VPhysicsCollision() isn't overridden nor called, PostCollision isn't
called either. I take it the grenade isn't considered a vphysics object at
all? Is this because it's using

SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );

rather than VPHYSICS? ( I tried changing it but keep hitting asserts, and
only want to allocate so much time per bug... a long list to go ;) ).

Anyway, I'll probably stick with a regular bounce sound anyway. I think
gameplaywise it's more interesting for players to have a sound they know
to be a grenade than more realistic yet less recognisable sounds.

Thanks for the pointers!

-- maarten



> The sound is triggered by CBaseEntity's implementation of
> VPhysicsCollision().
> If you've overridden that function in your leaf class without chaining
> to the base class you'd lose physics sound/dust/etc effects.  So that's
> one possible cause.  Otherwise set a breakpoint there (or in the caller:
> PostCollision - src/dlls/physics.cpp) and step through the call when the
> grenade bounces to see why no sound is played.
>
> Jay
>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of
>> [EMAIL PROTECTED]
>> Sent: Saturday, July 07, 2007 11:48 AM
>> To: [email protected]
>> Subject: Re: [hlcoders] Physics bounce sounds
>>
>> Aye, but the grenade has surfaceprop set to "metal", and we
>> have no surfaceproperties files of our own so I take it we're
>> using HL2 ones, so this should be valid if i'm not mistaken.
>>
>> > --
>> > [ Picked text/plain from multipart/alternative ] it has to
>> do with the
>> > surfaceprop that the grenade has.
>> > and the surfaceprops text files in the scripts folder, to
>> define them.
>> >
>> > On 7/7/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>> >>
>> >> Hi list,
>> >>
>> >> this is probably an easy question. Im grinding through our buglist
>> >> and one of them is that our grenades do not have a bounce sound. I
>> >> checked the code and there's an empty BounceSound function that is
>> >> deliberately left empty since physics supposedly handles bounce
>> >> sounds. I can add an EmitSound in the BounceSound function
>> which does
>> >> give me a bounce sound, but I'd much rather have surface-dependent
>> >> bounce sounds than one hard-coded one. Any idea why these are not
>> >> triggered when the (otherwise default SDK) grenade hits surfaces?
>> >>
>> >> Thanks
>> >>
>> >> -- maarten
>> >>
>> >>
>> >> _______________________________________________
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>> >> archives, please visit:
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>> >>
>> >>
>> >
>> >
>> > --
>> > -omega
>> > --
>> >
>> > _______________________________________________
>> > To unsubscribe, edit your list preferences, or view the
>> list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >
>> >
>>
>>
>>
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>>
>
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>



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