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Joe98

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Reply with quote  #1 

Explosions

LIB_boom

LIB_boom_PP

LIB_boom_TMI42

LIB_boom_Ladung_Small

LIB_boom_Ladung_Big

LIB_boom_SMI_35

LIB_boom_pomzec

LIB_boom_STMI

LIB_boom_shumine42

LIB_boom_m3

LIB_boom_PMD6

LIB_boom_TM44

LIB_boom_TROTIL

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Joe98

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Reply with quote  #2 
It seems these are not sounds. They are explosions with flash and noise.

I cannot figure how to use them in a trigger but they work just fine in a script. [smile]
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BRS

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Reply with quote  #3 
Joe, after searching a while now I think I have a workaround for this.
To be sure I need all the wss file names of these explosions above.
I mean what is for example the .wss file name of the LIB_boom?

Do you possible know them?
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Joe98

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Reply with quote  #4 
No but as I said they work in a script.  When the trigger fires the script starts causing the sound.

.
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BRS

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Reply with quote  #5 
Sorry Joe, I overlooked that you are happy with the script solution.
Trigger solution will work too, but it will need some more effort.
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Joe98

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Reply with quote  #6 
If you could work out a trigger solution that would be much easier than a script.

.


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BRS

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Reply with quote  #7 
What I did is really not easier at all!

I looked for all that 'sounds' and found that they are not sound but mines in real.
So I looked for a sound for this ones, but with no real success.
Now I took one of the explosion sounds and converted it from wss to wav.
I placed a Sound folder into my mission and put that wav into.
Then I inserted into my mission discription.ext:
class CfgSounds
{  // sounds class starts
   
    sounds[] = {};
    class wav_Sound_1
    {
        name = "Boom 1";
        sound[] = {"Sounds\explosion_large3_A.wav", 1, 0.1};
        titles[] = {};
    };
    class wav_Sound_2
    {
        name = "Boom 2";
        sound[] = {"Sounds\explosion_large3_A.wav", 1, 0.5};
        titles[] = {};
    };
    class wav_Sound_3
    {
        name = "Boom 3";
        sound[] = {"Sounds\explosion_large3_A.wav", 1, 1};
        titles[] = {};
    };
    class wav_Sound_4
    {
        name = "Boom 4";
        sound[] = {"Sounds\explosion_large3_A.wav", 1, 2};
        titles[] = {};
    };
};

When I open the editor and place a trigger I can find these examples "Boom_1" to "Boom_4" inside the trigger->effects->anonym and choose one of them.
You can see that I used for all 'Boom's" the same sound file: "explosion_large3_A.wav". I converted all the other explosions too, but if you'll insert all the files into your mission Sound folder the mission will grow.
IMO it's better if you'll choose one basic explosion to play around with until it sounds you'll like.
You can experiment with the exploding sound by changing the parameters written behind, see my examples.
Converting the sound to wav was needed because I couldn't make the wss files to play while firing it from the trigger. Maybe that is possible but I could not figure it out.
If you will try this and possible in need for the converted sound files PM me and I'll upload them for you.
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