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[TUT] Replace Weapon Firing Sounds


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Depresie
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Join Date: Nov 2013
Old 08-15-2017 , 14:15   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #21

Quote:
The only accurate snippet to change this fire sound correctly must be the weapon prediction override
I wasn't talking about prediction, I was talking about blocking the default firing function, and emulate the firing function by hooking the firing button, doing a trace line, sending animations, sounds, handle bullets, etc
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Last edited by Depresie; 08-15-2017 at 14:16.
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CrazY.
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Old 08-21-2017 , 21:25   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #22

Probably this way don't will work.

This is the correct way:

1° Hook FM_UpdateClientData (Post) and set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001);
2° Hook FM_PrecacheEvent/FM_PlaybackEvent, precache the gun event (cstrike/events) and then do playback_event (engine);
3° Hook weapon actions (Ham_Weapon_[PrimaryAttack|SecondaryAttack|Reload] | Ham_Item_[Deploy|Holster] etc.), play animations and custom sounds;

Too complicated to explain now without time, but it's a base.

It's a good idea to make an API , probrably when I finish AvP or some other developer take this job...
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Last edited by CrazY.; 08-21-2017 at 21:28.
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meTaLiCroSS
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Old 08-22-2017 , 08:47   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #23

Quote:
Originally Posted by CrazY. View Post
Probably this way don't will work.

This is the correct way:

1° Hook FM_UpdateClientData (Post) and set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001);
2° Hook FM_PrecacheEvent/FM_PlaybackEvent, precache the gun event (cstrike/events) and then do playback_event (engine);
3° Hook weapon actions (Ham_Weapon_[PrimaryAttack|SecondaryAttack|Reload] | Ham_Item_[Deploy|Holster] etc.), play animations and custom sounds;

Too complicated to explain now without time, but it's a base.

It's a good idea to make an API , probrably when I finish AvP or some other developer take this job...
Quote:
weapon prediction override
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Quote:
Originally Posted by joropito View Post
You're right Metalicross
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CrazY.
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Old 08-22-2017 , 09:50   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #24

O.o
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Depresie
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Old 08-23-2017 , 07:53   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #25

Quote:
Originally Posted by CrazY. View Post
Probably this way don't will work.

This is the correct way:

1° Hook FM_UpdateClientData (Post) and set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001);
2° Hook FM_PrecacheEvent/FM_PlaybackEvent, precache the gun event (cstrike/events) and then do playback_event (engine);
3° Hook weapon actions (Ham_Weapon_[PrimaryAttack|SecondaryAttack|Reload] | Ham_Item_[Deploy|Holster] etc.), play animations and custom sounds;

Too complicated to explain now without time, but it's a base.

It's a good idea to make an API , probrably when I finish AvP or some other developer take this job...
Doesn't make any sense...
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CrazY.
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Old 08-23-2017 , 11:36   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #26

Really? Take a look at my weapons.
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HamletEagle
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Old 08-23-2017 , 12:00   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #27

It makes sense, not a good method indeed, but yours is not that good too.
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Last edited by HamletEagle; 08-23-2017 at 12:00.
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CrazY.
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Old 08-23-2017 , 15:07   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #28

Well, I'm using this way, but I'm not sure if it's one of the best ways to do it.

Maybe you have some idea in mind, Hamlet...?
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Old 08-23-2017, 15:45
HamletEagle
This message has been deleted by HamletEagle. Reason: nevermind
Depresie
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Old 08-23-2017 , 16:05   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #29

Still don't understand what he is explaining there..

Why would you just hook three events and do nothing ? then proceed to emit the sound on PrimaryAttack ?
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Natsheh
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Old 08-23-2017 , 17:25   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #30

best way is to crack the engine hack it !! which its not allowed
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