Merge pull request #3923 from voiperr/grenadesounds

Grenade + Chemlight Sounds
This commit is contained in:
Glowbal 2016-07-12 13:37:40 +02:00 committed by GitHub
commit 96a08dfc01
2 changed files with 35 additions and 1 deletions

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@ -1,5 +1,11 @@
class CfgAmmo {
class Default;
class Grenade: Default {
GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\grenades\Grenade_PullPin.wss", 1.5, 1, 10};
impactGroundSoft[] = {};
};
class FlareCore;
class FlareBase: FlareCore {
intensity = 20000;
@ -51,6 +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;
@ -97,4 +104,24 @@ class CfgAmmo {
effectsSmoke = "ACE_M84FlashbangEffect";
whistleDist = 0;
};
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};
soundImpactHard4[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,2,65};
soundImpactHard5[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.5,65};
soundImpactHard6[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.7,65};
soundImpactHard7[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,2.1,65};
soundImpactIron1[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,2.1,95};
soundImpactIron2[] = {"A3\sounds_f\characters\footsteps\steel_run_4",1,1.75,95};
soundImpactIron3[] = {"A3\sounds_f\characters\footsteps\steel_run_4",1,1.6,95};
soundImpactIron4[] = {"A3\sounds_f\characters\footsteps\steel_run_2",1,2,95};
soundImpactIron5[] = {"A3\sounds_f\characters\footsteps\steel_run_2",1,2.1,95};
soundImpactWoodExt1[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_1",1,1.1,75};
soundImpactWoodExt2[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_1",1,1.15,75};
soundImpactWoodExt3[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_2",1,1.1,75};
soundImpactWoodExt4[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_2",1,1.15,75};
};
};

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@ -27,8 +27,15 @@ 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 present
private _soundConfig = getArray (configFile >> "CfgAmmo" >> _ammo >> QGVAR(pullPinSound));
if !(_soundConfig isEqualTo []) then {
_soundConfig params ["_file", "_volume", "_pitch", "_distance"];
playSound3D [_file, objNull, false, getPosASL _projectile, _volume, _pitch, _distance];
};
if (getNumber (_config >> QGVAR(flashbang)) == 1) then {
private _fuzeTime = getNumber (_config >> "explosionTime");