I'm pretty sure that "if" is not supported by weapon "scripts" as they
aren't really scripts but rather data definition formats.
Could you give us the code you have so far, the SuperFrag/HolyGrenade .cpp
and .h?
On Fri, Aug 1, 2008 at 12:31 AM, Yorg Kuijs <[EMAIL PROTECTED]> wrote:
> 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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--
Programmer for Resistance and Liberation
www.resistanceandliberation.com
Programmer for Red Tribe
www.redtribe.com
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