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FPSC Classic Scripts / HELP Vechile sound!!

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Azadarasa
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Posted: 17th Jul 2010 14:47
Guys how do i add sound effects for my tankcar. tankcar is character so i am little bit confused how to add motor sound on it. i tried different stuff. but tank did not do any sound...
Conjured Entertainment
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Posted: 17th Jul 2010 17:44 Edited at: 17th Jul 2010 18:02
Use loopsound (like below)to start your engines....

loopsound=audiobank\yoursubfolder\yourmusicfile.ogg

...and stopsound to stop the sound...

stopsound

..note that all of your sounds should be in the audiobank or one of its subfolders.

sound=x plays a sound once, like a horn when you press it.

loopsound=x loops the sound file so it plays again and again until you use the stopsound to stop it, like the engine running until you shut it off.

the X of course represents the path for the sound file, which should be in the audiobank as mentioned above.

My Chopper in the Game Creators Store has sound effects, so you could always use that script as an example.
Feel free to modify the script to suit your needs as well, just leave my header and then add a header and/or comments for your modification info.

   Conjured Entertainment

 WARNING: Intense Madness
Azadarasa
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Posted: 17th Jul 2010 18:07
okay so i write this loopsound command to my vechiles script?. or do i make script named loopsound?
Azadarasa
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Posted: 17th Jul 2010 18:35
uh god. i cant get it work. can u show an code snippet?
Conjured Entertainment
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Posted: 17th Jul 2010 20:21 Edited at: 17th Jul 2010 20:33
Quote: "okay so i write this loopsound command to my vechiles script?. or do i make script named loopsound? "

You can name the script whatever you want (use underscores instead of spaces), but it is an FPI action that needs to be in the vehicle script.

Quote: "uh god. i cant get it work. can u show an code snippet?"

Sure thing, but please don't call me God here, because not everyone needs to know that. (just call me god in private prayer)

Seriously though, let me see what you have so far for a script, and I will see if I can help.


Edit
Oh yeah, I notice you just joined so, welcome to the forums.

Below you will find a "Thread Subject Search" box, and that can help you find threads about any keyword(s).
Using that will most likely provide your answers without having to post the question if it has been answered already.
That keeps the number of repetitive questions down and keeps the forum tidy.

Also note the "Edit Post" link just below your avatar on your posts, as this will allow you to edit your post like I just did instead of double posting like you did above.
That helps keep the threads tidy and keeps people from fussing about double posting.

Also note the "Docs" folder in the "FPS Creator" folder, because you will find the Manual and the Official Community Guide to FPSC in there.
Reading these is mandatory for FPSC success.

Again, welcome to the forums.

   Conjured Entertainment

 WARNING: Intense Madness
Azadarasa
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Posted: 17th Jul 2010 20:29
;Created with Entity Workshop - made by Wehtam ( Wehtam.co.uk )
desc = tank
;ai
aiinit = appear1.fpi
aimain = default.fpi
aidestroy = disappear1.fpi
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;orientation
model = tank.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
fixnewy = 0
defaultstatic = 1
materialindex = 0
collisionmode = 1
strength = 0
isimmobile = 1
soundset =
soundset1 =
;visualinfo
textured = tank.dds
effect =
castshadow = 0
;Animationinfo
animmax = 0
anim0 = 0,0
ischaracter = 1
loopsound=audiobank\engine\engine.wav
Conjured Entertainment
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Posted: 18th Jul 2010 20:31 Edited at: 19th Jul 2010 03:49
Okay, sorry I did not get back to you right away but I am swamped with homework.

That is the FPE file, which is for the entities properties.

The part below specifies which scripts the entity will run...

            ;ai
            aiinit = appear1.fpi
            aimain = default.fpi
            aidestroy = disappear1.fpi

...so, you can see the initialization script is used for the appear script that is run when spawning the entity.
The ai main is the script that runs while the entity is "alive", which here is the default.fpi whic does nothing. (this is why your tank does nothing)
And finally an ai destroy which runs on death of the entity and thus destroys or suspends the entity depending on whether you want it to disappear of leave it.

The script we will need to replace here is the default, so we need to create your new script to control the tank then assign the aimain to it.

I have to finish my homework right now, but I will be back to help you more on this when I am done.

Have you animated the tank yet?
Because you have no animation assignments in the FPE.

I would need to know the number of animation it has, with a description and start and end frame numbers for each one.

I'll be back


Edit
Here is a shot of my 'Tankle' ... (see attached image)

I'll be animating it soon and writing a script for it, so I'll let you have that script for an example when I'm done if you want.

Mind you; this is a remote controlled unmanned micro tank that does not have heavy armor plating.
Instead, it is a light weight polymer that is electric powered with a 80 mile range.
It can travel up to 40 MPH reaching maximum range in approximately two hours.
It is amphibious and includes a .38 caliber gun with 100 rounds of ammo.
It can carry up to 1.2 pounds of explosive such as C-4, with an additional 0.3 pound capacity for a secondary charge or contaminate for a dirty bomb.
It also boasts a shell recovery system for the .38 built in, as to provide extra shrapnel for the primary charge.
Intended to look like a toy, these weapons are generally used for assassinations, but can also be effective to cause general confusion and chaos amongst enemy ranks.
They also can be used as a front line of defense when equipped with search and destroy automation scripts for unmanned control.
This ensures completed objectives of enemy casualties even if the operator has been cut off or terminated.


Nonetheless, the basic animations and controls would be similar regardless of size.

Edit again
So is this animated so it actually moves around, or is it just sitting there and you want the engine sound as if it is running?

Just a sound to run would be real easy, and I can tell you that step by step without using a custom script, but by editing a stock one.

Anyway, let me know if it is just a sound for a machine that is running but sitting still, because that is a lot easier.

   Conjured Entertainment

 WARNING: Intense Madness

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Azadarasa
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Posted: 19th Jul 2010 14:08
Thank you for helping me so much. Anyways i have tried to animate some models, but they nver work. And the engine sound should be runnin all the time. (when it moves, when it is just sitting). Anyways back to the animations. I do not have damn clue how to animate characters or my tank. Simply because there are no tutorials for that..
Conjured Entertainment
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Posted: 19th Jul 2010 23:20
Quote: "Thank you for helping me so much. "

no problem, and I hope I can help more.

Quote: "I do not have damn clue how to animate characters or my tank. Simply because there are no tutorials for that.. "


Most of the animation tutorials would be in the modeling programs' forums.
It would depend on which program you are using as to which tutorial would apply to you.

I use MilkShape 3D for most of my modeling, and I use FragMOTION some too.
I use MilkShape to create custom animation, and I leaned how to animate from a tutorial Wembley1967 made that was later put into the Official COmmunity Guide to FPSC.
You will find that tutorial on making a gun on page 166 of revision 3 of the guide, which is in your FPS Creator > Docs folder.

   Conjured Entertainment

 WARNING: Intense Madness
Azadarasa
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Posted: 19th Jul 2010 23:42 Edited at: 20th Jul 2010 15:31
Thank you .you have been very helpful. i have googled many days for animation. and other tutorials. but never found .


I am using now default animation script that i pasted from scifi character aikos folder..

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