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If you have any questions please e-mail me through the Platinum Arts website.
Weapon Specific Attack Sounds
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- Member
- Posts: 44
- Joined: April 11th, 2012, 10:14 pm
- Name: Evan Donnelly
Re: Weapon Specific Attack Sounds
How do I get an install it?
Helping to map Broken Shield and Revelade Revolution.
Re: Weapon Specific Attack Sounds
There are instructions on the wiki
http://www.sandboxgamemaker.com/wiki/in ... evelopment
http://www.sandboxgamemaker.com/wiki/in ... evelopment
This is not a url, clicking it is pointless
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- Member
- Posts: 44
- Joined: April 11th, 2012, 10:14 pm
- Name: Evan Donnelly
Re: Weapon Specific Attack Sounds
I got SVN now. I'll try moving one of my games there. See how much I've got to change.
Helping to map Broken Shield and Revelade Revolution.
Re: Weapon Specific Attack Sounds
I realise this is probably a long dead post, but I've just figured out how to do this in PAS 2.8.1 (RPG Mode) without the use of quivers and thought I'd share.
1. Create your weapon as normal under the "Items" Directory. Here is an example:
2. In the scripts Directory create a file with the following code:
3. Load the weapon in game and fire a shot to hear the sound, you can then go on to create more weapons and script files to have unique sounds for each weapon as you wish.
Hope that helps.
1. Create your weapon as normal under the "Items" Directory. Here is an example:
Code: Select all
r_item_name "Blaster Lvl1"
r_item_value 0
r_item_weight 20.0
r_item_mdl "vwep/pistol/norm"
r_item_icon "items/Blaster"
r_item_description "A Blaster that doesn't seem to be lethal."
[b][u]r_item_script 26 <---- TAKE NOTE!!![/u][/b]
r_item_use_new_weapon
r_item_use_name "Blaster"
r_item_use_description "A Blaster that doesn't seem to be lethal."
r_item_use_icon "items/Blaster"
r_item_use_cooldown 1000
r_item_use_chargeflags $CHARGE_MAG
r_item_use_new_status 0 $ATTACK_BLUNT 0.0
r_item_use_slots $SLOT_LHAND
r_item_use_skill $SKILL_MARKSMAN
r_item_use_pflags $P_VOLATILE
r_item_use_projeffect 0
r_item_use_traileffect -1
r_item_use_deatheffect 8
r_item_use_cost 2
r_item_use_ammo -1
r_item_use_target $T_SINGLE
r_item_use_radius 5
r_item_use_kickback 100
r_item_use_speed 3
include scripts/2
r_script_signal attacksound [
r_sound "free/teleport" <--- or whatever sound you want it to play!
]
3. Load the weapon in game and fire a shot to hear the sound, you can then go on to create more weapons and script files to have unique sounds for each weapon as you wish.
Hope that helps.