Troubling Turrets

There are 6 replies in this Thread. The last Post () by SeVeNVoLdiZm.

  • I need some help.. i've made some stationary weapons and mounted :
    DA_archetype = equipment\models\turret\rh_turret01.cmp
    material_library = equipment\models\rh_turret.mat "in the "weapon_equip.ini" sections.
    --------------------------------------------------------------------
    i've done some modifications on the rh_turret01.cmp, which have triple barrel guns and some other turrets who have Plural HpFire..
    But there is no sound effect like "fire_capship" that sounds.. :cursing:
    It seems the weapon sound effects only affected in single HpFire...
    If someone knows how to fix this, please.. TELL ME!! :D

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  • thats right
    if you have more than one HpFire then FL does not seem to know which to use to play the sound effect
    however you can add the sound to the weapon effect on the effect.ini instead

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • who said anything about CF?

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Hellraiser: You can easely have separated installs of Freelancer, one vanilla, one CF, and they won't affect eachother if you did it correctly.

    Chars: [CFPD]Michael~something (x25), [CFPD]~SQMS~{[(store)]} (x3), [CFPD]xfer, Event~Manager~Michael, StarfIier~EM~Michael, Event_Team_2, [GR]Michael[SP] and a blueprint of [CFPD]Sephirothis

  • SWAT_OP-R8R : Aww.. man.. i already try that... the sounds went out when the particles hit the object.. and if the range too short, it's sounds.. err.. weird...
    Maybe it's the original BUG from the Freelancer.... Perhaps you can make the .dll script like you've done in errr... ammo_limit.dll. it worked with the the ammo limits for mines and some missiles in your mod... :huh:

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    Edited once, last by SeVeNVoLdiZm: Mistyping ().