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[ H3LP ] Weapon events


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CrazY.
Veteran Member
Join Date: May 2015
Location: SP, Brazil
Old 11-20-2017 , 13:49   [ H3LP ] Weapon events
Reply With Quote #1

Hello, I have a slight doubt about the models of weapons.

I'm not "adventurous" in the world of models, but analyzing the qc of weapons, I realized there is something like this:

Code:
$sequence reload "Reload" fps 30 activity ACT_VM_RELOAD 1 node Ready {
 { event AE_CL_PLAYSOUND 28 "Weapon_357.OpenLoader" }
 { event AE_CL_PLAYSOUND 39 "Weapon_357.RemoveLoader" }
 { event 3015 55 } 
 { event AE_CL_PLAYSOUND 67 "Weapon_357.ReplaceLoader" }
 { event AE_CL_PLAYSOUND 92 "Weapon_357.Spin" }
 }
Basically, what I need to know is: how to emit the sounds the same way as the QC? (set_task maybe)

Last edited by CrazY.; 11-20-2017 at 13:51.
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undead52
Senior Member
Join Date: Dec 2016
Old 11-20-2017 , 14:03   Re: [ H3LP ] Weapon events
Reply With Quote #2

if you emitsound, everybody will hear these sounds right ? and you have to hook reload, shoot1, shoot2 right ? in .qc more good

if you do, that will be better i think,
PHP Code:
client_cmd(id,"spk sounds/custom.wav"

Last edited by undead52; 11-20-2017 at 14:06.
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CrazY.
Veteran Member
Join Date: May 2015
Location: SP, Brazil
Old 11-20-2017 , 14:17   Re: [ H3LP ] Weapon events
Reply With Quote #3

I think I just explained it wrong. I want to know the correct way to emit sound in certain time after the execution of the animation.

Code:
// After 67 ms I think, the sound will be emited
event AE_CL_PLAYSOUND 67 "Weapon_357.ReplaceLoader"
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aron9forever
Veteran Member
Join Date: Feb 2013
Location: Rromania
Old 11-20-2017 , 14:40   Re: [ H3LP ] Weapon events
Reply With Quote #4

nevermind
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Meanwhile, in 2050:
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useless small optimizations
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Last edited by aron9forever; 11-20-2017 at 14:41.
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undead52
Senior Member
Join Date: Dec 2016
Old 11-20-2017 , 14:40   Re: [ H3LP ] Weapon events
Reply With Quote #5

you could do with set_task or you could add empty time at first the sound that how much you want delay
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