From 207bcd039af11ed81023564110a431b1f7dd780f Mon Sep 17 00:00:00 2001 From: tibetiroka Date: Sun, 20 Oct 2024 15:09:25 +0200 Subject: [PATCH 1/3] effect sound categories --- wiki/CreatingEffects.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/wiki/CreatingEffects.md b/wiki/CreatingEffects.md index 00e1d43..4722c00 100644 --- a/wiki/CreatingEffects.md +++ b/wiki/CreatingEffects.md @@ -7,6 +7,7 @@ effect sprite [sprite properties...] sound + "sound category" lifetime "random lifetime" "velocity scale" @@ -32,6 +33,7 @@ The sprite to use for this affect. Details on this definition can be found on th As with the sprite attributes, you should only include whichever attributes you actually want to use. * `sound `: When the effect is created, this sound is played. (This happens even if the effect does not define a sprite.) +* `"sound category" `: What category the effect's sound should play as. Different categories might have different volume levels configured by the user. The category must be one of `ui`, `weapon`, `engine`, `jump`, `explosion` or `environment`. **(v. 0.10.11)** * `lifetime `: How long the effect should last, in 60ths of a second. * `"random lifetime" `: A random number of frames (60ths of a second) up to this amount will be added to each effect's lifetime. **(v. 0.9.13)** * `"velocity scale" `: Without this, an effect will have the same velocity as the ship or projectile that "created" it. If this is defined, its velocity will be multiplied by this amount. Use a negative number to have the effect "bounce" in the opposite direction from the projectile. From 4abe2ca10e03c67a29726eee17bf1e18bd018547 Mon Sep 17 00:00:00 2001 From: tibetiroka <68112292+tibetiroka@users.noreply.github.com> Date: Sun, 20 Oct 2024 16:01:13 +0200 Subject: [PATCH 2/3] Update wiki/CreatingEffects.md Co-authored-by: Loymdayddaud <145969603+TheGiraffe3@users.noreply.github.com> --- wiki/CreatingEffects.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/wiki/CreatingEffects.md b/wiki/CreatingEffects.md index 4722c00..f30e14e 100644 --- a/wiki/CreatingEffects.md +++ b/wiki/CreatingEffects.md @@ -33,7 +33,7 @@ The sprite to use for this affect. Details on this definition can be found on th As with the sprite attributes, you should only include whichever attributes you actually want to use. * `sound `: When the effect is created, this sound is played. (This happens even if the effect does not define a sprite.) -* `"sound category" `: What category the effect's sound should play as. Different categories might have different volume levels configured by the user. The category must be one of `ui`, `weapon`, `engine`, `jump`, `explosion` or `environment`. **(v. 0.10.11)** +* `"sound category" `: What category the effect's sound should play as. Different categories might have different volume levels configured by the user. The category must be either `ui`, `weapon`, `engine`, `jump`, `explosion` or `environment`. **(v. 0.10.11)** * `lifetime `: How long the effect should last, in 60ths of a second. * `"random lifetime" `: A random number of frames (60ths of a second) up to this amount will be added to each effect's lifetime. **(v. 0.9.13)** * `"velocity scale" `: Without this, an effect will have the same velocity as the ship or projectile that "created" it. If this is defined, its velocity will be multiplied by this amount. Use a negative number to have the effect "bounce" in the opposite direction from the projectile. From 3299023e1bf075294deb0dd9ac705dddd66a0f3e Mon Sep 17 00:00:00 2001 From: tibetiroka Date: Thu, 31 Oct 2024 14:12:12 +0100 Subject: [PATCH 3/3] Add new categories --- wiki/CreatingEffects.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/wiki/CreatingEffects.md b/wiki/CreatingEffects.md index f30e14e..a212e5b 100644 --- a/wiki/CreatingEffects.md +++ b/wiki/CreatingEffects.md @@ -33,7 +33,7 @@ The sprite to use for this affect. Details on this definition can be found on th As with the sprite attributes, you should only include whichever attributes you actually want to use. * `sound `: When the effect is created, this sound is played. (This happens even if the effect does not define a sprite.) -* `"sound category" `: What category the effect's sound should play as. Different categories might have different volume levels configured by the user. The category must be either `ui`, `weapon`, `engine`, `jump`, `explosion` or `environment`. **(v. 0.10.11)** +* `"sound category" `: What category the effect's sound should play as. Different categories might have different volume levels configured by the user. The category must be either `ui`, `anti-missile`, `weapon`, `engine`, `afterburner`, `jump`, `explosion`, `scan`, `environment` or `alert`. **(v. 0.10.11)** * `lifetime `: How long the effect should last, in 60ths of a second. * `"random lifetime" `: A random number of frames (60ths of a second) up to this amount will be added to each effect's lifetime. **(v. 0.9.13)** * `"velocity scale" `: Without this, an effect will have the same velocity as the ship or projectile that "created" it. If this is defined, its velocity will be multiplied by this amount. Use a negative number to have the effect "bounce" in the opposite direction from the projectile.