I want to know this, but just in general. Can a sound script be
configured to use a random sound??

On Wed, Jul 9, 2008 at 5:11 PM, Tom Edwards <[EMAIL PROTECTED]> wrote:
> I've spent a happy evening dubbing 80s pop epics and glam rock over
> TF2's ubercharge sound, and it works perfectly when I use playgamesound.
> But when I connect to a server, even if sv_pure = 0 the stock sound
> plays. I have a horrible feeling it's because the path of the actual
> sound file is passed to the client instead of the soundscript entry.
>
> Here's what's on my client:
>
> TFPlayer.InvulnerableOn
> {
>    channel    CHAN_STATIC
>    volume    1
>    soundlevel      SNDLVL_120dB
>    rndwave
>    {
>        wave        player/invulnerable_on_crimsontide.wav
>        wave        player/invulnerable_on_darkness.wav
>        wave        player/invulnerable_on_flashdance.wav
>        wave        player/invulnerable_on_heart.wav
>        wave        player/invulnerable_on_italianjob.wav
>        wave        player/invulnerable_on_katebush.wav
>        wave        player/invulnerable_on_marvingaye.wav
>        wave        player/invulnerable_on_nightwish.wav
>        wave        player/invulnerable_on_pirates.wav
>        wave        player/invulnerable_on_queen.wav
>        wave        player/invulnerable_on_strawbs.wav
>    }
> }
>
> Here's what's on all servers not started by me:
>
> TFPlayer.InvulnerableOn
> {
>    channel    CHAN_STATIC
>    volume    1
>    soundlevel      SNDLVL_120dB
>    wave        player/invulnerable_on.wav
> }
>
> I'm not actually overwriting invulnerable_on.wav, so I can only conclude
> that the soundscript is being bypassed.
>
> Not only is this very irritating, but it must be a real waste of
> bandwidth to network a string for every damn server-side sound (consider
> vo\heavy_thanksfortheteleporter01.wav, 37 ASCII characters for that!).
> Is there any way around it? Perhaps it's a good area to look at
> optimising traffic in?
>
>
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