Well I've been it at for a few more hours and still no luck, I was
thinking however how it may eventually prove to be faster and easier to
do it in the script file(game_sounds_weapons.txt) and somehow decide
sounds by checking what weapon_name.txt script is loaded.
Ehm here an example of what I want(I know that the way I put it probably
doesn't work, just an example of what I *want *to achieve:
"BaseExplosionEffect.Sound"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_140dB"
"pitch" "PITCH_NORM"
if weapon_frag.txt
{
"rndwave"
{
"wave" "^weapons/explode3.wav"
"wave" "^weapons/explode4.wav"
"wave" "^weapons/explode5.wav"
}
}
else if weapon_superfrag.txt
{
"wave "^weapons/holyexplode.wav
}
}
like I said that's probably not gonna work but maybe anyone with some
experienced with scripts can tell me if what I'm trying is possible at
all using scripts like this and if so can explain how to do it or maybe
link to a tutorial..
in the meantime I'll be looking for tutorials myself.
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