[MHelp] Hack Job Help! Random Weapon_Shoot


Die Schlampfe
05-31-2003, 07:47 PM
Ok well the title is kinda whack so I'll explain my problem. I'm attempting a hack job of the garand v_model to play a different sound to each of the 3 shoot animations.

I know this deals with sounds but I feel it is way more appropriate to be here since the model hack jobbers are all here. So please do not move my thread to the sound forum.

Anyhoo, what I mean by this is, I edited the QC file and assigned a event 5004 1 with garand_shoot, garand_shoot2 and garand_shoot3 to the three animation sequences in hopes of getting a different weapon sound each time the weapon is fired, in order to be more 'real'. However when I use the garand in game, it plays all 3 sounds at once during each shoot animation.

Firstly, is it even remotely possible to edit the .QC to get the model to play the sound it is assigned to and that one only?

Secondly, did my question make any sense?

I hope someone can help me or confirm that this is quite impossible with the HL engine or DoD.

Thanks.

Die Schlampfe
05-31-2003, 08:10 PM
Come on guys! Does anyone know if this is possible and if so, how to do it!

Or should I just give up on this idea altogether? Seeing as how all my threads in MSA get largely ignored.

05-31-2003, 08:15 PM
If that would be possible I want that for all my v_models!!! Ive been dreaming of having different shoot sounds for my weapons. Would be so more realistic.

Genie
05-31-2003, 08:16 PM
Oh yes it's very possible to do this.

Take a look at a few of the (I know u hate me for saying this BUUUUUUT) CS model sounds

AK-47-1
AK-47-2

Deagle1
Deagle2 (or somthing like that)

I think the model needs 3 seperate animations (copy and paste the defeault one, plus I think u need to copy the "fire" smd and rename it, fire2, fire3 etc.) and the diff. sounds assigned to one of the 3 animations

I don't know if that's all there is to do but I'll look into it further.

Die Schlampfe
05-31-2003, 08:19 PM
Genie, I did exactly that, I edited the QC File and assigned a different sound to the 3 shoot sequences in the QC file. But in game it plays 2 or 3 different sounds at once.

What I'm getting at here is, the model is pointing to garand_shoot AND garand_shoot2 and plays both at the same time.

I want the model to point to garand_shoot2 only during that shoot animation, I just need to know if its possible.

Genie
05-31-2003, 08:29 PM
It's in CS so It must be so in DOD

lol

I tried editing the file and I got the same result as you. Maybe it's hardcoded to play "garand_shoot" no matter what. When I looked at the QC file there was no line for garand shoot, kinda weird.

Maybe a Dev team member can clear this up a little.

Die Schlampfe
05-31-2003, 08:46 PM
Yeah I doubt they would reply to this thread, or a PM. I bet it is hardcoded, but ya never know. This type of model hacking may be frowned upon by the Dev team but I could be wrong.

05-31-2003, 11:56 PM
Events are coded into a certain engine file before you compile the gamex .dll's which in turn tells the engine which sound is to be played and which are not, also an event can specify muzzleflashes, size, type etc

d3fmaybe
06-01-2003, 12:04 AM
It's not in CS - while there are 2 sounds for certain weapons, you'll notice they are the same, and that only the first is used(you could delete ak47-2).

Sgt.Sinister
06-01-2003, 01:03 AM
I KNOW HOW, I KNOW HOW!!!


Okay, so you have garand_shoot, garand_shoot2, and garand_shoot 3 or somehting like that, right?

All you gottta do is make the first shoot animation play a sound called garand_shoot1 and then make the garand_shoot silent, so it will still play it, but you won't hear it cause it will be silent.

There ya go. Don't you love me?:D

06-01-2003, 02:25 AM
you dont get it do you?
He has 3 sounds, DoD uses 1 shoot animation, therefore 1 animation plays 3 sounds at the same time

Sgt.Sinister
06-01-2003, 03:30 AM
What the hell?

He's saying that he has the garand model which has 3 animations and he wants each animation to play a different shoot sound so he edited the .qc so that it plays a different sound with each shoot animation but it still plays garand_shoot with the other sound he made it play in the .qc.

So I just told him to make the garand_shoot silent and have the first animation play another sound called garand_shoot1.

I think I understand very well and you don't.

Doc.G
06-01-2003, 03:36 AM
Originally posted by Sgt.Sinister
What the hell?

He's saying that he has the garand model which has 3 animations and he wants each animation to play a different shoot sound so he edited the .qc so that it plays a different sound with each shoot animation but it still plays garand_shoot with the other sound he made it play in the .qc.

So I just told him to make the garand_shoot silent and have the first animation play another sound called garand_shoot1.

I think I understand very well and you don't.
in this way (garand_shoot silent) there will be NO world sounds, but only a v_model sounds. When someone else shoots a garand, you'll notice no sound.

06-01-2003, 04:35 AM
Originally posted by Sgt.Sinister
What the hell?

He's saying that he has the garand model which has 3 animations and he wants each animation to play a different shoot sound so he edited the .qc so that it plays a different sound with each shoot animation but it still plays garand_shoot with the other sound he made it play in the .qc.

So I just told him to make the garand_shoot silent and have the first animation play another sound called garand_shoot1.

I think I understand very well and you don't.

READ BELOW

each time the weapon is fired, in order to be more 'real'. However when I use the garand in game, it plays all 3 sounds at once during each shoot animation.

do you understand now ? Because if you don't, your an idiot

-=JaCoBsOn=-
06-01-2003, 05:33 AM
Originally posted by Selbstmord
READ BELOW



do you understand now ? Because if you don't, your an idiot Haha, I've tried this aswell, but i realized it really IS impossible. So it's up to the dev-team to make more events (shoot-animations) in upcoming releases. And i hope they will.. ;)

Die Schlampfe
06-01-2003, 07:15 AM
When I decompiled the Garand, and when I view it in HL Model Viewer, it has 3 shoot animations. And about the silent garand_shoot, perhaps I can find a way to hack the p_models as well to play garand_shoot1 instead of the garand_shoot.

I'm going to go monkey with this idea a little more until I finally say, its impossible.

Btw thanks for all the replies! I appreciate it guys.

Die Schlampfe
06-01-2003, 07:49 AM
[Dr. Frankenstein Voice] Its alive....ITS ALIVE! [/voice]

Haha, well I successfully hacked the p_model to play the garand_shoot1 so that it'll play during 3rd person encounters.

The only problem I can see with it is playing the sound like the distant p_models do.

That and I need to come up with some sounds that actually sound good together when the gun is fired multiple times.

Should I release a tutorial on how to do this, or keep it to myself?

I think its a really awesome idea if one has the time and patience to edit the models, and could add a whole new feel to the game.

Die Schlampfe
06-01-2003, 10:45 AM
bump, anyone?

Devin Kryss
06-01-2003, 11:23 AM
if id been here, i could ahev told you that dod ahs it hard coded so that weapon shoot noises arent in the modles qc. It just knows to play the garand noise when you click. Attaching a second sound to the qc will paly both noises.

Now, if you take the normal garand noise and mute it. Then your weapon model will play only the sound in your qc. but then you ownt hear people in front of you firing their garand.

-=JaCoBsOn=-
06-01-2003, 11:48 AM
That's what I said... "Impossible"!!! :p

Die Schlampfe
06-01-2003, 01:18 PM
Originally posted by Die Schlampfe

Haha, well I successfully hacked the p_model to play the garand_shoot1 so that it'll play during 3rd person encounters.

The only problem I can see with it is playing the sound like the distant p_models do.



Cough.

I solved that problem Devin & Jacobson. I just want to know if there is any interest in this, because if not I'll just keep my idea to myself.

Ikujinonai
06-01-2003, 01:47 PM
Using event 5004 in p_ models doesn't really work. As discovered back in 3.1 when doing 3rd person reloads, the .wav will sound like it's right next to you no matter the distance of the shot. There's some other event that triggers a sound relative to the distance (or something to that effect), but it doesn't work in DoD.

What you could do is make garand_shoot1.wav, garand_shoot2.wav, and garand_shoot3.wav into different types of echoes, so that it blends in well with the regular garand_shoot but produces a different effect at the end.

Die Schlampfe
06-01-2003, 02:22 PM
That sounds like a very viable solution. I just need to monkey with the sound enough to get said desired effect though, so I may leave it up to the reader (of the tutorial if I make it) to decide which they want.

I'm going to test some of that now Ikujinonai

Die Schlampfe
06-01-2003, 02:31 PM
And for some of you wondering just what I'm talking about what I want, here is an example wav of a MG firing (Saving Private Ryan). It details somewhat what I'm trying to accomplish here.

The Cheat
06-01-2003, 08:23 PM
Sinister will kick your ass, don't talk down to him. Lol. He understands perfectly well. And this should be more than possible to do, ill screw with it.

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