Vash
05-22-2003, 02:48 AM
Does anyone know how to modify the v_models, more specifically all the bolt weapon models so that you can place your OWN custom shoot sound, instead of the standard one. I've tried decompiling and editing the shoot sequence to include the sound event for my own custom sound, but it seems all the shoot sounds are coded in, or at least recognized by numbers or something, as written in the .qc. I should probably explain what and why I'm doing too.
I've modified the shoot sounds from an idea borrowed from the late 3.1 days where I cobbled together the shoot sounds for the bolt rifles with the bolt_back and bolt_forward sounds. So in one sound, it plays the rifle shot, and working the bolt back and forward. Then I simply named it "kar_shoot" or "einfield_shoot" etc. Since the game is hardcorded to use these sound names for the 3rd person models, guess what. When someone shoots a Kar, tada, you hear them work the bolt! I lined up the sounds so that it matches the timing of the animation, and it is SO much easier than 3.1, with the animation timing actually ALL THE SAME for standing, crouching, and prone. This was a problem in 2.0-3.0 animations as they went from slower to slower in each position. It also helps that ALL bolt guns use the same "standing_bolt_shoot" as a refrence for all bolt guns. Anyways, these work wondefully sweet ingame, as it's a nice little touch to the atmosphere, and helps tactically to know the timing of a kar user while he's popping in and out without having to focus intently. Now, my problem.
As stated before, as far as I know, the v_models are coded to follow a number thing or something to play the shoot sounds, so I figured I could just rename these to "kar_shoot_custom" and have that sound file be the ORIGINAL shoot sound, without the bolt sounds. This way, the v_models keeps it's own carefully timed bolt sounds to match it's own animations. Buuuuuuut....I ran into problems when the "kar_shoot" sound still play for v_models. So then I get an echo effect for the bolt, with the bolt sounds from the modified "kar_shoot" and the standard "bolt_forward/back" sounds for the v_model overlapping.
Soooo, essentially I want to know if I can completely erradicate the v_model from playing "kar_shoot" etc. for the bolt guns, and instead play my "kar_shoot_custom" sound, thus leaving the sounds in 3rd person perfectly matched up to the animations, and the sounds in 1st person perfectly matched up to those animations. I thank you advance, post haste on a fix. Next up..... TRY to get distant sounds back.....
I've modified the shoot sounds from an idea borrowed from the late 3.1 days where I cobbled together the shoot sounds for the bolt rifles with the bolt_back and bolt_forward sounds. So in one sound, it plays the rifle shot, and working the bolt back and forward. Then I simply named it "kar_shoot" or "einfield_shoot" etc. Since the game is hardcorded to use these sound names for the 3rd person models, guess what. When someone shoots a Kar, tada, you hear them work the bolt! I lined up the sounds so that it matches the timing of the animation, and it is SO much easier than 3.1, with the animation timing actually ALL THE SAME for standing, crouching, and prone. This was a problem in 2.0-3.0 animations as they went from slower to slower in each position. It also helps that ALL bolt guns use the same "standing_bolt_shoot" as a refrence for all bolt guns. Anyways, these work wondefully sweet ingame, as it's a nice little touch to the atmosphere, and helps tactically to know the timing of a kar user while he's popping in and out without having to focus intently. Now, my problem.
As stated before, as far as I know, the v_models are coded to follow a number thing or something to play the shoot sounds, so I figured I could just rename these to "kar_shoot_custom" and have that sound file be the ORIGINAL shoot sound, without the bolt sounds. This way, the v_models keeps it's own carefully timed bolt sounds to match it's own animations. Buuuuuuut....I ran into problems when the "kar_shoot" sound still play for v_models. So then I get an echo effect for the bolt, with the bolt sounds from the modified "kar_shoot" and the standard "bolt_forward/back" sounds for the v_model overlapping.
Soooo, essentially I want to know if I can completely erradicate the v_model from playing "kar_shoot" etc. for the bolt guns, and instead play my "kar_shoot_custom" sound, thus leaving the sounds in 3rd person perfectly matched up to the animations, and the sounds in 1st person perfectly matched up to those animations. I thank you advance, post haste on a fix. Next up..... TRY to get distant sounds back.....