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

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