Quote:
Originally Posted by Depresie
You cannot replace or overlap firing sounds using a custom model, there are sound events only for draw and reload, believe me, i tried, and i know my stuff when it comes to half life models..
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Maybe you failed because you suck ?
I tried years ago, and it's working.
Sounds are linked to a model in the first place in the qc file :
example for default v_awp.qc :
PHP Code:
// 6 sequences
$sequence idle1 "idle1" fps 16
$sequence shoot1 "shoot1" fps 35 { event 5001 0 "31" } { event 5004 15 "weapons/boltup.wav" } { event 5004 19 "weapons/boltpull1.wav" } { event 5004 32 "weapons/boltdown.wav" }
$sequence shoot2 "shoot2" fps 35 { event 5001 0 "31" } { event 5004 15 "weapons/boltup.wav" } { event 5004 19 "weapons/boltpull1.wav" } { event 5004 32 "weapons/boltdown.wav" }
$sequence shoot3 "shoot3" fps 35 { event 5001 0 "31" } { event 5004 15 "weapons/boltup.wav" } { event 5004 19 "weapons/boltpull1.wav" } { event 5004 32 "weapons/boltdown.wav" }
$sequence reload "reload" fps 30 { event 5004 26 "weapons/awp_clipout.wav" } { event 5004 53 "weapons/awp_clipin.wav" }
$sequence draw "draw" fps 30
It's the model from the client who tell to play the sound and not something else.
Just replace those, with your custom path and recompile the model.
According to
https://github.com/s1lentq/ReGameDLL...pn_awp.cpp#L21
You may need to precache the sounds plugin side or use rehlds way :
PHP Code:
sv_auto_precache_sounds_in_models <1|0> // Automatically precache sounds attached to models. Default: 0