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Weapon Specific Attack Sounds

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donnelly517
Member
Member
Posts: 44
Joined: April 11th, 2012, 10:14 pm
Name: Evan Donnelly

Re: Weapon Specific Attack Sounds

Post by donnelly517 »

How do I get an install it?
Helping to map Broken Shield and Revelade Revolution.
Hirato
Developer
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Posts: 689
Joined: May 30th, 2009, 1:23 pm
IRC Username: hirato

Re: Weapon Specific Attack Sounds

Post by Hirato »

This is not a url, clicking it is pointless
donnelly517
Member
Member
Posts: 44
Joined: April 11th, 2012, 10:14 pm
Name: Evan Donnelly

Re: Weapon Specific Attack Sounds

Post by donnelly517 »

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.
coopziana
Member
Member
Posts: 27
Joined: July 23rd, 2012, 9:58 am
Name: Ben

Re: Weapon Specific Attack Sounds

Post by coopziana »

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:

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
2. In the scripts Directory create a file with the following code:
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.
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