Beltzer on 16/10/2015 at 14:56
I have made a playerarm with a hammer. If i make a sword and use it, it sound weird if you ask me.
So how do i do if i want it sounds like a blackjack when you draw the hammer, and clear the weapon ingame?
Of course its simple to use a blackjack instead, the sounds is better for the hammer, i think that anyway.
But, i don't want the hammer swing like a blackjack.
So whats the easiest way to handle this? Change the swings on the blackjack like a sword.
Or change the sounds on the the sword like a blackjack?
Thanks in advance :thumb:
fibanocci on 16/10/2015 at 15:53
Schema-->Class Tags-->WeaponType Blackjack
and the S-->Scripts-->blackjack (the script)
Beltzer on 16/10/2015 at 21:42
Thanks, but when i do this it acts like a blackjack when i use it.
It seems if i use for example blackjack script on a sword, it swing and sounds like a blackjack.
I just want to change the sound when i draw the hammer and put it back.
fibanocci on 17/10/2015 at 09:04
I think the easiest way is to make a descendant of the blackjack archetype.
T2x has a hammer instead of a blackjack. You might copy the settings+sounds.
Beltzer on 18/10/2015 at 08:21
Thanks, good idea :)
Beltzer on 18/10/2015 at 12:28
Looked in T2x, they just changed the model of a blackjack. Same swing. I want it to swing like a sword.
Is this impossible to achieve? i cannot believe that :erm:
fibanocci on 18/10/2015 at 13:21
You could replace the sword swing sound and put your own sounds in snd/sfx.
Take look in RES/SND/SFX: Sword1, Sword2, SW_ARMR1, SW_ARMR2...
Beltzer on 18/10/2015 at 17:00
Yes, i could do that. But here comes the next problem. This fm is in a campaign, so it affects
all other parts too, if i do that.
I feel so pain in the ass right now. There is no setting somewhere in Dromed you cold change
for a blackjack to move like a sword or a sword that have a blackjacks sounds?
LarryG on 18/10/2015 at 18:54
The sword uses the Sword script.
Quote:
Sword<dd style="margin-bottom: 1.5em; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium;">gen.osm
1/G/2</dd>Manages the motions and sounds for the sword and the player arm that holds it. While the sword is selected, the player's speed is scaled by 0.75.
The blackjack uses the BlackJack script.
Quote:
BlackJack<dd style="margin-bottom: 1.5em; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium;">gen.osm
1/G/2</dd>This script translates the inventory and tool messages into the proper motions and sounds of the player arm for the blackjack. The object is made physical when readied (for attack or block) and made non-physical when released.
So make a choice: sword motions and sword sound
OR blackjack motions and blackjack sound. They go together. You can't mix and match ... at least with the original scripts. Now if you want to write a custom script ...
Yandros on 18/10/2015 at 19:30
IF you don't plan to have a sword in the mission, you can just do this:
1. Change the model and arm model on the sword archetype to the hammer arm.
2. Copy the blackjack hit sounds from snd.crf and rename them to the sword sounds, then your hammer will swing like a sword and sound like a blackjack. You'll need to look in the original schema files to know what all the filenames are.
If you also want a sword in the mission, this won't work.