Override explode?
On Wed, Jul 30, 2008 at 12:26 PM, Yorg Kuijs <[EMAIL PROTECTED]> wrote: > 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 > > -- -Tony _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

