casing drop sound, moved to bluefor, fixed not showing "load" text
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@@ -28,6 +28,7 @@ params ["_arty"];
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// tbd_mortars_105mm_casing_spent
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private _spawnPoint = _arty modelToWorldVisual (_arty selectionPosition ["casing_spawn", "Memory"]);
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private _soundPos = _arty modelToWorldVisual (_arty selectionPosition ["casing_hit", "Memory"]);
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private _dirAndUp = _arty selectionVectorDirAndUp ["casing_spawn", "Memory"];
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_dirAndUp set [0, _arty vectorModelToWorld _dirAndUp#0];
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@@ -41,3 +42,4 @@ _casing allowDamage false;
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// Add vertical force to the magazine
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[{params ["_casing"]; _casing addForce [_casing vectorModelToWorld [0, -100, 0], [0, 0, 0]];}, [_casing]] call CBA_fnc_execNextFrame;
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playsound3D [QPATHTOF(TBD_M119\sounds\casing_drop.ogg), _casing, false, _soundPos , 5, 1, 30, 0.5];
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@@ -27,8 +27,8 @@ class CfgVehicles {
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model = QPATHTOF(TBD_M119\TBD_M119);
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editorPreview = QPATHTOF(TBD_M119\data\preview.jpg);
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picture = QPATHTOF(TBD_M119\data\M119_icon.paa);
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side = 0;
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faction = "BLU_G_F";
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side = 1;
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faction = "BLU_T_F";
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crew = "B_Soldier_F";
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slingLoadCargoMemoryPoints[] = {"sling_point_1", "sling_point_2", "towing_point"};
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@@ -295,7 +295,7 @@ class CfgVehicles {
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};
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class TBD_Load {
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isplayName = CSTRING(load);
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displayName = CSTRING(load);
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distance = 1.5;
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showDisabled=0;
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exceptions[]={};
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