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.
> 
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