Ranged attacks - possible?

It should also be possible to do sound like this:
Code:
point = targetPlot.getPoint()
CyAudioGame().Play3DSound("AS3D_UN_ICBM_BOMB_EXPLODE",point.x,point.y,point.z)
Try different sounds because I have no idea if that is a good one, or even a loud enough one. Also, if it complains, try SND_ICBM_BOMB_EXPLODE because each sound has 2 names it seems.
 
talchas said:
It should also be possible to do sound like this:
Code:
point = targetPlot.getPoint()
CyAudioGame().Play3DSound("AS3D_UN_ICBM_BOMB_EXPLODE",point.x,point.y,point.z)
Try different sounds because I have no idea if that is a good one, or even a loud enough one. Also, if it complains, try SND_ICBM_BOMB_EXPLODE because each sound has 2 names it seems.

You friiggin AWESOME dude! That worked PERFECTLY the first time out. Hmm, maybe I am getting a better understanding of python, yeah right:blush: :lol:

Dude, obvioulsy you have made the holy grail of discoveries for CIV4 and I am SO happy ya did. Good looking out for us. You ROCK!:goodjob: :cool:

BTW, that one is a little loud so, I am going to change it but thanks again for showing us how to do it all.
This one is perfect AS3D_UN_BOMB_FOUR_EXPLOSION
I also placed a fire sound AS3D_UN_ARTILLERY_FIRE
 
What you probably want to do is make a copy of Assets\XML\Audio\Audio3DScripts.xml and stick it in your mod. Then edit this file and add this after the <Script3DSounds xmlns="x-schema:AudioScriptSchema.xml"> line:
Code:
	<Script3DSound>
		<ScriptID>AS3D_SPELL_1</ScriptID>
		<SoundID>SND_ICBM_BOMB_EXPLODE</SoundID>
		<SoundType>GAME_SFX</SoundType>
		<iMinVolume>100</iMinVolume>
		<iMaxVolume>100</iMaxVolume>
		<iPitchChangeDown>0</iPitchChangeDown>
		<iPitchChangeUp>0</iPitchChangeUp>
		<bLooping>0</bLooping>
		<iMinTimeDelay>0</iMinTimeDelay>
		<iMaxTimeDelay>0</iMaxTimeDelay>
		<StartPosition>NONE</StartPosition>
		<EndPosition>NONE</EndPosition>
		<iMinVelocity>0</iMinVelocity>
		<iMaxVelocity>0</iMaxVelocity>
		<iMinDistanceFromListener>0</iMinDistanceFromListener>
		<iMaxDistanceFromListener>0</iMaxDistanceFromListener>
		<iMinDistanceForMaxVolume>1000</iMinDistanceForMaxVolume>
		<iMaxDistanceForMaxVolume>2500</iMaxDistanceForMaxVolume>
		<iMinCutoffDistance>7000</iMinCutoffDistance>
		<iMaxCutoffDistance>7000</iMaxCutoffDistance>
		<bTaperForSoundtracks>0</bTaperForSoundtracks>
		<iLengthOfSound>0</iLengthOfSound>
		<fMinDryLevel>1.0</fMinDryLevel>
		<fMaxDryLevel>1.0</fMaxDryLevel>
		<fMinWetLevel>0.5</fMinWetLevel>
		<fMaxWetLevel>0.5</fMaxWetLevel>
	</Script3DSound>

Then change the volume, the soundID, or anything else. Also change the python "AS3D_UN_ICBM_BOMB_EXPLODE" to "AS3D_SPELL_1". That way you can change the volume or anything else easily just editing the xml.
 
Oh, yeah no doubt Talchas. I really want to thank you again for all of your help. Cool beans bro:goodjob:
 
incredibly sorry to resurrect this but has anything come to fruition? I'd love to make a little tactical combat scenario?
 
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