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-   -   *Solved* Block all Sounds (https://forums.alliedmods.net/showthread.php?t=216455)

ironskillz1 05-21-2013 11:10

*Solved* Block all Sounds
 
When i use this code it blocks the falldmg sound and the sound when you press e

How can you fix that?
Code:

public EmitSound(id, channel, sample[])
{
 if(!is_user_alive(id))
  return FMRES_IGNORED
 
 new temp[2], weapon = get_user_weapon(id, temp[0], temp[1])
 if(weapon == CSW_KNIFE)
 {
  if ( knife_model[id] == 2)
  {
  if(equal(sample,"weapons/knife_hit1.wav"))
  {
    emit_sound(id, CHAN_WEAPON, "MuminDalen/katana_hit1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
  }
  else if(equal(sample,"weapons/knife_hit2.wav"))
  {
    emit_sound(id, CHAN_WEAPON, "MuminDalen/katana_hit2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
  }
  else if(equal(sample,"weapons/knife_hit3.wav"))
  {
    emit_sound(id, CHAN_WEAPON, "MuminDalen/katana_hit3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
  }
  else if(equal(sample,"weapons/knife_hit4.wav"))
  {
    emit_sound(id, CHAN_WEAPON, "MuminDalen/katana_hit4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
  }
  else if(equal(sample,"weapons/knife_stab.wav"))
  {
    emit_sound(id, CHAN_WEAPON, "MuminDalen/katana_stab.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
  }
  else if(equal(sample,"weapons/knife_hitwall1.wav"))
  {
    emit_sound(id, CHAN_WEAPON, "MuminDalen/katana_hitwall1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
  }
  else if(equal(sample,"weapons/knife_slash1.wav"))
  {
    emit_sound(id, CHAN_WEAPON, "MuminDalen/katana_slash1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
  }
  else if(equal(sample,"weapons/knife_slash2.wav"))
  {
    emit_sound(id, CHAN_WEAPON, "MuminDalen/katana_slash2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
  }
  else if(equal(sample,"weapons/knife_deploy1.wav"))
  {
    emit_sound(id, CHAN_WEAPON, "MuminDalen/katana_deploy1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
  }
  return FMRES_SUPERCEDE
  }
 }
 
 return FMRES_IGNORED
}


hornet 05-21-2013 11:17

Re: Block all sounds
 
Because you've written it so if a player is carrying a knife and has the specific knife model, then you supercede all other sounds, which you shouldn't. You should also use a loop to check for replacing sounds. Take a look at Chronic's Weapon Model Replacement.

ironskillz1 05-21-2013 11:40

Re: Block all sounds
 
Quote:

Originally Posted by hornet (Post 1955740)
Because you've written it so if a player is carrying a knife and has the specific knife model, then you supercede all other sounds, which you shouldn't. You should also use a loop to check for replacing sounds. Take a look at Chronic's Weapon Model Replacement.

Solved


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