Existing code below. I think this would be the correct code, it's out of the vehicle.cs file.
It is set but it's not working. "It no worky!" ;D
// setup reticle for selected weapon (need this for player remount)
%veh = %player.getObjectMount();
if (%veh.selectedWeapon == 2) // ck for chaingun and set reticle
{
%player.client.setWeaponsHudActive("Chaingun");
}
else if (%veh.selectedWeapon == 1) // ck for missles and set reticle
{
%player.client.setWeaponsHudActive("MissileLauncher");
}
else if (%veh.selectedWeapon == 3) // ck for bombs and set reticle
{
commandToClient(%client, 'startBomberSight');
}
That controls the sounds. Also, make sure your vehicle is being exec'd AFTER weapons.cs, since it uses other sound datablocks from the missile launcher.
It executes after weapons.cs and it's last in all the vehicles and before vehicle.cs (which has a comment that states all vehicles should be before it).
Other sounds in the vehicle_name.cs work fine. i.e. chaingun spinup, bomb sounds (empty, drop and ready) and etc.
Comments
It is set but it's not working. "It no worky!" ;D
Edit:: Mruballos was the guys name.
One last thing for this vehicle, where is the code for the vehicle weapon(s) change sound stored?
In the vehicle_name.cs there is the following for the missiles as an example:
So the code exists, but the sounds don't happen in game. It must be being superseded elsewhere. Any thoughts?
It executes after weapons.cs and it's last in all the vehicles and before vehicle.cs (which has a comment that states all vehicles should be before it).
Other sounds in the vehicle_name.cs work fine. i.e. chaingun spinup, bomb sounds (empty, drop and ready) and etc.
Frustrating.