catch sound
ho to catch the track & show as hp?
example : tracks : 1.wav 2.wav 3.wav 100.wav if track 1.wav is playing, player HP = 1 if track 20, player HP = 20 max tracks : 6 so player hp max 6 |
Re: catch sound
you can only check emitted sounds by
FM_EmitSound(ent, iChannel, const szSample[], Float:fVolume, Float:fAttenuation, iFlags, iPitch) commands like spk are clientside |
Re: catch sound
what is with the server sounds? or map sounds? i mean the sounds that nobody plays. like de_torn background sounds?!
or when u push any buttons on a map to play a sound. or u drive a wheel. or or or or... or the weapon sounds... if u have a m4a1 & shoot, the sound 1 willbe played ( m4 sound ) i mean catching this sounds & not a key or .... |
Re: catch sound
weapon sounds cannot be handled by FM_EmitSound although it should be emitted too.
func_buttons have a few preset sounds which can be set/get via keyvalues, costum sounds are triggered through a ambient_generic (whichs pev_targetname is the func_buttons pev_target). background sounds should be a ambient_generic too. |
Re: catch sound
what can handle weapon sounds and footsteps if possible?
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