Thanks for your reply. What I meant was sound when in flight. I have added several zeds that shoot different kind of projectiles, and it feels very strange when things like flaming arrows or rockets fly bye without making any sound before impact.Custom projectiles (particles or meshed objects) will use the game impact sounds. Are you talking about sound while the particle is in flight? Probably could add a sound component and a small .mp3 loop on either if thats what your after.
<item name="VomitProjectileFireArrow">
<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/WoodenBow/flamingArrowPrefab.prefab"/>
<property name="Material" value="Morganic" />
<property class="Action1">
<property name="Class" value="Projectile"/>
<property name="Gravity" value="-4"/>
<property name="DamageEntity" value="3"/>
<property name="DamageBlock" value="5"/>
<property name="Velocity" value="40"/>
<property name="FlyTime" value="7"/>
<property name="LifeTime" value="7"/>
<property name="DamageBonus.earth" value="3"/>
<property name="DamageBonus.wood" value="15"/>
<property name="DamageBonus.stone" value="1"/>
<property name="DamageBonus.metal" value="1"/>
<property name="CollisionRadius" value="0.3"/>
<property name="Buff" value="buffBurningVomit"/>
</property>
<effect_group name="VomitProjectileFireArrow" tiered="false">
<passive_effect name="BuffProcChance" operation="base_set" value="0.25" tags="buffBurningVomit"/>
</effect_group>
</item>
Ha! I found your video on another post shortly after my previous post. Definitely will be using this later as you've already taught me where I messed up in my XML. Thank you kindly sir! I will also be going through some of your other tutorials for reference/knowledge.I did a video that might help with the import: