Not sure if I fully understand exactly what you are trying to do, but
this syntax on the server:
>> 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
>>    }
>> }

Will make the server choose one of the wavs at random any time the
"TFPlayer.InvulnerableOn" script sound is emitted.

Yahn

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Thursday, July 10, 2008 9:05 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Replacing a single scripted sound with
arandomscripted sound

Can a server be configured to do a random wav by only using a script?

On Thu, Jul 10, 2008 at 10:48 AM, Yahn Bernier
<[EMAIL PROTECTED]> wrote:
> The server determines which of the actual .wavs from the soundscript
to
> play, so client side changes will be ignored.
>
> Yahn
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Nick
> Sent: Thursday, July 10, 2008 8:37 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Replacing a single scripted sound with a
> randomscripted sound
>
> 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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