Add grenade, chemlight, and handflare priming sounds.

Remove default clinking sounds.
This commit is contained in:
voiper 2016-06-07 17:22:48 -07:00
parent 48ab81ad87
commit 38b98802de
2 changed files with 29 additions and 1 deletions

View File

@ -1,5 +1,16 @@
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};
};
class FlareCore;
class FlareBase: FlareCore {
intensity = 20000;

View File

@ -27,8 +27,25 @@ if (isNull _projectile) then {
private _config = configFile >> "CfgAmmo" >> _ammo;
// handle special grenades
// 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]
};
};
};
if (getNumber (_config >> QGVAR(flashbang)) == 1) then {
private _fuzeTime = getNumber (_config >> "explosionTime");