alan Posted May 21, 2013 Share Posted May 21, 2013 Hey, I got a question about the vehicle modding. Does anyone know how to make it possible that for example the Tunnel Scout can drill? I already tried to add the activity in the .ae file (with any animation) and added the drill values in the cfg. Additionally I tried to attach the 'drilling skill' as an upgrade but that didn't work either. So, do you know any way? Link to comment Share on other sites More sharing options...
Cirevam Posted May 21, 2013 Share Posted May 21, 2013 You need to add a null to the vehicle's stand and route animations (route at the bare minimum, stand might not need it), then define that null as a drilling null in the vehicle's AE file. You must also define drill times in the CFG and add a drilling activity to the AE, which you already did. I hope you have Lightwave or know how to edit LWS files with Notepad. aidenpons and alan 2 Link to comment Share on other sites More sharing options...
alan Posted May 21, 2013 Author Share Posted May 21, 2013 I hope you have Lightwave or know how to edit LWS files with Notepad. No, but I didn't need that You need to add a null to the vehicle's stand and route animations (route at the bare minimum, stand might not need it), then define that null as a drilling null in the vehicle's AE file. You must also define drill times in the CFG and add a drilling activity to the AE, which you already did. Yes, I did that (also had to add the null to the drill animation, just copied from SmallDigger). And it is working, thanks! When I now drill the drilling sound and drill fade sound appear (from the SmallDigger). But I don't want those to be heard while drilling with my 'new' vehicle... I guess the sounds come with the nulls in the animation files, but where? Do you know anything about that how I can deactivate the sound for only that vehicle? Link to comment Share on other sites More sharing options...
Cirevam Posted May 21, 2013 Share Posted May 21, 2013 I believe the drilling sounds are defined in the CFG. I'm not on my normal computer so I can't check right now, but I will when I get home. You can define sounds to play in the LWS if you'd like, and you do that by adding a null and naming it after the CFG sound entry with the frames for when the sound will be played. If I wanted to make dynamite beep when it is first placed, I might create a null called "SFX_beep,1". I think it might actually be "SND,SFX_beep,1" but it will be clear when I can look at my files. aidenpons and alan 2 Link to comment Share on other sites More sharing options...
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