Weapon questions
by mel tonkin · in Technical Issues · 08/25/2003 (9:38 pm) · 12 replies
I've just embarked on a weapon-making adventure - so far I've got a simple weapon in torque fine..
heres what i need to achieve:
a] attach looping sound to the weapon
b] be able to drop the weapon whenever with a keyboard bind - is 'throwing' a weapon is the same as just dropping it? i dont need to be able to switch between weapons, i've read sam guffeys post on how to do that..
any direction with either of these issues would be greatly appreciated, before i blow my poor little uneducated artist mind wading through every script in the world...
thanks!
heres what i need to achieve:
a] attach looping sound to the weapon
b] be able to drop the weapon whenever with a keyboard bind - is 'throwing' a weapon is the same as just dropping it? i dont need to be able to switch between weapons, i've read sam guffeys post on how to do that..
any direction with either of these issues would be greatly appreciated, before i blow my poor little uneducated artist mind wading through every script in the world...
thanks!
About the author
#2
mel
08/26/2003 (2:34 pm)
Well i dont know code but am a TGE liscensee so I'll give it a shot - thanks!mel
#4
08/26/2003 (5:11 pm)
The organisation i work for is..
#5
[start of .cs file]
datablock AudioProfile(BoxAmbientSound)
{
filename = "~/data/sound/freak.wav";
description = AudioDefaultLooping3d;
preload = true;
};
[Image datablock]
// Initial start up state
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "NoAmmo";
stateSound[0] = BoxAmbientSound;
and the wav file in the right place..
help much appreciated!
mel
09/07/2003 (9:01 pm)
Sorry for being a below-amateur programming pleb, but can anyone tell me what i'm missing here to get a sound playing with my weapon...??[start of .cs file]
datablock AudioProfile(BoxAmbientSound)
{
filename = "~/data/sound/freak.wav";
description = AudioDefaultLooping3d;
preload = true;
};
[Image datablock]
// Initial start up state
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "NoAmmo";
stateSound[0] = BoxAmbientSound;
and the wav file in the right place..
help much appreciated!
mel
#6
won't allow YOU to access the code though.
09/08/2003 (5:22 am)
Quote:The organisation i work for is..
won't allow YOU to access the code though.
#7
Do you get any error messages from this code?
09/08/2003 (10:44 am)
You must have your own SDK license to access C++ source code. You can work with script without having an SDK license.Do you get any error messages from this code?
#8
what code?!
The cs file is a script, right?
I dont need to change the source code to make weapons that have sound do I?
09/08/2003 (2:39 pm)
Quote:Do you get any error messages from this code?
what code?!
The cs file is a script, right?
I dont need to change the source code to make weapons that have sound do I?
#9
But really, you are confusing people with your statements. First you claim to be a Torque licensee, that's simply not true. Then you claim the organization you work for is licensed. Again, not true (licenses are personal, an organazation can't license Torque)
Now... about your problem... sounds can be a real bitch ;) I had problems with it before. Moving the sound datablock to a different place in the scripts sometimes did the job, altough that doesn't make any sense. Usually there's an error in the console tough. You might want to check that first.
09/08/2003 (3:17 pm)
No you don't.... and for the errors you need to check the console.But really, you are confusing people with your statements. First you claim to be a Torque licensee, that's simply not true. Then you claim the organization you work for is licensed. Again, not true (licenses are personal, an organazation can't license Torque)
Now... about your problem... sounds can be a real bitch ;) I had problems with it before. Moving the sound datablock to a different place in the scripts sometimes did the job, altough that doesn't make any sense. Usually there's an error in the console tough. You might want to check that first.
#10
i'll check the for errors as soon as i can, thanks for the suggestion.
09/08/2003 (6:49 pm)
Sorry, apologies for the confusion.i'll check the for errors as soon as i can, thanks for the suggestion.
#11
PCM 22.050 kHz, 16 Bit, Mono should be used I think for looping sounds, however I do have a 44 kHz, 16 Bit, Stereo sound running on my main menu so Im not sure.
09/09/2003 (8:39 pm)
More than likely its just the sound files format.PCM 22.050 kHz, 16 Bit, Mono should be used I think for looping sounds, however I do have a 44 kHz, 16 Bit, Stereo sound running on my main menu so Im not sure.
#12
09/16/2003 (9:55 pm)
Turns out i was using a different sound driver to OpenAL. everything works vaguely as expected with OpenAL hooray and thanks for your help!
Associate Logan Foster
perPixel Studios
Logan