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Soundfixes #1

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Jun 4, 2022
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fix missing turret.tscrpt file. fix sound references across the board.
  • Loading branch information
Azaezel committed Jun 1, 2022
commit 2db79f92520f9a9a62bb21787635f92551c65283
1 change: 0 additions & 1 deletion FPSEquipment.tscript
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,6 @@ function FPSEquipment::initServer(%this)

function FPSEquipment::onCreateGameServer(%this)
{
%this.registerDatablock("./datablocks/audioProfiles");
%this.registerDatablock("./datablocks/health");
%this.registerDatablock("./scripts/managedData/managedDecalData");
%this.registerDatablock("./datablocks/weapon");
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35 changes: 0 additions & 35 deletions datablocks/audioProfiles.tscript

This file was deleted.

14 changes: 7 additions & 7 deletions datablocks/weapons/Lurker.tscript
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,7 @@ datablock SFXPlayList(LurkerFireSoundList)
// Use a looped description so the list playback will loop.
description = AudioClose3D;

trackAsset[ 0 ] = "FPSEquipment:LurkerFireSound";
trackAsset[ 0 ] = "FPSEquipment:wpn_lurker_fire";
};

// ----------------------------------------------------------------------------
Expand Down Expand Up @@ -356,7 +356,7 @@ datablock ShapeBaseImageData(LurkerWeaponImage)
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.5;
stateSequence[1] = "switch_in";
stateSoundAsset[1] = "FPSEquipment:LurkerSwitchinSound";
stateSoundAsset[1] = "FPSEquipment:wpn_lurker_switchin";

// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
Expand All @@ -381,7 +381,7 @@ datablock ShapeBaseImageData(LurkerWeaponImage)
stateTransitionOnNoAmmo[3] = "NoAmmo";
stateTransitionOnTriggerDown[3] = "Fire";
stateSequence[3] = "idle_fidget1";
stateSoundAsset[3] = "FPSEquipment:LurkerIdleSound";
stateSoundAsset[3] = "FPSEquipment:wpn_lurker_idle";

// Ready to fire with player moving
stateName[4] = "ReadyMotion";
Expand Down Expand Up @@ -470,7 +470,7 @@ datablock ShapeBaseImageData(LurkerWeaponImage)
stateSequence[10] = "reload";
stateShapeSequence[10] = "Reload";
stateScaleShapeSequence[10] = true;
stateSoundAsset[10] = "FPSEquipment:LurkerReloadSound";
stateSoundAsset[10] = "FPSEquipment:wpn_lurker_reload";

// Start Sprinting
stateName[11] = "SprintEnter";
Expand Down Expand Up @@ -627,7 +627,7 @@ datablock ShapeBaseImageData(LurkerGrenadeLauncherImage)
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.5;
stateSequence[1] = "switch_in";
stateSoundAsset[1] = "FPSEquipment:LurkerSwitchinSound";
stateSoundAsset[1] = "FPSEquipment:wpn_lurker_switchin";

// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
Expand All @@ -652,7 +652,7 @@ datablock ShapeBaseImageData(LurkerGrenadeLauncherImage)
stateTransitionOnNoAmmo[3] = "NoAmmo";
stateTransitionOnTriggerDown[3] = "Fire";
stateSequence[3] = "idle_fidget1";
stateSoundAsset[3] = "FPSEquipment:LurkerIdleSound";
stateSoundAsset[3] = "FPSEquipment:wpn_lurker_idle";

// Ready to fire with player moving
stateName[4] = "ReadyMotion";
Expand Down Expand Up @@ -681,7 +681,7 @@ datablock ShapeBaseImageData(LurkerGrenadeLauncherImage)
stateSequenceNeverTransition[5] = true;
stateSequenceRandomFlash[5] = true; // use muzzle flash sequence
stateScript[5] = "onFire";
stateSoundAsset[5] = "FPSEquipment:LurkerGrenadeFireSound";
stateSoundAsset[5] = "FPSEquipment:wpn_lurker_grenadelaunch";
stateEmitter[5] = GunFireSmokeEmitter;
stateEmitterTime[5] = 0.025;
stateEjectShell[5] = true;
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8 changes: 4 additions & 4 deletions datablocks/weapons/ProxMine.tscript
Original file line number Diff line number Diff line change
Expand Up @@ -35,13 +35,13 @@ datablock ProximityMineData( ProxMine )

// ProximityMineData fields
armingDelay = 3.5;
ArmSoundAsset = "FPSEquipment:MineArmedSound";
ArmSoundAsset = "FPSEquipment:mine_armed";

autoTriggerDelay = 0;
triggerOnOwner = true;
triggerRadius = 3.0;
triggerDelay = 0.45;
TriggerSoundAsset = "FPSEquipment:MineTriggeredSound";
TriggerSoundAsset = "FPSEquipment:mine_trigger";

explosionOffset = 0.1;

Expand Down Expand Up @@ -115,7 +115,7 @@ datablock ShapeBaseImageData( ProxMineImage )
stateTimeoutValue[1] = 3.0;
stateSequence[1] = "switch_in";
stateShapeSequence[1] = "Reload";
stateSoundAsset[1] = "FPSEquipment:MineSwitchinSound";
stateSoundAsset[1] = "FPSEquipment:wpn_proximitymine_switchin";

// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
Expand Down Expand Up @@ -168,7 +168,7 @@ datablock ShapeBaseImageData( ProxMineImage )
stateTimeoutValue[6] = 3.0;
stateSequence[6] = "switch_in";
stateShapeSequence[6] = "Reload";
stateSoundAsset[6] = "FPSEquipment:MineSwitchinSound";
stateSoundAsset[6] = "FPSEquipment:wpn_proximitymine_switchin";

// Start Sprinting
stateName[7] = "SprintEnter";
Expand Down
6 changes: 3 additions & 3 deletions datablocks/weapons/Ryder.tscript
Original file line number Diff line number Diff line change
Expand Up @@ -192,7 +192,7 @@ datablock ShapeBaseImageData(RyderWeaponImage)
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 1.5;
stateSequence[1] = "switch_in";
stateSoundAsset[1] = "FPSEquipment:RyderSwitchinSound";
stateSoundAsset[1] = "FPSEquipment:wpn_ryder_switchin";

// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
Expand Down Expand Up @@ -235,7 +235,7 @@ datablock ShapeBaseImageData(RyderWeaponImage)
stateEmitter[4] = GunFireSmokeEmitter;
stateEmitterTime[4] = 0.025;
stateEjectShell[4] = true;
stateSoundAsset[4] = "FPSEquipment:RyderFireSound";
stateSoundAsset[4] = "FPSEquipment:wpn_ryder_fire";

// Wait for the player to release the trigger
stateName[5] = "WaitForRelease";
Expand Down Expand Up @@ -299,7 +299,7 @@ datablock ShapeBaseImageData(RyderWeaponImage)
stateSequence[10] = "reload";
stateShapeSequence[10] = "Reload";
stateScaleShapeSequence[10] = true;
stateSoundAsset[10] = "FPSEquipment:RyderReloadSound";
stateSoundAsset[10] = "FPSEquipment:wpn_ryder_reload";

// Start Sprinting
stateName[11] = "SprintEnter";
Expand Down
10 changes: 0 additions & 10 deletions datablocks/weapons/TargetAquiredSound.asset.taml

This file was deleted.

10 changes: 0 additions & 10 deletions datablocks/weapons/TargetLostSound.asset.taml

This file was deleted.

4 changes: 2 additions & 2 deletions datablocks/weapons/Turret.tscript
Original file line number Diff line number Diff line change
Expand Up @@ -197,7 +197,7 @@ datablock ShapeBaseImageData(AITurretHeadImage)
stateSequence[3] = "fire";
stateSequenceRandomFlash[3] = true; // use muzzle flash sequence
stateScript[3] = "onFire";
stateSoundAsset[3] = "FPSEquipment:TurretFireSound";
stateSoundAsset[3] = "FPSEquipment:wpn_turret_fire";
stateEmitter[3] = GunFireSmokeEmitter;
stateEmitterTime[3] = 0.025;
stateEjectShell[3] = true;
Expand Down Expand Up @@ -418,7 +418,7 @@ datablock ShapeBaseImageData(DeployableTurretImage)
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.66;
stateSequence[1] = "switch_in";
stateSoundAsset[1] = "FPSEquipment:TurretSwitchinSound";
stateSoundAsset[1] = "FPSEquipment:wpn_turret_switchin";

// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
Expand Down
10 changes: 0 additions & 10 deletions datablocks/weapons/TurretDestroyed.asset.taml

This file was deleted.

10 changes: 0 additions & 10 deletions datablocks/weapons/TurretThrown.asset.taml

This file was deleted.

2 changes: 1 addition & 1 deletion datablocks/weapons/grenadefx.tscript
Original file line number Diff line number Diff line change
Expand Up @@ -739,7 +739,7 @@ datablock ExplosionData(GrenadeSubExplosion)

datablock ExplosionData(GrenadeLauncherExplosion)
{
soundProfile = GrenadeLauncherExplosionSound;
soundAsset = "FPSEquipment:GRENADELAND";
lifeTimeMS = 400; // Quick flash, short burn, and moderate dispersal

// Volume particles
Expand Down
2 changes: 1 addition & 1 deletion datablocks/weapons/rocketfx.tscript
Original file line number Diff line number Diff line change
Expand Up @@ -455,7 +455,7 @@ datablock ExplosionData(RocketSubExplosion)

datablock ExplosionData(RocketLauncherExplosion)
{
soundProfile = RocketLauncherExplosionSound;
soundAsset = "FPSEquipment:GRENADELAND";
lifeTimeMS = 200; // I want a quick bang and dissipation, not a slow burn-out

// Volume particles
Expand Down
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