Hi, thank you very much for the answers!
@kuertee: Yes, that looks better, only unfortunately I'm all about reacting when the missiles are switched through, not when activating and not when changing weapons per se.
Could it be that event_player_cycled_active_weapon_ammo also has param2? Where can I find out?
And then how do I extract the t-number from this param2? Again questions over questions, sorry...
@euclid: That is absolutely correct and just an example. That's why in the "PS" I already wrote above that I'll supply the sounds (which I even succeeded in doing
) by extracting them from the huge sound file of X3. There are at least the rocket types "Wasp", "Mosquito" etc.. - and for now that's my goal, because I play VRO. But if that works out, I should certainly be able (that's my job at Film&TV, among other things) to cut together a "missile MK1" or something like that from the masses of MAterial, if I want to. I don't know what missiles exist in Vanilla, I haven't done that for too long.
But first I have to manage to trigger some announcement during the missile change (it works!) and to read out which missile is active after the change and to name exactly THIS missile. Unfortunately, it fails at the moment
Can you help me? Is there perhaps any system variable that contains the currently activated missile (waffen-Ammo is that)?
Would be really cool, I'm working on a MOD "more Betty" anyway, so that it becomes a bit more talkative, this fits in well.
Thanks for answers
Greetings Trajan von Olb
Mein Traum vom Glück ist der Traum von einer anderen Menschheit. (S. Lem)