Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
Windup Woes
I am trying to make a gatling gun, but I am having a sound issue. The second I pull the trigger, rather than building, the windup sound immediately plays at full volume. The windup sound continues to play even after I let go of the trigger, for at least 5 or so minutes.
The gun is literally the coalition gatling gun with different names/sprites. Is this caused by a bug or is there something else to it?
Code:
AddEffect = MOPixel PresetName = TEST Bullet Gatling Gun Mass = 0.062 AirResistance = 0.02 AirThreshold = 95 LifeTime = 780 Sharpness = 20 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 180 G = 178 B = 158 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 210 G = 198 B = 178 TrailLength = 40
AddEffect = MOPixel CopyOf = TEST Bullet Gatling Gun PresetName = TEST Tracer Gatling Gun Mass = 0.068 LifeTime = 1200 Sharpness = 30 Color = Color R = 245 G = 206 B = 0 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 255 G = 226 B = 0 TrailLength = 50
AddAmmo = Magazine PresetName = TEST Magazine Gatling Gun Mass = 8 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Testing.rte/null.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -7 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 1 DeepCheck = 0 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 0 Y = 0 ParentOffset = Vector X = -12 Y = 0 DrawAfterParent = 0 RoundCount = 100 RTTRatio = 6 RegularRound = Round CopyOf = TEST Round Gatling Gun TracerRound = Round CopyOf = TEST Tracer Gatling Gun
AddDevice = HDFirearm PresetName = TEST Gatling Gun Description = Coalition's feared heavy weapon that features a large magazine and amazing firepower. Reloading is not an issue because there is enough ammo to kill everyone even remotely close. AddToGroup = Weapons AddToGroup = Primary Weapons AddToGroup = Heavy Weapons Mass = 32 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Testing.rte/Devices/Weapons/Minigun.bmp FrameCount = 1 SpriteOffset = Vector X = -17 Y = -5 SpriteAnimMode = 4 SpriteAnimDuration = 500 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 110 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 0 JointStrength = 100 JointStiffness = 0.5 JointOffset = Vector X = -7 Y = 3 DrawAfterParent = 0 StanceOffset = Vector X = 3 Y = 8 SharpStanceOffset = Vector X = 2 Y = 6 SupportOffset = Vector X = -1 Y = -4 SharpLength = 200 Magazine = Magazine CopyOf = TEST Magazine Gatling Gun Flash = Attachable CopyOf = Muzzle Flash Pistol FireSound = Sound AddSample = ContentFile FilePath = Base.rte/Sounds/Taka.wav EmptySound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/EmptyClick3.wav ReloadStartSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadStart.wav ReloadEndSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadEnd.wav RateOfFire = 1300
//////// Spin up & Spin down variables
ActivationDelay = 1000 DeactivationDelay = 1000
//////// Spinning Sound
ActiveSound = Sound AddSample = ContentFile FilePath = Coalition.rte/Effects/Sounds/SpinSound.wav // Maybe you can control the pitch relative to the firing speed? LoopSetting = -1
I want to say it's a bug. Attempt to copy the gatling gun again, and rename everything again. See what happens. If not, try to mess around with the loop setting. That is very strange.
Tue Feb 28, 2017 1:20 am
omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
Re: Windup Woes
I added some more mods (to check how they did their spinups), and now it's working. Strange.
Tue Feb 28, 2017 5:32 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Windup Woes
The vanilla spinup logic is pretty fruity. From what I remember of poking at it with the 40K/Nod mods, it tended to break and didn't really do what I wanted at all. Instead we resorted to using Lua-based spinup logic.
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