Adding extra laser sounds and associated configuration. Thanks @phkb.

master
AnotherCommander 2020-08-24 12:47:10 +02:00
parent 682878fc9d
commit 860b9d8262
6 changed files with 22 additions and 5 deletions

View File

@ -2,8 +2,8 @@ Changes between Oolite 1.88 and Oolite 1.90:
General:
========
* Custom sounds for specific lasers and specific hit types can
now be defined.
* Custom sounds for specific lasers and specific hit types are
now defined.
* Increasing opacity of GUI cursor for increased visibility.
* Basic compass now changes shape when switching from planet to
station and vice versa.

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@ -1 +1 @@
Subproject commit ac1e12e3c9bddf77a30053352fdfec7cf675e375
Subproject commit 1fe395fe185611b2de54b027cda6c29f15a9f3a0

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@ -102,7 +102,16 @@
// Trumbles
"[trumble-idle]" = "trumble.ogg";
"[trumble-squeal]" = "trumblesqueal.ogg";
// specific sounds for lasers/ecm missile
"[mil-laser-player-laser-miss]" = "millaser_laser.ogg";
"[mil-laser-player-laser-hit]" = "millaser_laserhits.ogg";
"[mining-laser-player-laser-miss]" = "mininglaser_laser.ogg";
"[mining-laser-player-laser-hit]" = "mininglaser_laserhits.ogg";
"[beam-laser-player-laser-miss]" = "beamlaser_laser.ogg";
"[beam-laser-player-laser-hit]" = "beamlaser_laserhits.ogg";
"[ecm-missile-launch]" = "ecm_missile_launch.ogg";
/* The following can also be used:
"[aegis-planet]" = "";
"[aegis-station]" = "";

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@ -154,8 +154,9 @@
shot_temperature = 3.2;
color = "yellowColor";
threat_assessment = 0.5;
fx_shot_miss_name = "[beam-laser-player-laser-miss]";
fx_shot_hit_name = "[beam-laser-player-laser-hit]";
};
}
),
(
@ -174,6 +175,8 @@
color = "blueColor";
is_mining_laser = 1;
threat_assessment = -0.5;
fx_shot_miss_name = "[mining-laser-player-laser-miss]";
fx_shot_hit_name = "[mining-laser-player-laser-hit]";
};
}
),
@ -192,6 +195,8 @@
shot_temperature = 4.25;
color = "magentaColor";
threat_assessment = 1.0;
fx_shot_miss_name = "[mil-laser-player-laser-miss]";
fx_shot_hit_name = "[mil-laser-player-laser-hit]";
};
}
),
@ -279,6 +284,9 @@
requires_empty_pylon = true;
/* NOTE: this is always zero for pylon-mounted equipment */
damage_probability = 0;
weapon_info = {
fx_weapon_launch_name = "[ecm-missile-launch]";
};
}
),
(