Thats not going to work because your not actually testing anything. if ( "weapon_superfrag" )..... if weapon_superfrag WHAT? exactly?
I can't remember the exact code off my head but you need something like: if ( strcmp( this.weapon_name, "weapon_superfrag") != 0) { ... } So you'd be comparing the name of the weapon with a given string to see if they match and then do something. Note the above ISNT real code, just an example. I still think you'd be better off just overriding the function that plays the sound in each weapons own class. - Jed 2008/7/30 Yorg Kuijs <[EMAIL PROTECTED]>: > Been messing around for about 2 hours now and I think I almost got it > currently using this code: > if ( "weapon_superfrag" ) > { > EmitSound( "HolyGrenade.Explode" ); > } > else if ( "weapon_frag" ) > { > EmitSound( "BaseGrenade.Explode" ); > } > > > the problem I have is though that it seems to be ignoring the if's and > just plays both sounds as if no if was specified at all.. so it just > plays both HolyGrenade.Explode AND BaseGrenade.Explode for both grenades > when it explodes. Any idea why it's completely ignoring the ifs?(it > compiles without errors so it should be accepting the ifs, cause earlier > it wasnt now doing it like this it didn't produce errors) > > _______________________________________________ > 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