What you after lives in this class; CBasePlayer::OnDamagedByExplosion
That lives in player.cpp - i dont know what its like in ob, as i have not migrated my code to that yet. Adam -------- Owner Nigredo Studios http://www.nigredostudios.com --- On Fri, 8/1/08, Yorg Kuijs <[EMAIL PROTECTED]> wrote: > From: Yorg Kuijs <[EMAIL PROTECTED]> > Subject: Re: [hlcoders] grenade code > To: "Discussion of Half-Life Programming" <[email protected]> > Date: Friday, August 1, 2008, 12:31 AM > 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. > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the > list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

