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Merge pull request StarCoreSE#979 from BadM0dder/Season4Natebranch
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Visuals Update
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InvalidArgument3 authored Apr 2, 2024
2 parents 2e4ac89 + 0b8c58f commit b09103c
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Showing 6 changed files with 1,001 additions and 24 deletions.
74 changes: 62 additions & 12 deletions Weapon Mods/Stable/Heavy-Assault-Systems/Data/Audio_HAS.sbc
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Expand Up @@ -540,16 +540,18 @@
<Category>SHOT</Category>
<MaxDistance>5000</MaxDistance>
<DistantSounds>
<DistantSound DistanceCrossfade="0" Distance="300" Sound="HAS_AvengerShotDist1" />
<DistantSound DistanceCrossfade="0" Distance="600" Sound="HAS_AvengerShotDist2" />
<DistantSound DistanceCrossfade="0" Distance="1000" Sound="HAS_AvengerShotDistC" />
<DistantSound DistanceCrossfade="0" Distance="1400" Sound="HAS_AvengerShotDist3" />
<DistantSound DistanceCrossfade="0" Distance="200" Sound="HAS_AvengerShotDist1" />
<DistantSound DistanceCrossfade="0" Distance="400" Sound="HAS_AvengerShotDist2" />
<DistantSound DistanceCrossfade="0" Distance="800" Sound="HAS_AvengerShotDistC" />
<DistantSound DistanceCrossfade="0" Distance="1200" Sound="HAS_AvengerShotDist3" />
<DistantSound DistanceCrossfade="0" Distance="2200" Sound="HAS_AvengerShotDist4" />
<DistantSound DistanceCrossfade="0" Distance="3300" Sound="HAS_AvengerShotDist5" />
</DistantSounds>
<!-- Prevents this sound from having this many active playbacks at once, 0 = infinite. -->
<SoundLimit>1</SoundLimit>
<Volume>3</Volume>
<DynamicMusicCategory>HeavyFight</DynamicMusicCategory>
<DynamicMusicAmount>50</DynamicMusicAmount>
<Volume>2</Volume>
<Loopable>true</Loopable>
<Waves>
<Wave Type="D3">
Expand All @@ -568,7 +570,7 @@
<Category>SHOT</Category>
<MaxDistance>5000</MaxDistance>
<SoundLimit>1</SoundLimit>
<Volume>3</Volume>
<Volume>2</Volume>
<Loopable>true</Loopable>
<Waves>
<Wave Type="D3">
Expand All @@ -585,7 +587,7 @@
<Category>SHOT</Category>
<MaxDistance>5000</MaxDistance>
<SoundLimit>1</SoundLimit>
<Volume>2</Volume>
<Volume>1.5</Volume>
<Loopable>true</Loopable>
<Waves>
<Wave Type="D3">
Expand Down Expand Up @@ -620,7 +622,7 @@
<Category>SHOT</Category>
<MaxDistance>5000</MaxDistance>
<SoundLimit>1</SoundLimit>
<Volume>5</Volume>
<Volume>4</Volume>
<Loopable>true</Loopable>
<Waves>
<Wave Type="D3">
Expand All @@ -639,7 +641,7 @@
<Category>SHOT</Category>
<MaxDistance>5000</MaxDistance>
<SoundLimit>1</SoundLimit>
<Volume>3</Volume>
<Volume>2.5</Volume>
<Loopable>true</Loopable>
<Waves>
<Wave Type="D3">
Expand Down Expand Up @@ -699,10 +701,58 @@
</Waves>
</Sound>

<!--Avenger Simple Hit-->
<Sound>
<Id>
<TypeId>MyObjectBuilder_AudioDefinition</TypeId>
<SubtypeId>HAS2_AvengerHit</SubtypeId>
</Id>
<DistantSounds>
<DistantSound DistanceCrossfade="0" Distance="60" Sound="HAS2_AvengerHitDist1" />
<DistantSound DistanceCrossfade="0" Distance="120" Sound="HAS2_AvengerHitDist2" />
</DistantSounds>
<Category>WEP_EXPL</Category>
<MaxDistance>200</MaxDistance>
<Volume>1</Volume>
<PitchVariation>40</PitchVariation>
<Waves>
<Wave Type="D3">
<Start>Audio\Avenger\AvengerHit.wav</Start>
</Wave>
</Waves>
</Sound>
<Sound>
<Id>
<TypeId>MyObjectBuilder_AudioDefinition</TypeId>
<SubtypeId>HAS2_AvengerHitDist1</SubtypeId>
</Id>
<Category>WEP_EXPL</Category>
<MaxDistance>200</MaxDistance>
<Volume>1</Volume>
<PitchVariation>30</PitchVariation>
<Waves>
<Wave Type="D3">
<Start>Audio\Avenger\AvengerHitD1.wav</Start>
</Wave>
</Waves>
</Sound>
<Sound>
<Id>
<TypeId>MyObjectBuilder_AudioDefinition</TypeId>
<SubtypeId>HAS2_AvengerHitDist2</SubtypeId>
</Id>
<Category>WEP_EXPL</Category>
<MaxDistance>200</MaxDistance>
<Volume>1</Volume>
<PitchVariation>20</PitchVariation>
<Waves>
<Wave Type="D3">
<Start>Audio\Avenger\AvengerHitD2.wav</Start>
</Wave>
</Waves>
</Sound>



<!--Avenger Hit-->
<!--Avenger Complex Hit-->
<Sound>
<Id>
<TypeId>MyObjectBuilder_AudioDefinition</TypeId>
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Expand Up @@ -355,13 +355,13 @@ partial class Parts
AmmoAudio = new AmmoAudioDef
{
TravelSound = "", // SubtypeID for your Sound File. Travel, is sound generated around your Projectile in flight
HitSound = "HAS_AvengerHit",
HitSound = "HAS2_AvengerHit",
ShieldHitSound = "",
PlayerHitSound = "",
VoxelHitSound = "",
FloatingHitSound = "",
HitPlayChance = 1f,
HitPlayShield = true,
HitPlayShield = false,
},
Ejection = new EjectionDef // Optional Component, allows generation of Particle or Item (Typically magazine), on firing, to simulate Tank shell ejection
{
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Expand Up @@ -322,7 +322,7 @@
<Property AnimationType="Const" Name="Offset" Type="Vector3">
<ValueVector3>
<X>0</X>
<Y>3.1</Y>
<Y>0</Y>
<Z>0</Z>
</ValueVector3>
</Property>
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