Multiple firing/impact sounds
Post ideas and suggestions on new features or improvements here.
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posted on June 13th, 2012, 4:42 am
Not sure if someone already made this.
Idea: Having the ability to set multiple sounds for firing weapons and the subsequent impacts.
Reason: In every game, movie, and show, whenever they fire a weapon, the sound, while the same, is slightly different. Impacts are the same way. In Armada II, and Fleet Ops, the only way you hear something like this is when you move the camera when the weapons are being fired. (Doesn't sound that good)
I think there should be a code for either setting up random pitch and speed changes for the sounds, or a code to set up your own firing sounds.
Opinions?
Idea: Having the ability to set multiple sounds for firing weapons and the subsequent impacts.
Reason: In every game, movie, and show, whenever they fire a weapon, the sound, while the same, is slightly different. Impacts are the same way. In Armada II, and Fleet Ops, the only way you hear something like this is when you move the camera when the weapons are being fired. (Doesn't sound that good)
I think there should be a code for either setting up random pitch and speed changes for the sounds, or a code to set up your own firing sounds.
Opinions?
posted on June 13th, 2012, 4:47 am
It would also be nice if you could have a random explosion to go with the random sound. 

posted on June 13th, 2012, 9:07 am
Adm. Zaxxon wrote:It would also be nice if you could have a random explosion to go with the random sound.
I actually think randomized explosions are possible as of now, I've not really experimented too much though. I have no clue about random sounds, but that would be a very handy feature.

posted on June 13th, 2012, 2:39 pm
Nah, Ive checked. Unless you guys have a higher version then I do, you cant add, or randomize, the sound in any way.
What I'm thinking is that instead of the plain firesound, we should have something like firesound1, of something like that.
And the same goes for the impact sounds; hitsound1 instead of hitsound, so you can stack them.
Or, maybe we could have a new code, maybe firesoundpitchvariation, firesoundspeedvariation, hitsoundpitchvariation, and hitsoundspeedvariation.
What I'm thinking is that instead of the plain firesound, we should have something like firesound1, of something like that.
And the same goes for the impact sounds; hitsound1 instead of hitsound, so you can stack them.
Or, maybe we could have a new code, maybe firesoundpitchvariation, firesoundspeedvariation, hitsoundpitchvariation, and hitsoundspeedvariation.
posted on June 13th, 2012, 2:58 pm
I suppose you can always define an event for the weapon, and the event can define a random sound. Im not entirely sure how it works though, I think you can probably do it for fire sound, but not hit sound.
posted on June 13th, 2012, 3:07 pm
Let me test to see if that works. Will update this post when I get the results.
Results are in, and the diagnosis isn't good. The game crashes each time, so the events file is useless.
If you want to test on your own, go ahead, but I don't see anyway for stock Fleet Ops to use multiple firing and impact sounds w/o new coding.
Let me retest with the firing sound though.
Nope, not working.
Results are in, and the diagnosis isn't good. The game crashes each time, so the events file is useless.
If you want to test on your own, go ahead, but I don't see anyway for stock Fleet Ops to use multiple firing and impact sounds w/o new coding.
Let me retest with the firing sound though.
Nope, not working.
posted on June 13th, 2012, 5:01 pm
Works just fine for me
.
Remember to use shotInfo for your ordnance file and fireEventID for your weapon file.

Remember to use shotInfo for your ordnance file and fireEventID for your weapon file.
posted on June 13th, 2012, 7:18 pm
well, the main problem I see is that if it's an event, it's gonna be played like the voices and sounds when you select a ship/station, and it only plays one sound at a time.
I don't like the idea of being able to hear the firing and detonation of a photon torpedo from across the map, while the others are firing and detonating with no sound at all.
The idea I have is that its normal weapons fire, but not using the events file.
Also, who thinks that we should hear some shield impacts?
I don't like the idea of being able to hear the firing and detonation of a photon torpedo from across the map, while the others are firing and detonating with no sound at all.
The idea I have is that its normal weapons fire, but not using the events file.
Also, who thinks that we should hear some shield impacts?
posted on June 21st, 2012, 1:38 am
I was thinking of something like hitshieldsound, and with the other code style, hitshieldsoundpitchvariation and hitshieldsoundspeedvariation.
Any ideas.
Any ideas.
posted on June 21st, 2012, 12:27 pm
Ehh, imo that is too much detail for a RTS. Torpedos would sound roughly the same hitting the shields as they would the hull since they just detonate.
posted on June 21st, 2012, 12:33 pm
applying logic to this is pointless as there's no sound in space anyway. scifi is willing to ignore that fact to be fun, as we might as well just go as nuts as we want, seeing as the basis is rubbish anyway.
posted on June 22nd, 2012, 8:08 am
Implemented this idea in stock A2 while building the BSG Half Race Mod v1.0 because I wanted the weapon effects to be variable in timing. I was trying to recreate the effects of Galactica's flak barrier. I found if I wanted to vary the timing of the weapon effects themselves, I had to write up a separate ODF for each of the weapons. So I have a bunch of odfs which are identical except for the shotDelay parameter. It is a clumsy way to do it, I know but it worked.
posted on June 23rd, 2012, 12:22 am
I found if I wanted to vary the timing of the weapon effects themselves, I had to write up a separate ODF for each of the weapons. So I have a bunch of odfs which are identical except for the shotDelay parameter. It is a clumsy way to do it, I know but it worked.
Wouldn't you only be able to fire 1 weapon at a time, rather then phasers and torpedoes alongside each other?
posted on June 23rd, 2012, 2:43 pm
In A2, one can mount multiple weapons on each hardPoint. In the case of the Battlestars, I wanted all the guns going off all the time at various intervals, so I made a separate hardPoint for each on the .SOD file.Destroyer92 wrote:I found if I wanted to vary the timing of the weapon effects themselves, I had to write up a separate ODF for each of the weapons. So I have a bunch of odfs which are identical except for the shotDelay parameter. It is a clumsy way to do it, I know but it worked.
Wouldn't you only be able to fire 1 weapon at a time, rather then phasers and torpedoes alongside each other?
posted on June 25th, 2012, 5:05 am
Again, wouldn't you still be able to fire 1 shot at a time, rather then 3-5 at once? And wouldn't all of them fire at the exact same moment on the first shot?
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