At 04:53 PM 17/10/2002 -0400, you wrote:
Does DefaultReload() automatically call sounds that look like they're
related to the gun?  Cause, I never told it to use these sounds in my
sound\weapons folder, but it's using them anyway.  Like
uh....m4a1_clipout.wav.  I never told it to use it, but it uses it.  At
first I figured maybe the default sound was similar to the one in my mod's
folder...but I edited the sound, and it was actually the sound in my folder.

So, apparently it uses the sound even without me asking to use it.  I mean,
I was going to make it use it anyway, but it did it before I wrote the code.
I wouldn't have a problem with this if it was just timed right.  The clip is
taken out in the animation, but the sound is a little delayed...so it's
buggin' me.

It's not just the clipout sound, it's all the sounds related to the m4a1.
The sounds for certain things are compiled into the model as events that
play when the animation is played.  For example, here is the line for the
reload animation for our AK47.  As you see, it plays the clipout.wav on
frame 13 of the animation and the clipin on frame 42.  This is in the QC
file that is used to compile the model.

$sequence reload6 "reload6" fps 30 { event 5004 13
"weapons/ak47_clipout.wav" } { event 5004 42 "weapons/ak47_clipin.wav" }



Rob Prouse (Commando)
Tour of Duty Mod
http://www.tourofdutymod.com


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