Sounds are sourced from configs.

Used impactGroundSoft[] as shortcut.
This commit is contained in:
voiper 2016-06-15 18:16:28 -07:00
parent c0e412211e
commit 3070b2ac6e
2 changed files with 9 additions and 22 deletions

View File

@ -2,13 +2,8 @@
class CfgAmmo {
class Default;
class Grenade: Default {
soundImpactSoft1[] = {"",1,1,1};
soundImpactSoft2[] = {"",1,1,1};
soundImpactSoft3[] = {"",1,1,1};
soundImpactSoft4[] = {"",1,1,1};
soundImpactSoft5[] = {"",1,1,1};
soundImpactSoft6[] = {"",1,1,1};
soundImpactSoft7[] = {"",1,1,1};
GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\grenades\Grenade_PullPin.wss", 1.5, 1, 10};
impactGroundSoft[] = {};
};
class FlareCore;
@ -62,6 +57,7 @@ class CfgAmmo {
class ACE_G_Handflare_White: SmokeShell {
GVAR(flare) = 1;
GVAR(color)[] = {0.5,0.5,0.5,0.5};
GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\smokeshell\smoke_1.wss", 0.4, 1, 10};
model = "\A3\weapons_f\ammo\flare_white";
dangerRadiusHit = -1;
suppressionRadiusHit = -1;
@ -110,6 +106,7 @@ class CfgAmmo {
};
class Chemlight_base: SmokeShell {
GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\Other\dry4.wss", 3, 2, 10};
soundImpactHard1[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.8,65};
soundImpactHard2[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.9,65};
soundImpactHard3[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.6,65};

View File

@ -29,21 +29,11 @@ private _config = configFile >> "CfgAmmo" >> _ammo;
// handle special grenades and sounds
if (local _unit) then {
// handle priming sound, if not IR grenade
if (_ammo isKindOf "GrenadeHand") then {
private _posASLProjectile = getPosASL _projectile;
switch (true) do {
case (_ammo isKindOf "Chemlight_base"): {
playSound3D ["A3\sounds_f\weapons\Other\dry4.wss", objNull, false, _posASLProjectile, 3, 2, 10]
};
case (_ammo isKindOf "ACE_G_Handflare_White"): {
playSound3D ["A3\sounds_f\weapons\smokeshell\smoke_1.wss", objNull, false, _posASLProjectile, 0.4, 1, 10]
};
default {
playSound3D ["A3\sounds_f\weapons\grenades\Grenade_PullPin.wss", objNull, false, _posASLProjectile, 1.5, 1, 10]
};
};
// handle priming sound, if present
private _soundConfig = getArray (configFile >> "CfgAmmo" >> _ammo >> QGVAR(pullPinSound));
if (count _soundConfig > 0) then {
_soundConfig params ["_file", "_volume", "_pitch", "_distance"];
playSound3D [_file, objNull, false, getPosASL _projectile, _volume, _pitch, _distance];
};
if (getNumber (_config >> QGVAR(flashbang)) == 1) then {