[TUT] Replace Weapon Firing Sounds
Today i'm gonna show you is how to replace a weapon's firing sound, without having to rewrite a lot of stuff..
I know this has been discussed around here and no one offered any solution that didn't involve rewriting a lot of the weapon's functions, so i am here to offer you an alternative I am a lazy and inpatient person, so i'm gonna jump right to it, if anyone wants to rewrite the tutorial he is welcome.. PHP Code:
|
Re: [TUT] Replace Weapon Firing Sounds
I don't think "replace" is the correct word since you don't actually do that. "Overlap" would be much more appropriate. This won't work correct for pistols. Try using it on one and hold down the attack button.
|
Re: [TUT] Replace Weapon Firing Sounds
Fixed it to work correctly for pistols
|
Re: [TUT] Replace Weapon Firing Sounds
if(pev_valid(iWeapon) >= 2) is not need here.
if(is_user_alive(iPlayer)) also. |
Re: [TUT] Replace Weapon Firing Sounds
You'll be reproducing both fire sounds... right?
|
Re: [TUT] Replace Weapon Firing Sounds
@Prostostem@ Done, removed the not needed checks, added one more firing sound for the sake of diversity
@Metalicross Yes, both fire sounds should be "replaced" |
Re: [TUT] Replace Weapon Firing Sounds
How is this suppose to block the old sound?
From player chan_weapon? Or should be from the entity? |
Re: [TUT] Replace Weapon Firing Sounds
As far as i know, when you emit a sound on a specific channel, it will mute any other sound that is still playing on that respective channel...
|
Re: [TUT] Replace Weapon Firing Sounds
Quote:
|
Re: [TUT] Replace Weapon Firing Sounds
It works pretty good in first person. But like all other methods, not when others are shooting.
When spraying you can sometimes make out the beginning of the original sound. |
All times are GMT -4. The time now is 02:54. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.