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Changing CS 1.6 gun sounds for server.


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Damsen
Junior Member
Join Date: Jul 2019
Old 12-05-2023 , 14:04   Changing CS 1.6 gun sounds for server.
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Hey everyone. I was told to post here about modding a CS 1.6 dedicated server. I'm looking to replace the gun sounds of the default ones, like the reloads, the shooting and what not.

I was told that advanced stuff like rehlds, regamedll, reapi or orpheu could make it happen. Is anyone here familiar with any of those to help me on how to change the sound effects? I would also like to replace the sound of footsteps if possible.

AMXX base isn't suited for this as i found many plugins that are only able to change the knife sounds. But i need to do the same for the guns. I hope this is possible by any means. Thanks in advance.
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Siska1
Senior Member
Join Date: Feb 2020
Location: BedRock
Old 12-05-2023 , 14:25   Re: Changing CS 1.6 gun sounds for server.
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At this stage, there is no official free plugin to change the firing of weapons. You can only change sounds like loading etc. You can also change the steps. For them, look, for example, in some csgo mod, but it can also be done in another way. There are various plugins that can change both skins and sounds. Will you change the sound on the original models? You can also do it with HL viewer or with a program like Milk Shape 3d.
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Damsen
Junior Member
Join Date: Jul 2019
Old 12-05-2023 , 15:44   Re: Changing CS 1.6 gun sounds for server.
Reply With Quote #3

Quote:
Originally Posted by Siska1 View Post
At this stage, there is no official free plugin to change the firing of weapons. You can only change sounds like loading etc. You can also change the steps. For them, look, for example, in some csgo mod, but it can also be done in another way. There are various plugins that can change both skins and sounds. Will you change the sound on the original models? You can also do it with HL viewer or with a program like Milk Shape 3d.
I want to make players download all those sounds and use them once in the server by whatever means possible, all inside Steam's CS 1.6 game. No standalone mod client bs if that's what you suggested. Because last time i tried a cs:go mod for 1.6, it made me install a separate client when i only wanted it to be on the cstrike_addon foler.

Last edited by Damsen; 12-06-2023 at 13:56. Reason: Typo correction.
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Siska1
Senior Member
Join Date: Feb 2020
Location: BedRock
Old 12-06-2023 , 17:48   Re: Changing CS 1.6 gun sounds for server.
Reply With Quote #4

Did you check these?
https://forums.alliedmods.net/showth...=93746?t=93746
https://forums.alliedmods.net/showth...14507?p=514507

see this EFFEX step changer plugin if it will work for you :
Code:
#include <amxmodx>
#include <fakemeta>
#include <fun>

#define PLUGIN "CSGOM: Step Sound"
#define VERSION "1.0"
#define AUTHOR "EFFEX"

#define STEP_DELAY 0.3
#define MIN_SPEED 150

new Float:g_fNextStep[33]

new const g_szStepSounds[][] = 
{
	"csgom/player/pl_gravel1.wav",
	"csgom/player/pl_gravel2.wav",
	"csgom/player/pl_gravel3.wav",
	"csgom/player/pl_gravel4.wav"
}

new const g_szWoodSounds[][] = 
{
	"csgom/player/pl_wood1.wav",
	"csgom/player/pl_wood2.wav",
	"csgom/player/pl_wood3.wav",
	"csgom/player/pl_wood4.wav"
}

new const g_szTileSounds[][] = 
{
	"csgom/player/pl_tile1.wav",
	"csgom/player/pl_tile2.wav",
	"csgom/player/pl_tile3.wav",
	"csgom/player/pl_tile4.wav"
}

new const g_szMetalSounds[][] = 
{
	"csgom/player/pl_metal1.wav",
	"csgom/player/pl_metal2.wav",
	"csgom/player/pl_metal3.wav",
	"csgom/player/pl_metal4.wav"
}

new const g_szDirtSounds[][] = 
{
	"csgom/player/pl_dirt1.wav",
	"csgom/player/pl_dirt2.wav",
	"csgom/player/pl_dirt3.wav",
	"csgom/player/pl_dirt4.wav"
}

new const g_szSnowSounds[][] = 
{
	"csgom/player/pl_snow1.wav",
	"csgom/player/pl_snow2.wav",
	"csgom/player/pl_snow3.wav",
	"csgom/player/pl_snow4.wav"
}


public plugin_init() 
{
	register_plugin(PLUGIN, VERSION, AUTHOR)
}

public plugin_precache()
{
	for(new i; i < sizeof g_szStepSounds ; i++)
		precache_sound(g_szStepSounds[i])
		
	for(new i; i < sizeof g_szWoodSounds ; i++)
		precache_sound(g_szWoodSounds[i])
		
	for(new i; i < sizeof g_szTileSounds ; i++)
		precache_sound(g_szTileSounds[i])
		
	for(new i; i < sizeof g_szMetalSounds ; i++)
		precache_sound(g_szMetalSounds[i])
		
	for(new i; i < sizeof g_szDirtSounds ; i++)
		precache_sound(g_szDirtSounds[i])
		
	for(new i; i < sizeof g_szSnowSounds ; i++)
		precache_sound(g_szSnowSounds[i])
}

public client_PreThink(id) 
{
	if (!(pev(id, pev_flags) & FL_ONGROUND))
		return PLUGIN_HANDLED
	
	static Float:start[3]
	pev(id, pev_origin, start)
	
	static Float:dest[3]
	dest[0] = start[0]
	dest[1] = start[1]
	dest[2] = -8191.0
	
	new tr
	engfunc(EngFunc_TraceLine, start, dest, 0, id, tr)
	
	static texent
	texent = get_tr2(tr, TR_pHit)
	if (texent == -1)
		texent = 0
	else if (is_user_alive(texent))
		return PLUGIN_HANDLED
	
	static texname[16]
	engfunc(EngFunc_TraceTexture, texent, start, dest, texname, 15)
	
	static textype[2], szSound[64]
	textype[0] = dllfunc(DLLFunc_PM_FindTextureType, texname)
	switch(textype[0])
	{
		case 'M', 'V': // - metal
		{
			copy(szSound, charsmax(szSound), g_szMetalSounds[random_num(0, sizeof g_szMetalSounds - 1)])
		}
		case 'D': // - dirt
		{
			copy(szSound, charsmax(szSound), g_szDirtSounds[random_num(0, sizeof g_szDirtSounds - 1)])
		}
		case 'T': // - tile
		{
			copy(szSound, charsmax(szSound), g_szTileSounds[random_num(0, sizeof g_szTileSounds - 1)])
		}
		case 'W': // - wood
		{
			copy(szSound, charsmax(szSound), g_szWoodSounds[random_num(0, sizeof g_szWoodSounds - 1)])
		}
		case 'N': // - snow
		{
			copy(szSound, charsmax(szSound), g_szSnowSounds[random_num(0, sizeof g_szSnowSounds - 1)])
		}	
		case 'C', 'X':
		{
			copy(szSound, charsmax(szSound), g_szStepSounds[random_num(0, sizeof g_szStepSounds - 1)])
		}
	}
	
	if(szSound[0])
	{
		set_pev(id, pev_flTimeStepSound, 999)
	}

	if(g_fNextStep[id] < get_gametime())
	{
		if((fm_get_ent_speed(id) > MIN_SPEED) && (pev(id, pev_flags) & FL_ONGROUND))
		{
			emit_sound(id, CHAN_BODY, szSound, VOL_NORM, ATTN_STATIC, 0, PITCH_NORM)
			g_fNextStep[id] = get_gametime() + STEP_DELAY
		}
	}
	return PLUGIN_HANDLED
}

Float:fm_get_ent_speed(id)
{
	if(!pev_valid(id))
		return 0.0
 
	static Float:vVelocity[3]
	pev(id, pev_velocity, vVelocity)
 
	vVelocity[2] = 0.0
 
	return vector_length(vVelocity)
}
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Last edited by Siska1; 12-06-2023 at 18:02.
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