Hello how you doing, basically i have yet another annoying problem. What i am trying to do, i do not know if its possible to do in BF2/Pr.
Basically , i have a lot of sounds recorded with high tech equipment. All different sounds.
As you may know in reality no shots sounds the same, which is exactly my problem.
Lets say i got an ak47 sound, and i have over 15 different firing pin sounds, basicly its the same thing recorded over and over again BUT it has variations, some sound shorter, some longer, some sound stronger, some weaker, all in all each one has its own "something".
All this above also applies shooting samples , or reflections in the air (that reverb woosh after the bullet).
All in all those 3-6 samples (firing pin,bassy thump, shot,weapon "cock" thing going back, woosh..) make 1 shot.
That would mean that i would have to make 15 different shots , which is time consuming but i can do it.
Now when that is done how do i make it that when i fire , those shots are played randomly?
For one i would probably have to put them all in the weapon sound folder and name them
ak47_fire_1p_outdoor.wav
ak47_fire_1p_outdoor2.wav
ak47_fire_1p_outdoor3.wav
ak47_fire_1p_outdoor4.wav
And so on...
Then i would have to go in to the weapon setting rurif_ak47_4.tweak and just spam...
ObjectTemplate.activeSafe Sound S_rurif_ak47_4_Fire1P
ObjectTemplate.modifiedByUser tda
ObjectTemplate.soundFilename "objects/weapons/handheld/rurif_ak47/sounds/ak47_fire_1p_outdoor.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.98/1.025/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
...for each individual shot?
I hope someone can help me with this :D
Basically , i have a lot of sounds recorded with high tech equipment. All different sounds.
As you may know in reality no shots sounds the same, which is exactly my problem.
Lets say i got an ak47 sound, and i have over 15 different firing pin sounds, basicly its the same thing recorded over and over again BUT it has variations, some sound shorter, some longer, some sound stronger, some weaker, all in all each one has its own "something".
All this above also applies shooting samples , or reflections in the air (that reverb woosh after the bullet).
All in all those 3-6 samples (firing pin,bassy thump, shot,weapon "cock" thing going back, woosh..) make 1 shot.
That would mean that i would have to make 15 different shots , which is time consuming but i can do it.
Now when that is done how do i make it that when i fire , those shots are played randomly?
For one i would probably have to put them all in the weapon sound folder and name them
ak47_fire_1p_outdoor.wav
ak47_fire_1p_outdoor2.wav
ak47_fire_1p_outdoor3.wav
ak47_fire_1p_outdoor4.wav
And so on...
Then i would have to go in to the weapon setting rurif_ak47_4.tweak and just spam...
ObjectTemplate.activeSafe Sound S_rurif_ak47_4_Fire1P
ObjectTemplate.modifiedByUser tda
ObjectTemplate.soundFilename "objects/weapons/handheld/rurif_ak47/sounds/ak47_fire_1p_outdoor.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.98/1.025/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
...for each individual shot?
I hope someone can help me with this :D