Sync sound with new animations
BERSERK3R
04-26-2007, 02:59 PM
I was wondering if you do make another firstperson v_model animation, what about the sounds that are used for the default animations?
How does it actually work.
Can I manually edit a file at which frame a sound is played (clipin, fire, etc.)
Trp. Jed
04-26-2007, 03:16 PM
http://developer.valvesoftware.com/wiki/Animation_Events
That should get you started. Basically you specifiy an event type and what frame + any parameters it needs (varies with each event type).
BERSERK3R
04-26-2007, 03:35 PM
So this would mean in this example, that "Weapon_357.OpenLoader" refers to the sound file?
So the name then would be Weapon_357.. and "openloader" what's that?
From my quick look (sorry I am so very lazy) at it, I don't really get it..yet.
$sequence reload "Reload" fps 30 activity ACT_VM_RELOAD 1 node Ready {
{ event AE_CL_PLAYSOUND 28 "Weapon_357.OpenLoader" }
{ event AE_CL_PLAYSOUND 39 "Weapon_357.RemoveLoader" }
{ event 3015 55 }
{ event AE_CL_PLAYSOUND 67 "Weapon_357.ReplaceLoader" }
{ event AE_CL_PLAYSOUND 92 "Weapon_357.Spin" }
}
Trp. Jed
04-26-2007, 03:55 PM
They're the name of sounds in the game_weapons.txt file in the \scripts folder. It defines all the sounds.
BERSERK3R
04-26-2007, 04:02 PM
They're the name of sounds in the game_weapons.txt file in the \scripts folder. It defines all the sounds.
Ofcourse, I'll try it asap.
Thanks!
Day of Defeat Forum Archive created by
Neil Jedrzejewski.
This in an partial archive of the old Day of Defeat forums orignally hosted by
Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.