![]() ![]() You can work around that by naming your variants such that they always included that "1": bomb1.wav, bomb11.wav, bomb12.wav.Įven after we sort out the naming for these variants, the game will be picking up the bomb11.wav, LtArtyStrike11.wav, so that's a future proof strategy. wav file name (bomb1.wav, HvyArtyStrike1.wav, LtArtyStrike1.wav). It should do this consistently for all movement and weapon sounds.įor some of the animations, it is stuck to single numbered. For example, when armcar.wav needs to be played, the game will pick any armcar. And randomly pick one of them to play, each time a certain. Updated the mod again this morning with an additional SAM firing sound, one tank gun sound, and two additional ATGM sounds. In comparison, the game code only uses HvyArtyStrike1.wav for any artillery fire 105mm or over-the game will not seek out a HvyArtyStrike2.wav to play. But use sound (TankEngine and TankMove).:doh: Will be correctly if the tank (hold) and use just sound (Tank Engine) :thumbup: I also tested in DCS World (last). I tried putting additional files named armcar1.wav to armcar6.wav in the custom folder and the game does pick up the additional sounds! Now, I don't know if the game picks up every single sound from 1 to 6 to play (or, for tank guns, does tank gun11.wav play as the base game already has ten tank gun sounds?), but it's a start for further investigation.Īs such, I've applied the same pattern to the other movement sounds, plus the ATGMs and SAMs too. ![]() In the default game there's only armcar.wav. ![]() I was messing around with the sound used by wheeled AFVs, armcar.wav. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |