Jed schreef: > I still think you'd be better off just overriding the function that > plays the sound in each weapons own class. > > and how do I do that? There isn't a function that plays the sound in its own class, the function that plays the sound is EmitSound which is location in a function called CBaseGrenade::Explode in basegrenade_shared.cpp THAT is what causes the sound to play when the grenade explode, if the EmitSound is moved it doesnt play the sound when exploding!
the BaseGrenade.Explode is what is linked to the game_sounds_weapons.txt in the scripts folder, in there you can choose what .wav files to play if I change those sounds all the grenade sounds would be that, so which is why I added EmitSound for HolyGrenade.Explode which has its own .wav and that should result in BaseGrenade having sound 1 and HolyGrenade/SuperFrag having sound 2. I believe someone mentioned the weapon scripts files to but the sounds you can choose there aren't even played.. EVER they're Special1, Single and Double, Single and Double are left with null.wav which is no sound and special has a sound but what is Special1? the sound isnt ever played when using grenades and changing the sound for it doesn't do a thing since it's an action which is never used so the only way to do it is through code and the game_sounds_weapons.txt _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

