had sound in esf

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i'm making an new sound pack for esf and i like to know how to had new sound in the game like for exemple in gg kama brolli pack their is new sound for brolly step : stomp.wav ,and brolly melee tuch :smash1.wav , i like to know how to have new sound for the other character .
thanks
 
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JM LE FOU said:
i'm making an new sound pack for esf and i like to know how to had new sound in the game like for exemple in gg kama brolli pack their is new sound for brolly step : stomp.wav ,and brolly melee tuch :smash1.wav , i like to know how to have new sound for the other character .
thanks
You might be able to figure out what they did from looking at the brolly pack (as there not posting) I'll take a looksee and if I find anything that I can get to work , I'll post it here.

And Nope , I just looked , I have no idea how they did it.
 
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well i just looked too.
its simple you can add sounds to animations by using events. when u look into hlmodel viewer u can see clearly that an event with the sound "stomp.wav" is assigned to the run animations.
when u want to add sounds yourself u have to add them in the .qc file of the model
looks like this in the end (taken from brollys qc file):
Code:
$sequence run "run" LX loop fps 70 ACT_RUN 1 { event 5004 15 "brolli\stomp.wav" } { event 5004 45 "brolli\stomp.wav" } 
$sequence run2 "run2" LX loop fps 70 ACT_RUN 1 { event 5004 15 "brolli\stomp.wav" } { event 5004 45 "brolli\stomp.wav" } 
$sequence turbo_run "turbo_run" loop fps 28 
$sequence run_backward "run_backward" loop fps 35 { event 5004 5 "brolli\stomp.wav" } { event 5004 19 "brolli\stomp.wav" } 
$sequence walk2handed "walk2handed" LX loop fps 15 ACT_WALK 1 { event 5004 7 "brolli\stomp.wav" } { event 5004 23 "brolli\stomp.wav" } 
$sequence walk "walk" LX loop fps 15 { event 5004 7 "brolli\stomp.wav" } { event 5004 23 "brolli\stomp.wav" } 
$sequence walk_backward "walk_backward" loop fps 15 { event 5004 7 "brolli\stomp.wav" } { event 5004 23 "brolli\stomp.wav" }
 
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thanks for your help but i look in hlmodel viewer i can't see the .qc file of the model where is it?
 
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u cannot see the qc file in hlmv you need to decompile the models first.
decompiling can be done with milkshape3d
 
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Dark-Domi said:
u cannot see the qc file in hlmv you need to decompile the models first.
decompiling can be done with milkshape3d
I see the code you've put , and thanks but how do you actually edit the .qc file to add the code to it?
 
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coolio that is gonna be soo usefull for me and neosniper killer, we are using admin/amx mod combined

adminxmodxx :D

and well we are trying to get some one when saying kamikaze for it to play some sounds then do a command and i think this will help
 
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i dont think this will help cuz saying is not a model event. you have to code that into your amx plugin
 
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according to Dark-Domi description and help i succeed to had sound for any character in esf but i got a problem , the new sound don't take care about the distance of the player position i mean in game if my character is far away from my enemy then the sound is same as if my enemy if in front of me, usually the sound is low if the enemy is far away .
her is the detail from the .qc folder of cell:
$sequence ref_shoot_kiblast "ref_shoot_kiblast_blend1" "ref_shoot_kiblast_blend2" fps 30 blend XR -65 65 { event 5004 3 "brolli\blastcell.wav" }
$sequence ref_shoot2_kiblast "ref_shoot2_kiblast_blend1" "ref_shoot2_kiblast_blend2" fps 30 blend XR -65 65 { event 5004 3 "brolli\blastcell.wav" }
then i like to know how to make stop a sound when doing other action( i go some sound like for exemple for the powerup , i like to have a sound their but the sound start and start again and again :
$sequence ref_powerup_charge "ref_powerup_charge" loop fps 32 { event 5004 3 "brolli\powerupcell.wav" }

can somebody help?
 

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