View Full Version : How do you add sounds to weapons (I forgot how to do it)
die harder
12th May 12, 6:23 PM
Hello, I haven't been modding hw2 in a little bit and I need to know how do I get my sound effects added to a weapon I made. I have the .fda ready to go and I have made a folder in the sound/sfx/etg with my weapons name i just don't really know what to do from here.
die harder
12th May 12, 7:08 PM
oh, right thanks.
----------
Oh no wait that didn't work I add a line like this:
event2 = {{"anim", "Fire"}, {"animtime", "0"}, {"marker", "Weapon_L_Muzzle"}, {"fx", "muzzle_flash_combo"}, {"sound", "weapon/usc_70mmrotary/usc_70mmrotary"}, {"fx_nlips", "on"},},
and I don't hear any sounds when the weapon fires.
Did you also put the "Fire" into the animations part of the events file? Does your ship file weapon line look something like this: StartShipWeaponConfig(NewShipType, "weapon_name", "hardpoint_name", "Fire") ?
die harder
20th May 12, 9:02 PM
Tired that and still didn't work, and my sound file diffidently converted correctly.
Shakuhachi
20th May 12, 11:21 PM
Go to "Scripts/Weaponfire" and find the weapon folder and look at the wf file it should look something like this:
hitfx = "shield_hit_beam_combo"
bulletfx = "century_antiproton_beam"
nopenetratefx = "ion_dmg_ring_spray"
blowthroughfx = "blowthrough_generic"
deathtype = "deathBeam"
scartype = "Beam"
firefx = "century_muzzle"
fire_sfx = "WEAPON/ARRAY/SHIP/FIRE/CENTURY_ANTIPROTON"
hit_sfx = "WEAPON/FRIGATE/IMPACT/WEAPON_FRIGATE_TORPEDO_HIT"
nopentrate_sfx = "WEAPON/FRIGATE/IMPACT/WEAPON_FRIGATE_TORPEDO_HIT"
hit_clamp =
{ 0.5, 1.25, }
You want to edit where it says (fire_sfx = "WEAPON/ARRAY/SHIP/FIRE/CENTURY_ANTIPROTON)
Change the filepath to wherever you need it to go and you should be set! Hopefully you won't have anymore problems and this should help you! Good Luck! ;)
die harder
21st May 12, 12:25 AM
Still didnt work just going to post what i have and see if anyone can find a problem.
Events file:
animation2 =
{
name = "Weapon_L",
length = 2,
loop = 0,
parent = "",
minimum = 0,
maximum = 0,
markers =
{
"",
},
},
event2 =
{
{
"anim",
"Weapon_L",
},
{
"animtime",
"0",
},
{
"marker",
"Weapon_L_Muzzle",
},
{
"fx",
"muzzle_flash_combo_plasma",
},
{
"sound",
"weapon/usc_70mmrotary/USC_70MMROTARY",
},
{
"fx_nlips",
"on",
},
},
.ship file:
StartShipWeaponConfig(NewShipType, "usc_70mmrotary", "Weapon_L", "Weapon_L")
weapon fire:
hitfx = "dmg_cloud_combo_small"
bulletfx = "kinetic_large_bullet_combo"
nopenetratefx = "nopen_generic"
deathtype = "deathCannon"
scartype = "Kinetic_Small/Kinetic_Small"
hit_sfx = "WEAPON/FRIGATE/IMPACT/WEAPON_FRIGATE_FLECHETTE_CANNON_HIT"
firefx = "muzzle_flash_combo_small_capital"
fire_sfx = "sound/sfx/weapon/usc_70mmrotary/usc_70mmrotary"
hit_clamp =
{
1,
1,
}
That's all I have.
Not sure if the fire_sfx needs the /sound tried it and still no sound played.
Shakuhachi
21st May 12, 8:56 AM
Does the hit_sfx work at least? But try taking "sound" out of "sound/sfx/weapon/etc..." Maybe its looking for the sound folder within the sound folder, if you understand what I mean. If that doesn't work maybe upload the sound effect file and I can give it some hands on time.
Stargazer
21st May 12, 2:52 PM
And your sound file is really placed in Data:sound/sfx/etg/weapon/usc_70mmrotary/ ?
die harder
22nd May 12, 2:34 AM
My sound file is no longer placed in the etg folder I reorganised the sound folder for my mod so that it goes Data:/sound/sfx/weapon not sure if this matters or not.
Also my sound if is working I tested it my replacing some music with the file diffidently working and the hit_sfx is also working.
Now also tried a few other sounds and they don't work either.
Stargazer
22nd May 12, 11:28 AM
Could you try if the sound plays when you put it in the "etg" folder? Because I think the root directory for all these sound file references is "data:sound/sfx/etg/".
Another thing you could try is a direct link; in your case: "data:sound/sfx/weapon/usc_70mmrotary/usc_70mmrotary". HW2 should recognize that you point to a file from the data folder.
die harder
23rd May 12, 12:40 AM
Alright did that Stargazer still no sound playing....
And hw2.log doesn't show anything.
BloodFleet
25th May 12, 4:33 PM
well...an example of what I do.
put sound in sound\sfx\etg\weapon
(and of course configure its .lua file accordingly)
then go to weaponfire (.wf) file and have
fire_sfx = "WEAPON/NewWeaponFileNameHere"
really all you should have to do...unless its a missile, in that case you gotta do each firepoints effects in the ships .events file, for that I'd look at existing ones like the vaygr destroyer.
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