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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:
    Field "Weapon Sprite":

    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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