emit_sound and model changing
The plugin is making the M249/Para fire faster. (No problems here)
The trouble is trying to change to M249 to my own custom model. I'm using CurWeapon event at the moment but I'm also using it to detect a gun shot. Right now, I made it so it changes the model when the player FIRES the M249. Not when he actually has first when he switched to it. Just wondering if theres another way around this besides event CurWeapon? Also, my emit_sound line has an error on it. I have no idea whats wrong with it. Maybe you guys can take a look at it. Code:
\my local folder\mini_gun.sma(147) : error 035: argument type mismatch (argument 3)PHP Code:
I just edited the plugin a bit and decided to use EngFunc_EmitSound. It compiles now but when I test it. It is still the default sounds in CS. I've got the changing model thingy to work now. I'm just gonna use 2 curweapon events. This emit sound thingy is really pissing me off because it just won't work. I've tried many methods and non work at all. |
Re: emit_sound and model changing
Code:
Now look at that....you have a big typo there. It's a one dimension array filled with two dimensions...you forgot a set of brackets :P (Should be g_MINIGUN_SHOT[MINIGUN_SHOT][]) Apart from that, remove the const part to stop getting the warning. |
Re: emit_sound and model changing
I don't think you can edit Weapon sounds by hooking EmitSound.
See GHW_Chronic's weapon model/sound replacer - same problem. I assume there is some other way to do it ... maybe it just doesn't pass the right id (0 ?) |
Re: emit_sound and model changing
Oh yeah, that too. The way to do it is to hook FM_PlayBackEvent and supercede it with one of your own.
Problem is, the client that is firing still hear's the sound. The only way around this is either to stop the attack and create your own bullet or to use hamsandwich for a really complex workaround. |
Re: emit_sound and model changing
Both sound like far too much fun to avoid ... I might have to play with this later :-D
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