Call to Arms

Call to Arms

Call to Arms - Workshop
The place to find custom maps, missions and mods for Call to Arms! Do you want to contribute? Check out the installation folder of your game and browse the mods subfolder for tools and documentations.
Skuffi 2 24 Aug, 2016 @ 5:04am
Mods developers
Share your suggestions, issues, questions concerning mods development (scripts, file fixing, exporting, interface and textures etc.)
Last edited by Skuffi; 24 Aug, 2016 @ 5:10am
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Showing 1-13 of 13 comments
Skuffi 2 24 Aug, 2016 @ 5:09am 
Anyone knows how to script properly decreasing of recharge time, when the gun is hitted and e.g. autoloader is damaged?
Venom 3 28 Aug, 2017 @ 5:52pm 
im having trouble whit my mod i added 2 tanks in mod and
i scripted the guns but the problem is that
both of thanks dont have sounds for
start engine
stop enigne
and moving

can you help me whit that?
Skuffi 2 29 Aug, 2017 @ 12:12am 
@Venom, u need to set\interaction_entity\tank.inc and code there sound scripts. You will see how to do this in that file.
Venom 3 29 Aug, 2017 @ 3:26am 
okay i got that but what do i need to type? what scrit?
Skuffi 2 29 Aug, 2017 @ 3:51am 
Check examples in that files like next:

(define "btr_sound"
{on "add_movement_sound" overload
{link_sound "move" "vehicle/engine/ve_large_drive_wheel" }
{link_sound "engine" "vehicle/engine/ve_tankdiesel1_accelerate" }
{link_sound "engine_end" "vehicle/engine/ve_large_shutdown" }
{link_sound "exhaust" "vehicle/engine/ve_large_start" }
{link_sound "rotate_turret" "vehicle/turret/ve_small_accelerate" }
}
)
{"btr-80 tank"
("btr_sound")
{on "gunner_hatch_open" overload
{ani_play "open2" resume}
}
{on "gunner_hatch_close" overload
{ani_play "open2" -1 resume}
}
("burn_by_engine" args 0.3)
}
Venom 3 29 Aug, 2017 @ 5:04pm 
okay got it thanks!
Venom 3 3 Sep, 2017 @ 4:54am 
im having problem whit Workshop It says ivalid input characters..
and i typed 1 word in each tabs and still nothing
maybe i need to move my mod somewhere? or deactivate it?
my mod i in the call to arms/mods folder.
Skuffi 2 3 Sep, 2017 @ 4:55am 
Is this problem in workshop.exe?
Venom 3 4 Sep, 2017 @ 3:38pm 
problem whit call_to_arms_workshop.exe
Skuffi 2 4 Sep, 2017 @ 11:56pm 
U need then to create new folder for mod with name *mod_name and e.g add v2.0 etc and upload. Or use updating script from Valour mod.
Venom 3 5 Sep, 2017 @ 5:51am 
What is this e.g add v2.0?
And what valour does have that update script i have couple mods of valour.
Skuffi 2 5 Sep, 2017 @ 8:59am 
E.g. is "for example". Valour main mod.
El.Dedo 16 Oct, 2020 @ 1:58pm 
Hi,

I´m having trouble modifying sounds with both vehicles and tanks. I´m scripting as in the example above. I also tried adding my tank into other already defined sound. As in the example:

(define "btr_t72"
{on "add_movement_sound" overload
{link_sound "move" "vehicle/engine/ve_large_drive_wheel" }
{link_sound "engine" "vehicle/engine/ve_tankdiesel1_accelerate" }
{link_sound "engine_end" "vehicle/engine/ve_large_shutdown" }
{link_sound "exhaust" "vehicle/engine/ve_large_start" }
{link_sound "rotate_turret" "vehicle/turret/ve_small_accelerate" }
}
)
{"t-72b1_is"
("btr_t72")
{on "gunner_hatch_open" overload
{ani_play "open2" resume}
}
{on "gunner_hatch_close" overload
{ani_play "open2" -1 resume}
}
("burn_by_engine" args 0.3)
}

And adding:

}
{"m60a3_uaf tank"
("t-80_sound")
}
{"t71bis_is tank"
("t-80_sound")
}
{"btrt tank"
("t-80_sound")
}

Please, I would like to know where I´m wrong.

Thanks,
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