Changing the sound of weapons
I tried to do this with FM_EmitSound, but it seems that it only works with knife sounds.
Anyone know a better way to change the sounds? |
Re: Changing the sound of weapons
Code:
#include <amxmodx> |
Re: Changing the sound of weapons
No.
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Re: Changing the sound of weapons
Edit your mp.dll! Image :
http://kepfeltoltes.hu/111102/adsads...toltes.hu_.png |
Re: Changing the sound of weapons
You miss the point the fire sounds are played client-side (because of prediction), therefore you can't hook them.
And for your information, what you show is a reference to CAK47::Precache() and only that. Instead of wasting your time to make a screenshot, you should have tested your plugin or/and checked IDA more. |
Re: Changing the sound of weapons
Quote:
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Re: Changing the sound of weapons
One code: https://forums.alliedmods.net/showthread.php?t=95132
Use m249 and replace all sound! Sry bad english! |
Re: Changing the sound of weapons
Quote:
http://www.hex-rays.com/products/ida...download.shtml |
Re: Changing the sound of weapons
Quote:
Quote:
Weapons sounds cant be a client side and can change and hook them. When sounds are in client side then ohters players can not hear that player weapon sounds who shoot. When player shoot game send the message to server ( sound id, weapon ) - something like this Then server send to player that message. In amxmodx and mayby a metamod has not been done that hook weapon sounds. I have 85% sure we can hook them like ohters things. And the footstep sound too. I'm not a programmer so i can not do miracles. But yeah, mayby cs was done that way: ( this is 15% sure case :) ) When player are in server then ohter players are connected with that player and player game dont send the message to server, only players. |
Re: Changing the sound of weapons
Weapon sounds are played on the client, meaning the code which plays the sound exists only in the binary on the client's computer, using the client API, something like :
Code:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pl_gun3.wav", gEngfuncs.pfnRandomFloat(0.92, 1.0), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) ) |
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