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-   -   [ H3LP ] Weapon events (https://forums.alliedmods.net/showthread.php?t=303048)

CrazY. 11-20-2017 13:49

[ H3LP ] Weapon events
 
Hello, I have a slight doubt about the models of weapons.

I'm not "adventurous" in the world of models, but analyzing the qc of weapons, I realized there is something like this:

Code:

$sequence reload "Reload" fps 30 activity ACT_VM_RELOAD 1 node Ready {
 { event AE_CL_PLAYSOUND 28 "Weapon_357.OpenLoader" }
 { event AE_CL_PLAYSOUND 39 "Weapon_357.RemoveLoader" }
 { event 3015 55 }
 { event AE_CL_PLAYSOUND 67 "Weapon_357.ReplaceLoader" }
 { event AE_CL_PLAYSOUND 92 "Weapon_357.Spin" }
 }

Basically, what I need to know is: how to emit the sounds the same way as the QC? (set_task maybe)

undead52 11-20-2017 14:03

Re: [ H3LP ] Weapon events
 
if you emitsound, everybody will hear these sounds right ? and you have to hook reload, shoot1, shoot2 right ? in .qc more good

if you do, that will be better i think,
PHP Code:

client_cmd(id,"spk sounds/custom.wav"


CrazY. 11-20-2017 14:17

Re: [ H3LP ] Weapon events
 
I think I just explained it wrong. I want to know the correct way to emit sound in certain time after the execution of the animation.

Code:

// After 67 ms I think, the sound will be emited
event AE_CL_PLAYSOUND 67 "Weapon_357.ReplaceLoader"


aron9forever 11-20-2017 14:40

Re: [ H3LP ] Weapon events
 
nevermind

undead52 11-20-2017 14:40

Re: [ H3LP ] Weapon events
 
you could do with set_task or you could add empty time at first the sound that how much you want delay


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