Forget to say you need to precache the zombie ressources in plugin_precache() since the zombie is not created at map start. When you will have your plugin which spawn the monster_ entities at map start ( plugin_precache ) ; precaching the ressources will be not needed.
But since it's for test, precache them. Here from the HLSDK to show us the ressources used :
Code:
const char *CZombie::pAttackHitSounds[] =
{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char *CZombie::pAttackMissSounds[] =
{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
const char *CZombie::pAttackSounds[] =
{
"zombie/zo_attack1.wav",
"zombie/zo_attack2.wav",
};
const char *CZombie::pIdleSounds[] =
{
"zombie/zo_idle1.wav",
"zombie/zo_idle2.wav",
"zombie/zo_idle3.wav",
"zombie/zo_idle4.wav",
};
const char *CZombie::pAlertSounds[] =
{
"zombie/zo_alert10.wav",
"zombie/zo_alert20.wav",
"zombie/zo_alert30.wav",
};
const char *CZombie::pPainSounds[] =
{
"zombie/zo_pain1.wav",
"zombie/zo_pain2.wav",
};
Code:
void CZombie :: Precache()
{
int i;
PRECACHE_MODEL("models/zombie.mdl");
for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
PRECACHE_SOUND((char *)pAttackHitSounds[i]);
for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
PRECACHE_SOUND((char *)pAttackMissSounds[i]);
for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
PRECACHE_SOUND((char *)pAttackSounds[i]);
for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
PRECACHE_SOUND((char *)pIdleSounds[i]);
for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
PRECACHE_SOUND((char *)pAlertSounds[i]);
for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
PRECACHE_SOUND((char *)pPainSounds[i]);
}
Adapt for amxx, it will be easy.
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