh")==1){
damage $tmp,$tmp2,100;
//+100 Bonus Damage on Fruit
} elseif (compare_material($tmp,$tmp2,"fruit")==1){
damage $tmp,$tmp2,100;
//+200 Bonus Damage on Glass
} elseif (compare_material($tmp,$tmp2,"glass")==1){
damage $tmp,$tmp2,200;
}
freevar $tmp;
freevar $tmp2;
}
on:inhand {
play "crack1.wav";
}
on:noammo {
speech "negative";
msg "No ammo!",3;
}
script=end
id=110
name=Shotgun
group=weapon
icon=gfx\shotgun.bmp
model=gfx\shotgun.b3d
scale=0.335
behaviour=gun
range=120
rate=800
mat=metal
weight=2500
info=this gun causes a lot of damage but it has only a very small range
damage=10
healthchange=0
script=start
on:attack1 {
if (gety("unit",1)<-15){
skipevent;
speech "negative";
}else{
if (playergotitem(29)>0) { play "shotgun.wav"; }
}
}
on:impact {
$tmp=impact_class();
$tmp2=impact_id();
//+100 Bonus Damage on Flesh
if (compare_material($tmp,$tmp2,"flesh")==1){
damage $tmp,$tmp2,100;
//+100 Bonus Damage on Fruit
} elseif (compare_material($tmp,$tmp2,"fruit")==1){
damage $tmp,$tmp2,100;
//+200 Bonus Damage on Glass
} elseif (compare_material($tmp,$tmp2,"glass")==1){
damage $tmp,$tmp2,200;
}
freevar $tmp;
freevar $tmp2;
}
on:inhand {
play "crack1.wav";
}
on:noammo {
speech "negative";
msg "No ammo!",3;
}
script=end
and this is a tweaked version
Code:
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### my gun
id=...
name=my gun
group=weapon
icon=gfx\mygun.bmp
model=gfx\mygun.b3d
scale=0.335
behaviour=gun
range=120
rate=800
mat=metal
weight=2500
info=this gun causes a lot of damage but it has only a very small range
damage=10
healthchange=0
script=start
on:attack1 {
if (gety("unit",1)<-15){
skipevent;
speech "negative";
}else{
if (playergotitem(29)>0) { play "mygun.wav"; }
}
}
on:impact {
$tmp=impact_class();
$tmp2=impact_id();
//+100 Bonus Damage on Flesh
if (compare_material($tmp,$tmp2,"flesh")==1){
damage $tmp,$tmp2,100;
//+100 Bonus Damage on Fruit
} elseif (compare_material($tmp,$tmp2,"fruit")==1){
damage $tmp,$tmp2,100;
//+200 Bonus Damage on Glass
} elseif (compare_material($tmp,$tmp2,"glass")==1){
damage $tmp,$tmp2,200;
}
freevar $tmp;
freevar $tmp2;
}
on:inhand {
play "crack1.wav";
}
on:noammo {
speech "negative";
msg "No ammo!",3;
}
script=end
id=...
name=my gun
group=weapon
icon=gfx\mygun.bmp
model=gfx\mygun.b3d
scale=0.335
behaviour=gun
range=120
rate=800
mat=metal
weight=2500
info=this gun causes a lot of damage but it has only a very small range
damage=10
healthchange=0
script=start
on:attack1 {
if (gety("unit",1)<-15){
skipevent;
speech "negative";
}else{
if (playergotitem(29)>0) { play "mygun.wav"; }
}
}
on:impact {
$tmp=impact_class();
$tmp2=impact_id();
//+100 Bonus Damage on Flesh
if (compare_material($tmp,$tmp2,"flesh")==1){
damage $tmp,$tmp2,100;
//+100 Bonus Damage on Fruit
} elseif (compare_material($tmp,$tmp2,"fruit")==1){
damage $tmp,$tmp2,100;
//+200 Bonus Damage on Glass
} elseif (compare_material($tmp,$tmp2,"glass")==1){
damage $tmp,$tmp2,200;
}
freevar $tmp;
freevar $tmp2;
}
on:inhand {
play "crack1.wav";
}
on:noammo {
speech "negative";
msg "No ammo!",3;
}
script=end
pretty basic really =]



