As such, playing the muted soundscripts in a loop that is not activated by any event could cause issues. It is though not recommended to replace reloading sounds for compound reload sequences like those of revolvers and shotguns, since overriding soundscripts requires the sound part to activate at the same time as the original, and the exact timings aren't known in PAC. They have to be activated properly to take effect and modify the right sound. Weapon_Pistol.Single is when the pistol fires a shot, while Weapon_Pistol.Reload is when you reload it. The soundscripts' activation condition depends on which one it is e.g. Most add-on weapons don't have special reload sounds played in third person, but one can use the “find” reload to play a new one if there is no reload sound. The event which handles this best is animation_event, with “find” attack primary. Note that some weapon bases, like M9K, don't work in a way that allows PAC to override soundscripts. HL2 stuff is in the gmod wiki but add-on weapons' soundscripts have to be found in game sounds. You can browse the list of soundscripts by double-clicking, expanding, the game sounds category in the PAC asset browser. Advertisement Load GCFScape and open your GMod installation path, locate the Steamapps folder and find the source materials. Read more on Soundscripts in the Valve Developer Community: Finding Soundcripts You can modify weapon sounds using Soundscripts, which the Source Engine uses and the PAC sound part allows to use them to replace sounds.
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