Filter weapon special in attack_anim
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Filter weapon special in attack_anim
I'm creating a suicide bomber. When it attacks on offense it explodes, killing itself and damaging all adjacent units for the attacker's hitpoints. I have all this working, but I can't get the sounds right. I want it to use explosion.ogg when the special is active, and lightning.ogg when it is not (on defense).
Bonus question: I'm looking for "explosion-miss.ogg", the sound of an explosive attack failing to ignite. It might be called fizzle.ogg. Anyone have anything FOSS?
Here is what I tried. I made up the [filter_attack] on special_id stuff by piecing together examples from other areas, I have no reason to believe it is correct, but ti was worth a shot.
where
and
Bonus question: I'm looking for "explosion-miss.ogg", the sound of an explosive attack failing to ignite. It might be called fizzle.ogg. Anyone have anything FOSS?
Here is what I tried. I made up the [filter_attack] on special_id stuff by piecing together examples from other areas, I have no reason to believe it is correct, but ti was worth a shot.
Code: Select all
[attack]
name=shock
description= _"shock"
icon=attacks/lightning.png
type=lightning
range=melee
damage=20
number=1
[specials]
{WEAPON_SPECIAL_MAGICAL}
{WEAPON_SPECIAL_EXPLOSIVE_DETONATION}
[/specials]
[/attack]
Code: Select all
#define WEAPON_SPECIAL_EXPLOSIVE_DETONATION
[damage]
id=explosive detonation
name=_"explosive detonation"
description=_"When used on offense, this attack causes the attacker to explode, killing it instantly. All adjacent units will take damage of the weapon's type equal to the attacker's hitpoints."
active_on=offense
multiply=0
[/damage]
#enddef
Code: Select all
[attack_anim]
[filter_attack]
special_id=explosive detonate
[/filter_attack]
[missile_frame]
begin=-200
end=0
image="projectiles/shockmissile-n.png"
image_diagonal="projectiles/shockmissile-ne.png"
[/missile_frame]
[frame]
begin=-300
end=-200
image="units/enemies/steelhive/drone.png"
[/frame]
[if]
hits=no
[frame]
begin=-200
end=-100
image="units/enemies/steelhive/drone-ranged-1.png"
sound=hiss.wav
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-200
end=-100
image="units/enemies/steelhive/drone-ranged-1.png"
sound=explosion.ogg
[/frame]
[/else]
[frame]
begin=-100
end=0
image="units/enemies/steelhive/drone-ranged-2.png"
[/frame]
[frame]
begin=0
end=100
image="units/enemies/steelhive/drone-ranged-1.png"
[/frame]
[frame]
begin=100
end=200
image="units/enemies/steelhive/drone.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
[not]
special_id=explosive detonate
[/not]
[/filter_attack]
[missile_frame]
begin=-200
end=0
image="projectiles/shockmissile-n.png"
image_diagonal="projectiles/shockmissile-ne.png"
[/missile_frame]
[frame]
begin=-300
end=-200
image="units/enemies/steelhive/drone.png"
[/frame]
[if]
hits=no
[frame]
begin=-200
end=-100
image="units/enemies/steelhive/drone-ranged-1.png"
sound=magic-dark-big-miss.ogg
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-200
end=-100
image="units/enemies/steelhive/drone-ranged-1.png"
sound=lightning.ogg
[/frame]
[/else]
[frame]
begin=-100
end=0
image="units/enemies/steelhive/drone-ranged-2.png"
[/frame]
[frame]
begin=0
end=100
image="units/enemies/steelhive/drone-ranged-1.png"
[/frame]
[frame]
begin=100
end=200
image="units/enemies/steelhive/drone.png"
[/frame]
[/attack_anim]
Speak softly, and carry Doombringer.
Re: Filter weapon special in attack_anim
thunderstick-miss.ogg?white_haired_uncle wrote: ↑April 16th, 2024, 4:22 pm Bonus question: I'm looking for "explosion-miss.ogg", the sound of an explosive attack failing to ignite. It might be called fizzle.ogg. Anyone have anything FOSS?