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.
Mods developers
Share your suggestions, issues, questions concerning mods development (scripts, file fixing, exporting, interface and textures etc.)
Последно редактиран от Skuffi; 24 авг. 2016 в 5:10
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Показване на 1-13 от 13 коментара
Anyone knows how to script properly decreasing of recharge time, when the gun is hitted and e.g. autoloader is damaged?
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?
@Venom, u need to set\interaction_entity\tank.inc and code there sound scripts. You will see how to do this in that file.
okay i got that but what do i need to type? what scrit?
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)
}
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.
problem whit call_to_arms_workshop.exe
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.
What is this e.g add v2.0?
And what valour does have that update script i have couple mods of valour.
E.g. is "for example". Valour main mod.
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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