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Launch sound http://px.worms2d.info/forum/viewtopic.php?f=16&t=263 |
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Author: | m0b0ss [ Fri Aug 19, 2011 3:18 pm ] |
Post subject: | Launch sound |
I noticed that, when editing a weapon, the launch sound field (as well as the sound button which is grayed out) results always impossible to modify leaving us with the default sound of the original weapon |
Author: | Zed [ Fri Aug 19, 2011 3:23 pm ] |
Post subject: | Re: Launch sound |
try to change the field called "Not used" for now. It includes firing sounds and animation. 0 - zero (dynamite, mine, sheeps, strikes, army etc) - no sound\anim 1 - uzi (sound and bullet shell) 2 - all nades (sound and swing arm) 3 - zook (sound) 4 - minigun (sound and bullet shell) 5 - shotgun (sound and bullet shell and animation) 6 - pistol (sound and bullet shell) 7 - pigeon and magic bullet (probably sound) 8 - sheep zook (probably sound) 9 - flamet (probably sound) 10 - bow (probably sound) 11 - mortar (probably sound) 12 - rocket (probably sound) |
Author: | m0b0ss [ Fri Aug 19, 2011 3:47 pm ] |
Post subject: | Re: Launch sound |
I'll try, thank you. However I noticed another thing (not sound related): I can't seem to find a way to use some custom sprites (in particular the small banana one) to show in the game when I assign them to clustlets. If I put them on a normal weapon all works as it should, but when I choose that sprite for a clustlet, in-game does not appear anything at all. |
Author: | Zed [ Fri Aug 19, 2011 4:16 pm ] |
Post subject: | Re: Launch sound |
Fixed, thx for info! |
Author: | m0b0ss [ Fri Aug 19, 2011 4:31 pm ] |
Post subject: | Re: Launch sound |
I found another thing: the FIRE menu in the editor is full of ?????; not a big problem if you have the fiddler, but I can't seem to get my fire based weapon working nonetheless |
Author: | Zed [ Fri Aug 19, 2011 4:40 pm ] |
Post subject: | Re: Launch sound |
Ah i see entuzer forgot to translate fire params. He will do it when be online i think. It looks like this in my schemeed: http://xmages.net/storage/10/1/0/3/9/upload/36796615.png |
Author: | Undefined [ Fri Aug 19, 2011 4:43 pm ] |
Post subject: | Re: Launch sound |
Sometimes this gets fixed when you re-open the window. Damn russian |
Author: | m0b0ss [ Fri Aug 19, 2011 5:27 pm ] |
Post subject: | Re: Launch sound |
Zed wrote: try to change the field called "Not used" for now. It includes firing sounds and animation. 0 - zero (dynamite, mine, sheeps, strikes, army etc) - no sound\anim 1 - uzi (sound and bullet shell) 2 - all nades (sound and swing arm) 3 - zook (sound) 4 - minigun (sound and bullet shell) 5 - shotgun (sound and bullet shell and animation) 6 - pistol (sound and bullet shell) 7 - pigeon and magic bullet (probably sound) 8 - sheep zook (probably sound) 9 - flamet (probably sound) 10 - bow (probably sound) 11 - mortar (probably sound) 12 - rocket (probably sound) Hmm.. is there a place where all those values are explained? (i.e. from 13 to the last) |
Author: | Zed [ Fri Aug 19, 2011 5:47 pm ] |
Post subject: | Re: Launch sound |
Well these are all values i found in px scheme ed, i tested some and wrote this little list. Also i tested all values of Weapon Sprite field, if u need it:
0 - idle animation (chute, bungee) 1 - uzi 2 - green nade 3 - banana 4 - red nade 5 - petrol 6 - holy nade 7 - zook 8 - minigun 9 - shotgun 10 - pistol 11 - gray zook (rocket\pigeon) 12 - white zook (sheep) 13 - flamet 14 - bow 15 - vase 16 - dynamite 17 - sheeps 18 - old woman 19 - army 20 - cows 21 - mole 22 - skunk 23 - radio (air strikes) 24 - firep, db 25 - bate 26 - eyes up (earthq, lg, etc) 27 - rope 28 - drill 29 - prod 30 - tele 31 - blowt 32 - surrender 33 - skip 34 - running eyes (select w) 35 - glasses (nuclear) 36 - yellow helm (girders) 37 - axe 38 - yellow hat (freeze) 39 - mine 40 and more - nil |
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