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attack sound for custom projectile?

11-03-2004, 03:18 PM#1
alreadyused
not sure if this would fall into modelling forum or not. I currently made a new attack projectile from scratch. However whenever i use it in game i cant here any noise from the attacks now. Anyone know how to correct this?
11-04-2004, 01:57 AM#2
Oinkerwinkle
Did you make it in 3ds max or something else?
If in 3ds max...
  • Add a birth animation in addition to your stand.
  • Create a helper and name it SNDXMARL, changing MARL to the id of the sound you want, as found in Ui\SoundInfo\AnimLookups.slk .
  • Add a note track for that helper and notes wherever you want the sound to play (at the beginning of the birth animation.)


If in the MDL:
  • Add a new sequence named Birth. Make sure it's NonLooping.
  • Add a new pivot point at 0,0,0. (Position doesn't really matter)
  • Add a section like this at the end:
    Code:
    EventObject "SNDXMARL" {
    	ObjectId 3,
    	EventTrack 1 {
    		2667,
    	}
    }
  • Change 3 to the ObjectId after the last one you already had.
  • Change 2667 to the beginning from of the birth.
  • Change MARL to the id of the sound you want, as found in Ui\SoundInfo\AnimLookups.slk.
11-04-2004, 02:07 AM#3
alreadyused
Quote:
Originally Posted by Oinkerwinkle
Did you make it in 3ds max or something else?
If in 3ds max...
  • Add a birth animation in addition to your stand.
  • Create a helper and name it SNDXMARL, changing MARL to the id of the sound you want, as found in Ui\SoundInfo\AnimLookups.slk .
  • Add a note track for that helper and notes wherever you want the sound to play (at the beginning of the birth animation.)


If in the MDL:
  • Add a new sequence named Birth. Make sure it's NonLooping.
  • Add a new pivot point at 0,0,0. (Position doesn't really matter)
  • Add a section like this at the end:
    Code:
    EventObject "SNDXMARL" {
    	ObjectId 3,
    	EventTrack 1 {
    		2667,
    	}
    }
  • Change 3 to the ObjectId after the last one you already had.
  • Change 2667 to the beginning from of the birth.
  • Change MARL to the id of the sound you want, as found in Ui\SoundInfo\AnimLookups.slk.
Thanks mon... is there any particular reason it needs to be in birth animation? cause i added it to my stand animation instead seemed to work. Also do you absolutely have to add another pivot point or can u use pre-existing ones? Lastly is there any way to make your own MARL sound?
11-04-2004, 02:11 AM#4
Oinkerwinkle
Adding a new pivot point is best. It's not hard, either.
Code:
PivotPoints 3 {
	{ 20.6907, 0.224551, -1.21183 },
	{ 23.5263, -0.25243, -0.829527 },
	{ -0.0479279, 22.4816, 0 },
}
to
Code:
PivotPoints 4 {
	{ 20.6907, 0.224551, -1.21183 },
	{ 23.5263, -0.25243, -0.829527 },
	{ -0.0479279, 22.4816, 0 },
	{ 0,0,0 },
}

Birth just because then it will play when the thing is shot. I guess stand would work too, though, so either one.
As for making your own MARL, I'd recommend picking a sound you're not using from that table, referencing it, and importing your sound over it in your map.