Q:Weapon scripts sounds

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fug4life
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Q:Weapon scripts sounds

Post by fug4life »

Really the question is, if the weapons are shooting from the players origin would this cause me to not hear the weapon shoot sounds?

I managed to get the rest of weapon and its sounds to work with a soundscript i.e the pickup weapon, reload, clipin/out etc.

Just to check, I have a dodmap_modify with:

Code: Select all

"SoundCache"
{
    "Base_BASE"		"1"
    "Base_HL1"		"1"
    "Base_CSS"		"1"
    "Base_HL2"		"1"
    "Base_NPC"		"1"
    "Base_DODS"		"1"
}
}
I have soundscript named Base_DODS:

Code: Select all

SoundCache
{
	"precache_file"		"scripts/game_sounds_dods_weapons.txt"
}
And I added the full contents:

scripts/game_sounds_dods_weapons.txt

The weapon is in the modify as a weapon_scripted.

So I think it's the player origin causing the troubles, I think in c:ss was the same till weapons were fixed.
So is this the end of the road for dod weapons? feels that way :(
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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skidz
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Post by skidz »

Ill let you know if I come up with anything.
fug4life
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Joined: Mon Dec 11, 2006 10:35 am

Post by fug4life »

Sorry, didn't want it to sound like a request. It was more am I going down a dead end. :?

Its appreciated all the same, w/e is within your powers :)
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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