Hahaha.... Well this got awkward, thought you said "Steam". I primarily left 'cause Steam still has a persistent issue loading Fallout 3 from my library... And strange graphical issues I was tired of fixing for many of my high-res games. But that's a story for a different time!
Hey. When you tested it, what type of sound did it make? If it was like "Boop" that would be the "Assetmissing" soundfile, of which it should be.
Your subchunk was invalid, it contained the value 'LIST' instead of the expected 'data'. The starbound.log should have told you that tho. I hex-edited the file to match the prerequisites, do me a favor and try this one: https://www.dropbox.com/s/7jp7qo3hxfdoyu0/foxblaster.wav?dl=0 And the next time, do not enter any tags in the wav file, not even a title.
I'm using your edited verion, but still, no resolve This is confusing me, as according to Inf_wolf, it should work as it is (Inf tried it and it worked). Oh also, this sound file isn't mine. I downloaded from somewhere as a .mp3, and then I converted it to .wav so any potential tags you mention are defulted, or pre-made
Did you change the filename in the gunfile itself? I renamed it for a few other tries until I found out what's causing the issue. And really, no idea how int got it working, maybe he's using another enconder or something.
the .gun file name is "foxblaster.gun", and it remains unchanged. I did change the name of the .wav file within the code to access the correct file accordingly. I'll show the code: { "itemName" : "foxblaster", "inventoryIcon" : "foxblaster.png", "dropCollision" : [-8.0, -3.0, 8.0, 3.0], "maxStack" : 1, "rarity" : "Common", "description" : "A rusty old revolver, it doesn't have much fire power.", "shortdescription" : "Fox-Blaster", "image" : "foxblaster.png", "handPosition" : [-4, -2], "firePosition" : [17, 3], "recoilTime" : 0.1, "level" : 0.5, "tooltipKind" : "gun", "weaponType" : "Pistol", "fireTime" : 0.6, "inaccuracy" : 0.02, "twoHanded" : false, "walkWhileFiring" : false, "projectileType" : "bullet-2", "projectile" : { "speed" : 75, "life" : 3, "power" : 2.7, "color" : [255, 10, 10] }, "muzzleEffect" : { "animation" : "/animations/muzzleflash/bulletmuzzle4/bulletmuzzle4.animation", "fireSound" : [ { "file" : "/smashitems/sfx/gun/foxblaster.wav" } ] } }
I don't know if that's any important, but I accessed it from the usual sfx directory and pasted the file there. "/sfx/gun/fox/foxblaster.wav" Also, you DO realize you have to spawn another gun for every try, right?
I just tried "/sfx/gun/fox/foxblaster.wav" instead of "/smashitems/sfx/gun/fox/foxblaster.wav" and still didn't work :< and yes, I make sure to spawn a new gun everytime (I learnt that I needed to do that as before, I tried to load a gun texture and realized it didn't register unless I spawn a new gun).
[191:00.790] Error: Could not load /sfx/gun/foxblaster.wav asset, using placeholder default. (AssetException) No such asset '/sfx/gun/foxblaster.wav' [191:01.974] Error: Could not load /smashitems/sfx/gun/foxblaster.wav asset, using placeholder default. (AssetException) No such asset '/smashitems/sfx/gun/foxblaster.wav' Any particular reason he tries to access 2 different directories at once? o.o Also, dat charname. x:
xD I left the randomized char names for testing purposes . also, wat-da-faq why is it searching in mulipule directories ?!?! Aaactualy. I think it may be because, since I respawn the Gun item, it still searches through the previous directories as I still have the old guns in my invintory?
It only calls the .wav directory once you fire it. Here are the EXACT same files that worked for me. Used them on a completely clean Spr4 client with no player or universe files. https://www.dropbox.com/s/1ei3zw5p4wmf7vc/smashmod.rar?dl=0
Your one worked. However, the sound is now a "Tap" noise that, if I was to estimate, sounds like it lasts about 0.2 seconds. I lisnted to the soundfile that's in the mod's folder, and I can hear the same "Tap", but it's followed by the lazer noise. Is there anyway to extend how much of the wav file the gun produces? I'm going to try and study the reason for why your one worked and my one didnt. brb Also many thanks Kay
I doubt that, really, you can try to edit the tap out with audacity or something tho. However, on second thought the term "fireTime" comes to my mind.
1. I honestly think that I just messed up on something related to directory, from sheer blindness 2. I'mma look into that "FireTime", of which is currently set to 0.6.
Nah. FireTime isn't it. FireTime seems to edit the "Charge up" time I guess you can say. if fire time is set to 0.6: it's like, *press left-click* (0.6 seconds later) gun fires. I should make notes of these things
https://www.dropbox.com/s/w534g9bf1lyg22e/foxblaster.wav?dl=0 I cut it a bit, it was unneccessarily long and had much time before the real "beam" started. It should start and loop correctly now, if you're still running into issues or you don't like the cut, drop me another message.