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Easy Way to change weapon sounds, but need little help.


  
 
 
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.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 11-28-2011 , 07:19   Easy Way to change weapon sounds, but need little help.
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I have found one easy way to replace weapons sounds.

You see, you can add every models that
if you shoot, and shoot animation come, then come sound too.


in v_m4a1.qc

Quote:
/*
============================================= =================================
QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.
v_m4a1.mdl
Original internal name:
"v_m4a1.mdl"
============================================= =================================
*/
$modelname "v_m4a1.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures

$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000

//reference mesh(es)
$body "rhand" "rhand"
$body "lhand" "lhand"
$body "studio" "f_m4a1_template"

// 3 attachment(s)
$attachment 0 "Bone50" 0.000000 -18.500000 0.000000
$attachment 1 "Bone50" 0.000000 -1.250000 0.000000
$attachment 2 "Bone50" 0.000000 -14.250000 0.000000
// 5 hit box(es)
$hbox 0 "Bone04" -1.980000 -8.880000 -1.020000 1.730000 0.030000 1.090000
$hbox 0 "Bone_Righthand" -1.340000 -2.980000 -0.410000 1.430000 0.000000 0.630000
$hbox 0 "Bone01" -1.720000 -8.900000 -1.020000 1.990000 0.020000 1.090000
$hbox 0 "Bone_Lefthand" -1.520000 -3.172448 -0.410000 1.250000 0.000000 0.630000
$hbox 0 "Bone02" -0.840000 -15.980000 -1.220000 0.720000 7.680000 5.560000
// 14 animation sequence(s)
$sequence "idle" "idle" fps 16
$sequence "shoot1" "shoot1" fps 20 { event 5001 11 "weapons/m4a1_firesound.wav" }
$sequence "shoot2" "shoot2" fps 20 { event 5001 11 "weapons/m4a1_firesound.wav" } $sequence "shoot3" "shoot3" fps 20 { event 5001 11 "weapons/m4a1_firesound.wav" }
$sequence "reload" "reload" fps 37 {
{ event 5004 25 "weapons/m4a1_clipout.wav" }
{ event 5004 53 "weapons/m4a1_clipin.wav" }
{ event 5004 88 "weapons/m4a1_boltpull.wav" }
}
$sequence "draw" "draw" fps 40 { event 5004 1 "weapons/m4a1_deploy.wav" } { event 5004 17 "weapons/m4a1_boltpull.wav" }
$sequence "add_silencer" "add_silencer" fps 30 { event 5004 28 "weapons/m4a1_silencer_on.wav" }
$sequence "idle_unsil" "idle_unsil" fps 16
$sequence "shoot1_unsil" "shoot1_unsil" fps 20 { event 5021 0 "22" }
$sequence "shoot2_unsil" "shoot2_unsil" fps 20 { event 5021 0 "22" }
$sequence "shoot3_unsil" "shoot3_unsil" fps 20 { event 5021 0 "22" }
$sequence "reload_unsil" "reload_unsil" fps 37 {
{ event 5004 25 "weapons/m4a1_clipout.wav" }
{ event 5004 53 "weapons/m4a1_clipin.wav" }
{ event 5004 88 "weapons/m4a1_boltpull.wav" }
}
$sequence "draw_unsil" "draw_unsil" fps 40 { event 5004 1 "weapons/m4a1_deploy.wav" } { event 5004 17 "weapons/m4a1_boltpull.wav" }
$sequence "detach_silencer" "detach_silencer" fps 30 { event 5004 21 "weapons/m4a1_silencer_off.wav" }
you just change sounds names, compile model, precache the new sounds by amxx, and enjoy.

But, now i need little help

How, i block the old weapons sounds by amxx script ?
I know they are client-side so mayby its impossible to block them.


But yeah, thakns alot the guy who can help me.
PS: Sorry my bad english
.Dare Devil. is offline
 



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