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BC Forums => BC Scripting => Topic started by: Anew9 on March 18, 2010, 09:16:54 PM

Title: Idea for Torpedo Howls.
Post by: Anew9 on March 18, 2010, 09:16:54 PM
Is it possible to fire a "ship" from a torpedo tube?

The reason I am asking is, if someone were to create a "ship" torpedo or take a projectile texture and place a starship engine hum property on that script, the torpedo could emit a noise of its own. Like for example, I take a ship "blank" and create a engine hum called photonhowl or whatever; the torpedo should loop that engine hum and the torpedo should make a howling noise once it is spawned in game.

The only problem is assigning the projectile script a enginehum property and making the game think it is a "ship". I know this sounds really picky, but I think it would add some more trekkiness if whenevr someone fires a torpedo/disruptor and hear it HOWL as it comes near you.

Title: Re: Idea for Torpedo Howls.
Post by: ACES_HIGH on March 18, 2010, 10:43:21 PM
by howl, I'm guessing you mean the Doppler effect they sometimes use on the show?  I don't think that's possible on this engine
Title: Re: Idea for Torpedo Howls.
Post by: Anew9 on March 19, 2010, 06:55:14 PM
by howl, I'm guessing you mean the Doppler effect they sometimes use on the show?  I don't think that's possible on this engine

Well I thought that making a torpedo that containted the impulseengine property that would loop some engine sound over and over again like it does with starships. For example, when we assign engine sounds to a ship, we write a property that requests the sound "Federation engne" to be played in game. This is the sound the game loops when it spawns a starship and we hear its cruising speed engines.

I thought that we could take that script and write it into the projectiles py somehow and create a engine loop with a torpedo howl. So when someone fires a torpedo/disruptor, the projectile plays a engineloop instead of just the launch sound. I would like to hear this effect by using it on a ship before I muddle with the projectiles script, now I need to find a torpedo howl and rip the sound to see how it plays as a loop on a starship...
Title: Re: Idea for Torpedo Howls.
Post by: Anew9 on March 19, 2010, 07:18:09 PM
Ok, I tried it out on a starship and it works BEAUTIFULLY! If I could take a video of it to show you I would! :woot:

Now I have to create a impulse engine property for projectiles... are any advanced scripters available to give me advice? I want to give a torpedo script an impulse engine property so that it plays a looped engine wav. Is it possible to give a weapon script a ship property?

EDIT: I tried posting the wav I created so you guys could try it out but the forum wont let me... I dont know why (last time I could post wavs). I have the wav if you guys want to try out what I am trying to do, just PM me. Take the engine 1 wav and past it in your sfx (BACK UP YOUR ORIGINAL engine1 wav FIRST). Go to a fed ship harpoint py (I would use a shuttle) and go to impulse engines, set max accel to 125 and max speed to 125. Start quickbattle with a fed ship and go to full impulse, press F9 and watch/listen... its fantastic!
Title: Re: Idea for Torpedo Howls.
Post by: deadthunder2_0 on March 19, 2010, 07:34:27 PM
put it in a zip
Title: Re: Idea for Torpedo Howls.
Post by: Anew9 on March 19, 2010, 08:39:43 PM
Here:
Title: Re: Idea for Torpedo Howls.
Post by: Anew9 on March 25, 2010, 06:13:25 PM
Well... I am at a loss to how I can create a ship property on a projectile, so far has been no good. I guess I stepped a little too far out of my experience, I guess Ill jest keep rebalancing ships for now!