Yeah, I don't plant to use it.  It's a good model, it's the m4a1 that
replaced the aug in the CS Fusion Pack.  The sounds are also from the fusion
pack.  But, I actually have no use for an m4 or any other "military" weapons
in my mod.  I'm just tryin' to get the hang of making a weapon from
beginning to end.

And, it's not that I don't want the sound to be played...it's just that it's
not timed right.  The clip comes out......and then the sound is played.  The
rest of the sounds are good though.

Since there's not really anything I can do, I think it's time to move on to
a different weapon.

Jonathan Day
Trepid
http://www.trepid.net


----- Original Message -----
From: "Brandon "Axis" Russell" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, October 17, 2002 10:36 PM
Subject: RE: [hlcoders] Re: Sounds automatically called?


> "Is it possible to edit the events for the model without having the
original
> model and its qc file?"
>
> You could decompile the model and try recompiling it back like you want.
>
> OR
>
> WARNING BELOW IS A HACK !
>
> //START HACK
>
> HACK: you could go client side in entity.cpp in HUD_StudioEvent() and
> intercept the sound event and play the sound you want depending on the
> weapon model. Although this is just off the top of my head and not to
> mention a HUGE HUGE hack =).
>
> //END TERRIBLE HACK
>
> But this all goes back to what you mentioned as well "I don't plan on
using
> this in one of my mods without the modeler's permission."
>
> I would not suggest using anything unless you have permission.
>
> -Brandon Russell
> Programmer for
> Day of Defeat
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:hlcoders-admin@;list.valvesoftware.com]On Behalf Of Jonathan Day
> Sent: Thursday, October 17, 2002 9:07 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] Re: Sounds automatically called?
>
>
> That is so weird that you replied.  Of all the peopl here, you replied.
>
> It's weird, because I wrote the code for this m4a1 based on your m16
> tutorial at the Coding Collective site.  I just used some m4a1 model to
> practice with.
>
> Seriously...it's like those levi comercials...the one with the dead emu in
> the back seat that's not dead so the driver crashes into a pool hall where
> the emu sorority girls are.  OK, it's not exactly like that...but you know
> what I mean.
>
> Anyway, onto the coding stuff.  Is it possible to edit the events for the
> model without having the original model and its qc file?  This just for
> practice, of course...I don't plan on using this in one of my mods without
> the modeler's permission.  But, right now I'm just figuring things out.
>
> Jonathan Day
> Trepid
> http://www.trepid.net
>
>
>
>
> > 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
> >
> >
> > _______________________________________________
> > 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
>
>
> _______________________________________________
> 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

Reply via email to