Particlesys misdata help please
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@Bad:
Did you increased by 1 the index number in the mistype.lst file (first line) because you added a new entry ?
Ah that should be it! thanks.
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Hi, I-Hawk I have another question.
I edited Data\TerrData\particlesys.ini as follows
id=_blank lifespan=0 visibledistance=0 id=_blank_hit lifespan=0 visibledistance=0 sound.id=422 sound.looped=0 sound.volume=1 id=_blank_fire lifespan=0 visibledistance=0 sound.id=423 sound.looped=0 sound.volume=1
And added lines to my Add-On Theater\Sounds\f4sndtbl.txt
# 422 Internal Cockpit Hit CATM Common\1955_voice.ogg 0 0 99999 0 1000 -10000 I 0 11 0 # 423 Internal Missile Launch CATM Common\1500.ogg 0 0 99999 0 1000 -10000 I 0 11 0
These are beep sounds when invisible CATM hits.
I edited Add-On Theater\Sim\Misdata\catm120.dat which is new data files I created
psGroundImpact _blank_hit psMissileKill _blank_hit psFeatureImpact _blank_hit psBombImpact _blank_hit psArmingDelay _blank_hit psExceedFOV _blank_hit psRocketBurst _blank_fire
I wanted to change missile fire and hit sound to beep sounds that indicate simulations missile hits.
However, still, missile fire/hit sounds are those of default.
are there any other lines I have to edit to apply missile-dependent fire/hit sounds? -
First one particlesys is not the path to the Add-On theater?
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BMS4.35 all theater refers to default KTO particlesys.ini
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I wanted to change missile fire and hit sound to beep sounds that indicate simulations missile hits.
However, still, missile fire/hit sounds are those of default.
are there any other lines I have to edit to apply missile-dependent fire/hit sounds?AFAIK that should work yes. The missile itself is configured right? I mean if you put any existing effect name in 1 of those lines (Say psGroundImpact) and activate it, do you see the PS effect executed?
Also it could be that an effect must have some variables, maybe lifespan should be not 0 in order to work and possibly also basic stuff should exist (I mean I’m not sure if PS can work for sound alone, so for test you can create a simple particle, some dummy smoke texture with alpha 0 and lifespan 1 second and then it’ll not be seen anyway)
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thank you I-Hawk
maybe lifespan/visible distance should not be 0
I copied _harm-explosion and edited it for CATM invisible trail smoke.
This also worked for the new hit sound.
Unfortunately, it seems fire sound is not defined in Misdata*.dat nor particlesys.ini so editing f4sndtbl.txt will change all missile fire sounds.definesoundgroup=gs_catm group.id=44 group.id=422 id=_catm-explosion visibledistance=1 lifespan=10,1 drawtype=none inheritvelocity=1 addemitter emitter.id=catm-impact emitter.mode=emitonce emitter.rate=1 emitter.domain=sphere 0 0 0 1 1 0 emitter.target=sphere 0 0 0 10 10 1 id=catm-impact visibledistance=1 alpha=0 lifespan=1 drawtype=none inheritvelocity=.001 sound.group=gs_catm sound.looped=0
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You mean the sound you hear when missile is fired? IIRC that is also adjustable but I could be wrong, have to check that…
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You mean the sound you hear when missile is fired? IIRC that is also adjustable but I could be wrong, have to check that…
yeah that’s what I am looking for the way
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Uffff sorry I see that this is a hardcoded sound
In order to remove or change it we will need to add a variable…
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Uffff sorry I see that this is a hardcoded sound
In order to remove or change it we will need to add a variable…
Oh okay, thanks for researching.
BMS is still allowing a wide variety of things to modify. It’s a great sim to try tweaking.