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 >> >> >> >> >> >> _______________________________________________ >> >> To unsubscribe, edit your list preferences, or view the list >> >> archives, please visit: >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> >> > >> > >> > -- >> > -omega >> > -- >> > >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the >> list archives, >> > please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> > >> > >> >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

