I have created a custom shield impact sound effect called "com_sfx_shield_sound2" when blaster bolts hit the shield from the shield dispenser.
But when I shoot the shield the blaster won't play the new sound but instead plays the standard sfx when the bolt hits the ground.
I changed this line in my com_weap_inf_rifle.odf:
ImpactEffectShield = "com_sfx_shield_sound2"
I also have no other soundeffects in the child odfs.
The world also loads my sound file.
Does anybody know what it could be?
Shield sound won't apply [Solved]
Moderator: Moderators
- Benoz
- Corporal
- Posts: 140
- Joined: Tue May 28, 2013 12:34 pm
- Projects :: Clone Wars Era Mod Version 2
- xbox live or psn: No gamertag set
- Location: Germany
Shield sound won't apply [Solved]
Last edited by Benoz on Thu Dec 06, 2018 5:13 pm, edited 1 time in total.
- Delta-1035
- Sith Master
- Posts: 2651
- Joined: Mon Aug 04, 2008 10:32 am
- Projects :: TOR GCWII GCW1035 BF1035
- xbox live or psn: Johnny_Sciroppo
- Location: Pizza Land
Re: Shield sound won't apply
This line is for the impact effect, not for the sound. I don't think you can setup different sounds for different impacts.The66Order66 wrote:ImpactEffectShield = "com_sfx_shield_sound2"
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Shield sound won't apply
You can set a sound cue for a particle emitter to play. See here: http://www.secretsociety.com/forum/down ... dhooks.txtDelta-1035 wrote:This line is for the impact effect, not for the sound. I don't think you can setup different sounds for different impacts.
Code: Select all
*******************************************************************************
*******************************************************************************
FX (particle effects)
===============================================================================
It is possible to attach an ambient sound to a particle effect. This is
performed by modifying the SoundName("soundPropertyID") property of the
ParticleEmitter() section in an .fx file. For example...
ParticleEmitter("BlackSmoke")
{
MaxParticles(20000.0000,20000.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.5000, 0.5000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
SoundName("com_amb_heavyfire");
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
<...snip...>
- Benoz
- Corporal
- Posts: 140
- Joined: Tue May 28, 2013 12:34 pm
- Projects :: Clone Wars Era Mod Version 2
- xbox live or psn: No gamertag set
- Location: Germany
Re: Shield sound won't apply
It's still not working.
I added this line in my weapon_ord.odf
ImpactEffectShield = "com_sfx_shieldimpact_sm"
and I linked my custom sound to the effect. There's nothing wrong with the sound implementing to the map as I already use custom sounds.
There must be something wrong with the deployable shield object. It's labeled as ClassLabel = shield.
Do you know where I can inspect the propeties of the class labels?
EDIT
Nvm, the sound was just to quiet. Topic solved
I added this line in my weapon_ord.odf
ImpactEffectShield = "com_sfx_shieldimpact_sm"
and I linked my custom sound to the effect. There's nothing wrong with the sound implementing to the map as I already use custom sounds.
There must be something wrong with the deployable shield object. It's labeled as ClassLabel = shield.
Do you know where I can inspect the propeties of the class labels?
EDIT
Nvm, the sound was just to quiet. Topic solved