How can I make that the rifles has different sounds after every shot?
Hope you can understand me,my english isn´t the best.
Thx
Moderator: Moderators


You should probably type out "thanks," then.DrDrSheldonLeeCooper wrote:my english isn´t the best.
Thx
Code: Select all
SampleList()
{
Sample("customweaponsound1", 0.33);
Sample("customweaponsound2", 0.33);
Sample("customweaponsound3", 0.33);
}You actually don't have to make it so all of the deviations of the samples in a sample list equate to 1.0. They function exactly the same as AI goal weight.AQT wrote:Notice that the 0.33 is the result of dividing 1 by 3 because there are three different possible fire sounds.
Code: Select all
SampleList()
{
Sample("customweaponsound1", 1.0);
Sample("customweaponsound2", 1.0);
Sample("customweaponsound3", 1.0);
}
Code: Select all
SampleList()
{
Sample("customweaponsound1", 1.0);
Sample("customweaponsound2", 1.0);
Sample("customweaponsound3", 1.0);
}


The SampleList is a bit smaller but that's how it's workingPR-0927 wrote: 10. Get a .snd file. Copy one from other sound folders and rename to whatever you would like. Mine is called swrcweapons.snd. In it (I will not teach you how to put stuff in it), mine says this for that above .wav:
Code: Select all
SoundProperties() { Name("rifledc17"); Group("weapons"); Inherit("weapon_template"); SampleList() { Sample("dc17_rifle", 1.0); } }

Code: Select all
SoundProperties()
{
Name("rifledc17");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("dc17_rifle1", 1.0);
Sample("dc17_rifle2", 1.0);
Sample("dc17_rifle3", 1.0);
}
}