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.sfx lines for atrt

Posted: Fri May 29, 2009 6:15 pm
by YaNkFaN
does anyone know the .sfx lines for the AT-RT I have the right walker sounds but the weapon sounds are stumping me I can't seem to find them in the fel1_cw.sfx or the myg1_cw.sfx

Re: .sfx lines for atrt

Posted: Fri May 29, 2009 6:23 pm
by AQT
Aren't the weapon sounds just turret weapon sounds? The laser sound is the same as the generic turrets while mortar sound is the same as the Concussion turrets, right? I can't check at the moment.

Re: .sfx lines for atrt

Posted: Fri May 29, 2009 6:28 pm
by YaNkFaN
the souds are named differently than the turrets but that does make sense hmm i'll check to see if that works

Re: .sfx lines for atrt

Posted: Fri May 29, 2009 8:57 pm
by Maveritchell
YaNkFaN wrote:does anyone know the .sfx lines for the AT-RT I have the right walker sounds but the weapon sounds are stumping me I can't seem to find them in the fel1_cw.sfx or the myg1_cw.sfx
They use the at-walker sounds and then:
rep_weap_walk_atrt_cannon_head_fire
rep_weap_walk_atrt_cannon_chin_fire
which are these sampled sounds:
// Primary Fire
SoundProperties()
{
Name("rep_weap_walk_atrt_cannon_chin_fire");
Group("weapons");
Pitch(1.15);
Inherit("veh_weapon_template");
SampleList()
{
Sample("com_weap_turret_fire_small", 1.0);
}
}

// Secondary Fire
SoundProperties()
{
Name("rep_weap_walk_atrt_cannon_head_fire");
Group("weapons");
#ifplatform ps2 xbox
Gain(1.0)
#endifplatform ps2 xbox
Pitch(1.15);
Inherit("veh_weapon_template");
SampleList()
{
Sample("com_mortar_launcher_fire", 1.0);
}
}
AQT is correct here.