Search found 2 matches
- Sun Mar 28, 2021 10:56 am
- Forum: Modding help
- Topic: Managing multiple weaponsounds
- Replies: 2
- Views: 1063
Re: Managing multiple weaponsounds
If you are trying to overwrite an existing entity's sound, you should not use data:extend. Instead, edit the data table directly.
data.raw["gun"]["submachine-gun"].attack_parameters.sound = {
{
filename = "__my-mod__/sound/submachine-gunshot-1.ogg",
volume = 0.6,
},
{
filename = "__my-mod ...
- Fri Mar 26, 2021 11:52 am
- Forum: Modding help
- Topic: Managing multiple weaponsounds
- Replies: 2
- Views: 1063
Managing multiple weaponsounds
Hello everyone
I'm trying to modify a already existing mod. I want to add differntly pitched weapon sounds to each weapon. This should make the weapons sound less monoton and in the case uf fully automatic ones, less ear piercing. So what i already pitched the weapons sounds up and down a few tones ...
I'm trying to modify a already existing mod. I want to add differntly pitched weapon sounds to each weapon. This should make the weapons sound less monoton and in the case uf fully automatic ones, less ear piercing. So what i already pitched the weapons sounds up and down a few tones ...